Fix typos in code and docs with codespell

Using v1.11.0 from https://github.com/lucasdemarchi/codespell
This commit is contained in:
Rémi Verschelde 2018-01-18 21:37:17 +01:00
parent a1c08b7109
commit 9f479f096c
138 changed files with 405 additions and 405 deletions

View file

@ -775,7 +775,7 @@ void Image::crop_from_point(int p_x, int p_y, int p_width, int p_height) {
ERR_FAIL_COND(p_y + p_height > MAX_HEIGHT);
/* to save memory, cropping should be done in-place, however, since this function
will most likely either not be used much, or in critical areas, for now it wont, because
will most likely either not be used much, or in critical areas, for now it won't, because
it's a waste of time. */
if (p_width == width && p_height == height && p_x == 0 && p_y == 0)

View file

@ -333,7 +333,7 @@ Error decode_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int
len -= 12;
buf += 12;
if (flags & 2) // Obsolete format with property seperate from subpath
if (flags & 2) // Obsolete format with property separate from subpath
subnamecount++;
uint32_t total = namecount + subnamecount;

View file

@ -388,7 +388,7 @@ public:
};
/**
* return wether the list is empty
* return whether the list is empty
*/
_FORCE_INLINE_ bool empty() const {

View file

@ -612,7 +612,7 @@ bool Octree<T, use_pairs, AL>::_remove_element_from_octant(Element *p_element, O
bool unpaired = false;
if (use_pairs && p_octant->last_pass != pass) {
// check wether we should unpair stuff
// check whether we should unpair stuff
// always test pairable
typename List<Element *, AL>::Element *E = p_octant->pairable_elements.front();
while (E) {

View file

@ -243,7 +243,7 @@ public:
PropertyInfo get_argument_info(int p_argument) const;
PropertyInfo get_return_info() const;
void set_argument_names(const Vector<StringName> &p_names); //set by class, db, cant be inferred otherwise
void set_argument_names(const Vector<StringName> &p_names); //set by class, db, can't be inferred otherwise
Vector<StringName> get_argument_names() const;
#endif

View file

@ -36,7 +36,7 @@
#include "os/copymem.h"
#include "os/memory.h"
// uncomment this to disable intial local storage.
// uncomment this to disable initial local storage.
#define OA_HASH_MAP_INITIAL_LOCAL_STORAGE
/**

View file

@ -167,7 +167,7 @@ bool ProjectSettings::_set(const StringName &p_name, const Variant &p_value) {
}
if (props.has(p_name)) {
if (!props[p_name].overrided)
if (!props[p_name].overridden)
props[p_name].variant = p_value;
} else {

View file

@ -58,19 +58,19 @@ protected:
Variant variant;
Variant initial;
bool hide_from_editor;
bool overrided;
bool overridden;
VariantContainer() :
order(0),
persist(false),
hide_from_editor(false),
overrided(false) {
overridden(false) {
}
VariantContainer(const Variant &p_variant, int p_order, bool p_persist = false) :
order(p_order),
persist(p_persist),
variant(p_variant),
hide_from_editor(false),
overrided(false) {
overridden(false) {
}
};

View file

@ -179,7 +179,7 @@ class ScriptCodeCompletionCache {
public:
virtual RES get_cached_resource(const String &p_path) = 0;
static ScriptCodeCompletionCache *get_sigleton() { return singleton; }
static ScriptCodeCompletionCache *get_singleton() { return singleton; }
ScriptCodeCompletionCache();
};

View file

@ -2217,7 +2217,7 @@ int String::find(const String &p_str, int p_from) const {
const int len = length();
if (src_len == 0 || len == 0)
return -1; //wont find anything!
return -1; // won't find anything!
const CharType *src = c_str();
const CharType *str = p_str.c_str();
@ -2256,7 +2256,7 @@ int String::find(const char *p_str, int p_from) const {
const int len = length();
if (len == 0)
return -1; //wont find anything!
return -1; // won't find anything!
const CharType *src = c_str();
@ -2317,7 +2317,7 @@ int String::findmk(const Vector<String> &p_keys, int p_from, int *r_key) const {
int len = length();
if (len == 0)
return -1; //wont find anything!
return -1; // won't find anything!
const CharType *src = c_str();
@ -2366,7 +2366,7 @@ int String::findn(const String &p_str, int p_from) const {
int src_len = p_str.length();
if (src_len == 0 || length() == 0)
return -1; //wont find anything!
return -1; // won't find anything!
const CharType *srcd = c_str();
@ -2462,7 +2462,7 @@ int String::rfindn(const String &p_str, int p_from) const {
int len = length();
if (src_len == 0 || len == 0)
return -1; //wont find anything!
return -1; // won't find anything!
const CharType *src = c_str();

View file

@ -1077,7 +1077,7 @@
Joypad Right Analog Trigger
</constant>
<constant name="OK" value="0" enum="Error">
Functions that return Error return OK when no error occured. Most functions don't return errors and/or just print errors to STDOUT.
Functions that return Error return OK when no error occurred. Most functions don't return errors and/or just print errors to STDOUT.
</constant>
<constant name="FAILED" value="1" enum="Error">
Generic error.

View file

@ -91,7 +91,7 @@
This interface support AR (video background and real world tracking).
</constant>
<constant name="ARVR_EXTERNAL" value="8" enum="Capabilities">
This interface outputs to an external device, if the main viewport is used the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of get_render_targetsize. Using a seperate viewport node frees up the main viewport for other purposes.
This interface outputs to an external device, if the main viewport is used the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of get_render_targetsize. Using a separate viewport node frees up the main viewport for other purposes.
</constant>
<constant name="EYE_MONO" value="0" enum="Eyes">
Mono output, this is mostly used internally when retrieving positioning information for our camera node or when stereo scopic rendering is not supported.

View file

@ -49,7 +49,7 @@
<return type="int">
</return>
<description>
Get the number of interfaces currently registered with the AR/VR server. If you're game supports multiple AR/VR platforms you can look throught the available interface and either present the user with a selection or simply try an initialize each interface and use the first one that returns true.
Get the number of interfaces currently registered with the AR/VR server. If you're game supports multiple AR/VR platforms you can look through the available interface and either present the user with a selection or simply try an initialize each interface and use the first one that returns true.
</description>
</method>
<method name="get_interfaces" qualifiers="const">

View file

@ -8,7 +8,7 @@
For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [code]Control[/code] and [Container] nodes.
[b]User Interface nodes and input[/b]
Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls [method MainLoop._input_event]. Call [method accept_event] so no other node receives the event. Once you accepted an input, it becomes handled so [method Node._unhandled_input] will not process it.
Only one [code]Control[/code] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the foucs, call [method set_focus_mode]. [code]Control[/code] nodes lose focus when another node grabs it, or if you hide the node in focus.
Only one [code]Control[/code] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method set_focus_mode]. [code]Control[/code] nodes lose focus when another node grabs it, or if you hide the node in focus.
Call [method set_ignore_mouse] to tell a [code]Control[/code] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
[Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector.
</description>

View file

@ -24,10 +24,10 @@
When rotating across x-axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
</member>
<member name="angular_limit_x/force_limit" type="float" setter="set_param_x" getter="get_param_x">
The maximum amount of force that can occur, when rotating arround x-axis.
The maximum amount of force that can occur, when rotating around x-axis.
</member>
<member name="angular_limit_x/lower_angle" type="float" setter="_set_angular_lo_limit_x" getter="_get_angular_lo_limit_x">
The minimum rotation in negative direction to break loose and rotate arround the x-axis.
The minimum rotation in negative direction to break loose and rotate around the x-axis.
</member>
<member name="angular_limit_x/restitution" type="float" setter="set_param_x" getter="get_param_x">
The amount of rotational restitution across the x-axis. The lower, the more restitution occurs.
@ -36,7 +36,7 @@
The speed of all rotations across the x-axis.
</member>
<member name="angular_limit_x/upper_angle" type="float" setter="_set_angular_hi_limit_x" getter="_get_angular_hi_limit_x">
The minimum rotation in positive direction to break loose and rotate arround the x-axis.
The minimum rotation in positive direction to break loose and rotate around the x-axis.
</member>
<member name="angular_limit_y/damping" type="float" setter="set_param_y" getter="get_param_y">
The amount of rotational damping across the y-axis. The lower, the more dampening occurs.
@ -48,10 +48,10 @@
When rotating across y-axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
</member>
<member name="angular_limit_y/force_limit" type="float" setter="set_param_y" getter="get_param_y">
The maximum amount of force that can occur, when rotating arround y-axis.
The maximum amount of force that can occur, when rotating around y-axis.
</member>
<member name="angular_limit_y/lower_angle" type="float" setter="_set_angular_lo_limit_y" getter="_get_angular_lo_limit_y">
The minimum rotation in negative direction to break loose and rotate arround the y-axis.
The minimum rotation in negative direction to break loose and rotate around the y-axis.
</member>
<member name="angular_limit_y/restitution" type="float" setter="set_param_y" getter="get_param_y">
The amount of rotational restitution across the y-axis. The lower, the more restitution occurs.
@ -60,7 +60,7 @@
The speed of all rotations across the y-axis.
</member>
<member name="angular_limit_y/upper_angle" type="float" setter="_set_angular_hi_limit_y" getter="_get_angular_hi_limit_y">
The minimum rotation in positive direction to break loose and rotate arround the y-axis.
The minimum rotation in positive direction to break loose and rotate around the y-axis.
</member>
<member name="angular_limit_z/damping" type="float" setter="set_param_z" getter="get_param_z">
The amount of rotational damping across the z-axis. The lower, the more dampening occurs.
@ -72,10 +72,10 @@
When rotating across z-axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
</member>
<member name="angular_limit_z/force_limit" type="float" setter="set_param_z" getter="get_param_z">
The maximum amount of force that can occur, when rotating arround z-axis.
The maximum amount of force that can occur, when rotating around z-axis.
</member>
<member name="angular_limit_z/lower_angle" type="float" setter="_set_angular_lo_limit_z" getter="_get_angular_lo_limit_z">
The minimum rotation in negative direction to break loose and rotate arround the z-axis.
The minimum rotation in negative direction to break loose and rotate around the z-axis.
</member>
<member name="angular_limit_z/restitution" type="float" setter="set_param_z" getter="get_param_z">
The amount of rotational restitution across the z-axis. The lower, the more restitution occurs.
@ -84,7 +84,7 @@
The speed of all rotations across the z-axis.
</member>
<member name="angular_limit_z/upper_angle" type="float" setter="_set_angular_hi_limit_z" getter="_get_angular_hi_limit_z">
The minimum rotation in positive direction to break loose and rotate arround the z-axis.
The minimum rotation in positive direction to break loose and rotate around the z-axis.
</member>
<member name="angular_motor_x/enabled" type="bool" setter="set_flag_x" getter="get_flag_x">
If [code]true[/code] a rotating motor at the x-axis is enabled.
@ -185,10 +185,10 @@
The amount of damping that happens at the linear motion across the axes.
</constant>
<constant name="PARAM_ANGULAR_LOWER_LIMIT" value="5" enum="Param">
The minimum rotation in negative direction to break loose and rotate arround the axes.
The minimum rotation in negative direction to break loose and rotate around the axes.
</constant>
<constant name="PARAM_ANGULAR_UPPER_LIMIT" value="6" enum="Param">
The minimum rotation in positive direction to break loose and rotate arround the axes.
The minimum rotation in positive direction to break loose and rotate around the axes.
</constant>
<constant name="PARAM_ANGULAR_LIMIT_SOFTNESS" value="7" enum="Param">
The speed of all rotations across the axes.
@ -200,7 +200,7 @@
The amount of rotational restitution across the axes. The lower, the more restitution occurs.
</constant>
<constant name="PARAM_ANGULAR_FORCE_LIMIT" value="10" enum="Param">
The maximum amount of force that can occur, when rotating arround the axes.
The maximum amount of force that can occur, when rotating around the axes.
</constant>
<constant name="PARAM_ANGULAR_ERP" value="11" enum="Param">
When rotating across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.

View file

@ -4,7 +4,7 @@
A hinge between two 3D bodies.
</brief_description>
<description>
Normaly uses the z-axis of body A as the hinge axis, another axis can be specified when adding it manually though.
Normally uses the z-axis of body A as the hinge axis, another axis can be specified when adding it manually though.
</description>
<tutorials>
</tutorials>
@ -40,12 +40,12 @@
Target speed for the motor.
</member>
<member name="params/bias" type="float" setter="set_param" getter="get_param">
The speed with wich the two bodies get pulled together when they move in different directions.
The speed with which the two bodies get pulled together when they move in different directions.
</member>
</members>
<constants>
<constant name="PARAM_BIAS" value="0" enum="Param">
The speed with wich the two bodies get pulled together when they move in different directions.
The speed with which the two bodies get pulled together when they move in different directions.
</constant>
<constant name="PARAM_LIMIT_UPPER" value="1" enum="Param">
The maximum rotation. only active if [member angular_limit/enable] is [code]true[/code].

View file

@ -17,7 +17,7 @@
<argument index="0" name="action" type="String">
</argument>
<description>
This will simulate pressing the specificed action.
This will simulate pressing the specified action.
</description>
</method>
<method name="action_release">

View file

@ -4,7 +4,7 @@
Base input event type for mouse events.
</brief_description>
<description>
Stores general mouse events informations.
Stores general mouse events information.
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/learning/features/inputs/inputevent.html
@ -21,7 +21,7 @@
Mouse position relative to the current [Viewport] when used in [method Control._gui_input], otherwise is at 0,0.
</member>
<member name="position" type="Vector2" setter="set_position" getter="get_position">
Mouse local position relative to the [Viewport]. If used in [method Control._gui_input] the position is relative to the current [Control] wich is under the mouse.
Mouse local position relative to the [Viewport]. If used in [method Control._gui_input] the position is relative to the current [Control] which is under the mouse.
</member>
</members>
<constants>

View file

@ -4,7 +4,7 @@
Input event type for mouse button events.
</brief_description>
<description>
Contains mouse click informations. See [method Node._input].
Contains mouse click information. See [method Node._input].
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/learning/features/inputs/mouse_and_input_coordinates.html

View file

@ -4,7 +4,7 @@
Input event type for mouse motion events.
</brief_description>
<description>
Contains mouse motion informations. Supports relative, absolute positions and speed. See [method Node._input].
Contains mouse motion information. Supports relative, absolute positions and speed. See [method Node._input].
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/learning/features/inputs/mouse_and_input_coordinates.html

View file

@ -5,7 +5,7 @@
(only available on mobile devices)
</brief_description>
<description>
Contains screen drag informations. See [method Node._input].
Contains screen drag information. See [method Node._input].
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/learning/features/inputs/inputevent.html

View file

@ -4,7 +4,7 @@
Base class for keys events with modifiers.
</brief_description>
<description>
Contains keys events informations with modifiers support like [code]SHIFT[/code] or [code]ALT[/code]. See [method Node._input].
Contains keys events information with modifiers support like [code]SHIFT[/code] or [code]ALT[/code]. See [method Node._input].
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/learning/features/inputs/inputevent.html

View file

@ -23,7 +23,7 @@
The [Node], the second side of the Joint attaches to.
</member>
<member name="solver/priority" type="int" setter="set_solver_priority" getter="get_solver_priority">
The order in wich the solver is executed compared to the other [Joints], the lower, the earlier.
The order in which the solver is executed compared to the other [Joints], the lower, the earlier.
</member>
</members>
<constants>

View file

@ -27,7 +27,7 @@
<argument index="0" name="slide_idx" type="int">
</argument>
<description>
Returns a [KinematicCollision], which contains information about a collision that occured during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1).
Returns a [KinematicCollision], which contains information about a collision that occurred during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1).
</description>
</method>
<method name="get_slide_count" qualifiers="const">
@ -87,7 +87,7 @@
If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
Returns the movement that remained when the body stopped. To get more detailed information about collisions that occured, use [method get_slide_collision].
Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision].
</description>
</method>
<method name="test_move">

View file

@ -26,7 +26,7 @@
<argument index="0" name="slide_idx" type="int">
</argument>
<description>
Returns a [KinematicCollision2D], which contains information about a collision that occured during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1).
Returns a [KinematicCollision2D], which contains information about a collision that occurred during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1).
</description>
</method>
<method name="get_slide_count" qualifiers="const">
@ -86,7 +86,7 @@
If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
Returns the movement that remained when the body stopped. To get more detailed information about collisions that occured, use [method get_slide_collision].
Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision].
</description>
</method>
<method name="test_move">

View file

@ -71,7 +71,7 @@
The gradient is drawn through the whole line from start to finish. The default color will not be used if a gradient is set.
</member>
<member name="joint_mode" type="int" setter="set_joint_mode" getter="get_joint_mode" enum="Line2D.LineJointMode">
The style for the points inbetween the start and the end.
The style for the points between the start and the end.
</member>
<member name="points" type="PoolVector2Array" setter="set_points" getter="get_points">
The points that form the lines. The line is drawn between every point set in this array.

View file

@ -86,7 +86,7 @@
Duration (in seconds) of a caret's blinking cycle.
</member>
<member name="caret_position" type="int" setter="set_cursor_position" getter="get_cursor_position">
The cursor's position inside the [code]LineEdit[/code]. When set, the text may scroll to accomodate it.
The cursor's position inside the [code]LineEdit[/code]. When set, the text may scroll to accommodate it.
</member>
<member name="context_menu_enabled" type="bool" setter="set_context_menu_enabled" getter="is_context_menu_enabled">
If [code]true[/code] the context menu will appear when right clicked.

View file

@ -44,7 +44,7 @@
</argument>
<description>
Called when there is an input event. The input event propagates through the node tree until a node consumes it.
It is only called if input processing is enabled, which is done automatically if this method is overriden, and can be toggled with [method set_process_input].
It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input].
</description>
</method>
<method name="_physics_process" qualifiers="virtual">
@ -54,7 +54,7 @@
</argument>
<description>
Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant.
It is only called if physics processing is enabled, which is done automatically if this method is overriden, and can be toggled with [method set_physics_process].
It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
Corresponds to the NOTIFICATION_PHYSICS_PROCESS notification in [method Object._notification].
</description>
</method>
@ -65,7 +65,7 @@
</argument>
<description>
Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant.
It is only called if processing is enabled, which is done automatically if this method is overriden, and can be toggled with [method set_process].
It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process].
Corresponds to the NOTIFICATION_PROCESS notification in [method Object._notification].
</description>
</method>
@ -84,7 +84,7 @@
</argument>
<description>
Propagated to all nodes when the previous InputEvent is not consumed by any nodes.
It is only called if unhandled input processing is enabled, which is done automatically if this method is overriden, and can be toggled with [method set_process_unhandled_input].
It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input].
</description>
</method>
<method name="_unhandled_key_input" qualifiers="virtual">
@ -656,7 +656,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a NOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 fps, see [OS] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overriden. Any calls to this before [method _ready] will be ignored.
Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a NOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 fps, see [OS] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden. Any calls to this before [method _ready] will be ignored.
</description>
</method>
<method name="set_physics_process_internal">
@ -673,7 +673,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables or disables processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the [method _process] callback will be called if exists). Enabled automatically if [method _process] is overriden. Any calls to this before [method _ready] will be ignored.
Enables or disables processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the [method _process] callback will be called if exists). Enabled automatically if [method _process] is overridden. Any calls to this before [method _ready] will be ignored.
</description>
</method>
<method name="set_process_input">
@ -682,7 +682,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables or disables input processing. This is not required for GUI controls! Enabled automatically if [method _input] is overriden. Any calls to this before [method _ready] will be ignored.
Enables or disables input processing. This is not required for GUI controls! Enabled automatically if [method _input] is overridden. Any calls to this before [method _ready] will be ignored.
</description>
</method>
<method name="set_process_internal">
@ -699,7 +699,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a [Control]). Enabled automatically if [method _unhandled_input] is overriden. Any calls to this before [method _ready] will be ignored.
Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a [Control]). Enabled automatically if [method _unhandled_input] is overridden. Any calls to this before [method _ready] will be ignored.
</description>
</method>
<method name="set_process_unhandled_key_input">
@ -708,7 +708,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables unhandled key input processing. Enabled automatically if [method _unhandled_key_input] is overriden. Any calls to this before [method _ready] will be ignored.
Enables unhandled key input processing. Enabled automatically if [method _unhandled_key_input] is overridden. Any calls to this before [method _ready] will be ignored.
</description>
</method>
<method name="set_scene_instance_load_placeholder">

View file

@ -1199,7 +1199,7 @@
If above 0, this value is the maximum value for an impulse that this Joint puts on it's ends.
</constant>
<constant name="HINGE_JOINT_BIAS" value="0" enum="HingeJointParam">
The speed with wich the two bodies get pulled together when they move in different directions.
The speed with which the two bodies get pulled together when they move in different directions.
</constant>
<constant name="HINGE_JOINT_LIMIT_UPPER" value="1" enum="HingeJointParam">
The maximum rotation across the Hinge.
@ -1234,7 +1234,7 @@
The minimum difference between the pivot points on their x-axis before damping happens.
</constant>
<constant name="SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS" value="2" enum="SliderJointParam">
A factor applied to the movement accross the slider axis once the limits get surpassed. The lower, the slower the movement.
A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.
</constant>
<constant name="SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION" value="3" enum="SliderJointParam">
The amount of restitution once the limits are surpassed. The lower, the more velocityenergy gets lost.
@ -1243,7 +1243,7 @@
The amount of damping once the slider limits are surpassed.
</constant>
<constant name="SLIDER_JOINT_LINEAR_MOTION_SOFTNESS" value="5" enum="SliderJointParam">
A factor applied to the movement accross the slider axis as long as the slider is in the limits. The lower, the slower the movement.
A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.
</constant>
<constant name="SLIDER_JOINT_LINEAR_MOTION_RESTITUTION" value="6" enum="SliderJointParam">
The amount of restitution inside the slider limits.
@ -1252,13 +1252,13 @@
The amount of damping inside the slider limits.
</constant>
<constant name="SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS" value="8" enum="SliderJointParam">
A factor applied to the movement accross axes orthogonal to the slider.
A factor applied to the movement across axes orthogonal to the slider.
</constant>
<constant name="SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION" value="9" enum="SliderJointParam">
The amount of restitution when movement is accross axes orthogonal to the slider.
The amount of restitution when movement is across axes orthogonal to the slider.
</constant>
<constant name="SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING" value="10" enum="SliderJointParam">
The amount of damping when movement is accross axes orthogonal to the slider.
The amount of damping when movement is across axes orthogonal to the slider.
</constant>
<constant name="SLIDER_JOINT_ANGULAR_LIMIT_UPPER" value="11" enum="SliderJointParam">
The upper limit of rotation in the slider.
@ -1323,7 +1323,7 @@
The maximum difference between the pivot points' axes.
</constant>
<constant name="G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS" value="2" enum="G6DOFJointAxisParam">
A factor that gets applied to the movement accross the axes. The lower, the slower the movement.
A factor that gets applied to the movement across the axes. The lower, the slower the movement.
</constant>
<constant name="G6DOF_JOINT_LINEAR_RESTITUTION" value="3" enum="G6DOFJointAxisParam">
The amount of restitution on the axes movement. The lower, the more velocity-energy gets lost.
@ -1332,25 +1332,25 @@
The amount of damping that happens at the linear motion across the axes.
</constant>
<constant name="G6DOF_JOINT_ANGULAR_LOWER_LIMIT" value="5" enum="G6DOFJointAxisParam">
The minimum rotation in negative direction to break loose and rotate arround the axes.
The minimum rotation in negative direction to break loose and rotate around the axes.
</constant>
<constant name="G6DOF_JOINT_ANGULAR_UPPER_LIMIT" value="6" enum="G6DOFJointAxisParam">
The minimum rotation in positive direction to break loose and rotate arround the axes.
The minimum rotation in positive direction to break loose and rotate around the axes.
</constant>
<constant name="G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS" value="7" enum="G6DOFJointAxisParam">
A factor that gets multiplied onto all rotations accross the axes.
A factor that gets multiplied onto all rotations across the axes.
</constant>
<constant name="G6DOF_JOINT_ANGULAR_DAMPING" value="8" enum="G6DOFJointAxisParam">
The amount of rotational damping accross the axes. The lower, the more dampening occurs.
The amount of rotational damping across the axes. The lower, the more dampening occurs.
</constant>
<constant name="G6DOF_JOINT_ANGULAR_RESTITUTION" value="9" enum="G6DOFJointAxisParam">
The amount of rotational restitution accross the axes. The lower, the more restitution occurs.
The amount of rotational restitution across the axes. The lower, the more restitution occurs.
</constant>
<constant name="G6DOF_JOINT_ANGULAR_FORCE_LIMIT" value="10" enum="G6DOFJointAxisParam">
The maximum amount of force that can occur, when rotating arround the axes.
The maximum amount of force that can occur, when rotating around the axes.
</constant>
<constant name="G6DOF_JOINT_ANGULAR_ERP" value="11" enum="G6DOFJointAxisParam">
When correcting the crossing of limits in rotation accross the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
When correcting the crossing of limits in rotation across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
</constant>
<constant name="G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY" value="12" enum="G6DOFJointAxisParam">
Target speed for the motor at the axes.

View file

@ -14,11 +14,11 @@
</methods>
<members>
<member name="params/bias" type="float" setter="set_param" getter="get_param">
The force with wich the pinned objects stay in positional relation to each other.
The force with which the pinned objects stay in positional relation to each other.
The higher, the stronger.
</member>
<member name="params/damping" type="float" setter="set_param" getter="get_param">
The force with wich the pinned objects stay in velocity relation to each other.
The force with which the pinned objects stay in velocity relation to each other.
The higher, the stronger.
</member>
<member name="params/impulse_clamp" type="float" setter="set_param" getter="get_param">
@ -27,11 +27,11 @@
</members>
<constants>
<constant name="PARAM_BIAS" value="0" enum="Param">
The force with wich the pinned objects stay in positional relation to each other.
The force with which the pinned objects stay in positional relation to each other.
The higher, the stronger.
</constant>
<constant name="PARAM_DAMPING" value="1" enum="Param">
The force with wich the pinned objects stay in velocity relation to each other.
The force with which the pinned objects stay in velocity relation to each other.
The higher, the stronger.
</constant>
<constant name="PARAM_IMPULSE_CLAMP" value="2" enum="Param">

View file

@ -266,7 +266,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
Return whether the item is a seperator. If it is, it would be displayed as a line.
Return whether the item is a separator. If it is, it would be displayed as a line.
</description>
</method>
<method name="remove_item">
@ -308,7 +308,7 @@
<argument index="1" name="enable" type="bool">
</argument>
<description>
Mark the item at index "idx" as a seperator, which means that it would be displayed as a mere line.
Mark the item at index "idx" as a separator, which means that it would be displayed as a mere line.
</description>
</method>
<method name="set_item_checked">

View file

@ -59,7 +59,7 @@
The amount of restitution once the limits are surpassed. The lower, the more velocity-energy gets lost.
</member>
<member name="linear_limit/softness" type="float" setter="set_param" getter="get_param">
A factor applied to the movement accross the slider axis once the limits get surpassed. The lower, the slower the movement.
A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.
</member>
<member name="linear_limit/upper_distance" type="float" setter="set_param" getter="get_param">
The maximum difference between the pivot points on their x-axis before damping happens.
@ -71,16 +71,16 @@
The amount of restitution inside the slider limits.
</member>
<member name="linear_motion/softness" type="float" setter="set_param" getter="get_param">
A factor applied to the movement accross the slider axis as long as the slider is in the limits. The lower, the slower the movement.
A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.
</member>
<member name="linear_ortho/damping" type="float" setter="set_param" getter="get_param">
The amount of damping when movement is accross axes orthogonal to the slider.
The amount of damping when movement is across axes orthogonal to the slider.
</member>
<member name="linear_ortho/restitution" type="float" setter="set_param" getter="get_param">
The amount of restitution when movement is accross axes orthogonal to the slider.
The amount of restitution when movement is across axes orthogonal to the slider.
</member>
<member name="linear_ortho/softness" type="float" setter="set_param" getter="get_param">
A factor applied to the movement accross axes orthogonal to the slider.
A factor applied to the movement across axes orthogonal to the slider.
</member>
</members>
<constants>
@ -91,7 +91,7 @@
The minimum difference between the pivot points on their x-axis before damping happens.
</constant>
<constant name="PARAM_LINEAR_LIMIT_SOFTNESS" value="2" enum="Param">
A factor applied to the movement accross the slider axis once the limits get surpassed. The lower, the slower the movement.
A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.
</constant>
<constant name="PARAM_LINEAR_LIMIT_RESTITUTION" value="3" enum="Param">
The amount of restitution once the limits are surpassed. The lower, the more velocityenergy gets lost.
@ -100,7 +100,7 @@
The amount of damping once the slider limits are surpassed.
</constant>
<constant name="PARAM_LINEAR_MOTION_SOFTNESS" value="5" enum="Param">
A factor applied to the movement accross the slider axis as long as the slider is in the limits. The lower, the slower the movement.
A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.
</constant>
<constant name="PARAM_LINEAR_MOTION_RESTITUTION" value="6" enum="Param">
The amount of restitution inside the slider limits.
@ -109,13 +109,13 @@
The amount of damping inside the slider limits.
</constant>
<constant name="PARAM_LINEAR_ORTHOGONAL_SOFTNESS" value="8" enum="Param">
A factor applied to the movement accross axes orthogonal to the slider.
A factor applied to the movement across axes orthogonal to the slider.
</constant>
<constant name="PARAM_LINEAR_ORTHOGONAL_RESTITUTION" value="9" enum="Param">
The amount of restitution when movement is accross axes orthogonal to the slider.
The amount of restitution when movement is across axes orthogonal to the slider.
</constant>
<constant name="PARAM_LINEAR_ORTHOGONAL_DAMPING" value="10" enum="Param">
The amount of damping when movement is accross axes orthogonal to the slider.
The amount of damping when movement is across axes orthogonal to the slider.
</constant>
<constant name="PARAM_ANGULAR_LIMIT_UPPER" value="11" enum="Param">
The upper limit of rotation in the slider.

View file

@ -343,7 +343,7 @@
<argument index="1" name="placeholder" type="String" default="{_}">
</argument>
<description>
Formats the string by replacing all occurences of [code]placeholder[/code] with [code]values[/code].
Formats the string by replacing all occurrences of [code]placeholder[/code] with [code]values[/code].
</description>
</method>
<method name="get_base_dir">

View file

@ -204,7 +204,7 @@
<argument index="4" name="antialiased" type="bool" default="false">
</argument>
<description>
Adds a polyline, which is a line from mutliple points with a width, to the [CanvasItem]'s draw commands.
Adds a polyline, which is a line from multiple points with a width, to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_primitive">
@ -669,7 +669,7 @@
<argument index="1" name="mask" type="int">
</argument>
<description>
The shadow mask. binary about wich layers this canvas light affects wich canvas item's shadows. See [LightOccluder2D] for more information on light masks.
The shadow mask. binary about which layers this canvas light affects which canvas item's shadows. See [LightOccluder2D] for more information on light masks.
</description>
</method>
<method name="canvas_light_set_layer_range">
@ -1506,7 +1506,7 @@
<argument index="1" name="cube_side" type="int" enum="VisualServer.CubeMapSide" default="0">
</argument>
<description>
Returns a copy of a texture's image unless it's a CubeMap, in wich case it returns the [RID] of the image at one of the cubes sides.
Returns a copy of a texture's image unless it's a CubeMap, in which case it returns the [RID] of the image at one of the cubes sides.
</description>
</method>
<method name="texture_get_flags" qualifiers="const">
@ -2155,10 +2155,10 @@
Primitive to draw consists of triangles.
</constant>
<constant name="PRIMITIVE_TRIANGLE_STRIP" value="5" enum="PrimitiveType">
Primitive to draw consists of a triangle strip (the last 3 verticies are always combined to make a triangle).
Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).
</constant>
<constant name="PRIMITIVE_TRIANGLE_FAN" value="6" enum="PrimitiveType">
Primitive to draw consists of a triangle strip (the last 2 verticies are always combined with the first to make a triangle).
Primitive to draw consists of a triangle strip (the last 2 vertices are always combined with the first to make a triangle).
</constant>
<constant name="PRIMITIVE_MAX" value="7" enum="PrimitiveType">
Marks the primitive types endpoint. used internally.

View file

@ -5369,7 +5369,7 @@ void RasterizerStorageGLES3::particles_set_emitting(RID p_particles, bool p_emit
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
if (p_emitting != particles->emitting) {
// Restart is overriden by set_emitting
// Restart is overridden by set_emitting
particles->restart_request = false;
}
particles->emitting = p_emitting;

View file

@ -131,7 +131,7 @@ void main() {
#elif defined(USE_ASYM_PANO)
// When an assymetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
// When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
// Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.

View file

@ -908,7 +908,7 @@ void Collada::_parse_curve_geometry(XMLParser &parser, String p_id, String p_nam
COLLADA_PRINT("curve name: " + p_name);
String current_source;
// handles geometry node and the curve childs in this loop
// handles geometry node and the curve children in this loop
// read sources with arrays and accessor for each curve
if (parser.is_empty()) {
return;
@ -996,7 +996,7 @@ void Collada::_parse_mesh_geometry(XMLParser &parser, String p_id, String p_name
COLLADA_PRINT("mesh name: " + p_name);
String current_source;
// handles geometry node and the mesh childs in this loop
// handles geometry node and the mesh children in this loop
// read sources with arrays and accessor for each mesh
if (parser.is_empty()) {
return;

View file

@ -627,7 +627,7 @@ bool OrphanResourcesDialog::_fill_owners(EditorFileSystemDirectory *efsd, HashMa
if (!efsd)
return false;
bool has_childs = false;
bool has_children = false;
for (int i = 0; i < efsd->get_subdir_count(); i++) {
@ -643,7 +643,7 @@ bool OrphanResourcesDialog::_fill_owners(EditorFileSystemDirectory *efsd, HashMa
if (!children) {
memdelete(dir_item);
} else {
has_childs = true;
has_children = true;
}
}
}
@ -683,12 +683,12 @@ bool OrphanResourcesDialog::_fill_owners(EditorFileSystemDirectory *efsd, HashMa
ti->add_button(1, get_icon("GuiVisibilityVisible", "EditorIcons"));
}
ti->set_metadata(0, path);
has_childs = true;
has_children = true;
}
}
}
return has_childs;
return has_children;
}
void OrphanResourcesDialog::refresh() {

View file

@ -369,7 +369,7 @@ void EditorNode::_notification(int p_what) {
search_button->set_icon(gui_base->get_icon("Search", "EditorIcons"));
object_menu->set_icon(gui_base->get_icon("Tools", "EditorIcons"));
// clear_button->set_icon(gui_base->get_icon("Close", "EditorIcons")); dont have access to that node. needs to become a class property
// clear_button->set_icon(gui_base->get_icon("Close", "EditorIcons")); don't have access to that node. needs to become a class property
update_menu->set_icon(gui_base->get_icon("Collapse", "EditorIcons"));
dock_tab_move_left->set_icon(theme->get_icon("Back", "EditorIcons"));
dock_tab_move_right->set_icon(theme->get_icon("Forward", "EditorIcons"));
@ -4239,7 +4239,7 @@ void EditorNode::_bottom_panel_switch(bool p_enable, int p_idx) {
bottom_panel_items[i].button->set_pressed(i == p_idx);
bottom_panel_items[i].control->set_visible(i == p_idx);
}
if (ScriptEditor::get_singleton()->get_debugger() == bottom_panel_items[p_idx].control) { // this is the debug panel wich uses tabs, so the top section should be smaller
if (ScriptEditor::get_singleton()->get_debugger() == bottom_panel_items[p_idx].control) { // this is the debug panel which uses tabs, so the top section should be smaller
bottom_panel->add_style_override("panel", gui_base->get_stylebox("BottomPanelDebuggerOverride", "EditorStyles"));
} else {
bottom_panel->add_style_override("panel", gui_base->get_stylebox("panel", "TabContainer"));

View file

@ -178,7 +178,7 @@ public:
virtual bool handles(Object *p_object) const;
virtual Dictionary get_state() const; //save editor state so it can't be reloaded when reloading scene
virtual void set_state(const Dictionary &p_state); //restore editor state (likely was saved with the scene)
virtual void clear(); // clear any temporary data in te editor, reset it (likely new scene or load another scene)
virtual void clear(); // clear any temporary data in the editor, reset it (likely new scene or load another scene)
virtual void save_external_data(); // if editor references external resources/scenes, save them
virtual void apply_changes(); // if changes are pending in editor, apply them
virtual void get_breakpoints(List<String> *p_breakpoints);

View file

@ -212,7 +212,7 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme =
}
// generate thumb files with the given thumb size
bool force_filter = !(p_thumb_size == 64 && p_thumb_size == 32); // we dont need filter with original resolution
bool force_filter = !(p_thumb_size == 64 && p_thumb_size == 32); // we don't need filter with original resolution
if (p_thumb_size >= 64) {
float scale = (float)p_thumb_size / 64.0 * EDSCALE;
for (int i = 0; i < editor_bg_thumbs_count; i++) {

View file

@ -52,9 +52,9 @@ def make_editor_icons_action(target, source, env):
# some special cases
if icon_name in ['Int', 'Bool', 'Float']:
icon_name = icon_name.lower()
if icon_name.endswith("MediumThumb"): # dont know a better way to handle this
if icon_name.endswith("MediumThumb"): # don't know a better way to handle this
thumb_medium_indices.append(str(index))
if icon_name.endswith("BigThumb"): # dont know a better way to handle this
if icon_name.endswith("BigThumb"): # don't know a better way to handle this
thumb_big_indices.append(str(index))
s.write('\t"%s"' % icon_name)

View file

@ -1551,7 +1551,7 @@ void ColladaImport::create_animations(bool p_make_tracks_in_all_bones, bool p_im
node = node_name_map[at.target];
} else {
print_line("Couldnt find node: " + at.target);
print_line("Couldn't find node: " + at.target);
continue;
}
} else {
@ -1736,7 +1736,7 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones
}
if (xform_idx == -1) {
print_line("couldnt find matching node " + at.target + " xform for track " + at.param);
print_line("couldn't find matching node " + at.target + " xform for track " + at.param);
continue;
}

View file

@ -187,7 +187,7 @@ void AnimationPlayerEditor::_play_pressed() {
if (current != "") {
if (current == player->get_assigned_animation())
player->stop(); //so it wont blend with itself
player->stop(); //so it won't blend with itself
player->play(current);
}
@ -211,7 +211,7 @@ void AnimationPlayerEditor::_play_from_pressed() {
if (current == player->get_assigned_animation() && player->is_playing()) {
player->stop(); //so it wont blend with itself
player->stop(); //so it won't blend with itself
}
player->play(current);
@ -235,7 +235,7 @@ void AnimationPlayerEditor::_play_bw_pressed() {
if (current != "") {
if (current == player->get_assigned_animation())
player->stop(); //so it wont blend with itself
player->stop(); //so it won't blend with itself
player->play(current, -1, -1, true);
}
@ -257,7 +257,7 @@ void AnimationPlayerEditor::_play_bw_from_pressed() {
float time = player->get_current_animation_position();
if (current == player->get_assigned_animation())
player->stop(); //so it wont blend with itself
player->stop(); //so it won't blend with itself
player->play(current, -1, -1, true);
player->seek(time);

View file

@ -1238,7 +1238,7 @@ void CanvasItemEditor::_gui_input_viewport_base(const Ref<InputEvent> &p_event)
if (b->get_button_index() == BUTTON_LEFT && b->is_pressed()) {
if (show_guides && show_rulers && EditorNode::get_singleton()->get_edited_scene()) {
Transform2D xform = viewport_scrollable->get_transform() * transform;
// Retreive the guide lists
// Retrieve the guide lists
Array vguides;
if (EditorNode::get_singleton()->get_edited_scene()->has_meta("_edit_vertical_guides_")) {
vguides = EditorNode::get_singleton()->get_edited_scene()->get_meta("_edit_vertical_guides_");
@ -1296,7 +1296,7 @@ void CanvasItemEditor::_gui_input_viewport_base(const Ref<InputEvent> &p_event)
if (show_guides && EditorNode::get_singleton()->get_edited_scene()) {
Transform2D xform = viewport_scrollable->get_transform() * transform;
// Retreive the guide lists
// Retrieve the guide lists
Array vguides;
if (EditorNode::get_singleton()->get_edited_scene()->has_meta("_edit_vertical_guides_")) {
vguides = EditorNode::get_singleton()->get_edited_scene()->get_meta("_edit_vertical_guides_");

View file

@ -177,7 +177,7 @@ void CurveEditor::on_gui_input(const Ref<InputEvent> &p_event) {
set_hover_point_index(i);
set_selected_point(i);
// This is to prevent the user from loosing a point out of view.
// This is to prevent the user from losing a point out of view.
if (point_pos.y < curve.get_min_value())
point_pos.y = curve.get_min_value();
else if (point_pos.y > curve.get_max_value())

View file

@ -138,12 +138,12 @@ void NavigationMeshGenerator::_convert_detail_mesh_to_native_navigation_mesh(con
void NavigationMeshGenerator::_build_recast_navigation_mesh(Ref<NavigationMesh> p_nav_mesh, EditorProgress *ep,
rcHeightfield *hf, rcCompactHeightfield *chf, rcContourSet *cset, rcPolyMesh *poly_mesh, rcPolyMeshDetail *detail_mesh,
Vector<float> &verticies, Vector<int> &indices) {
Vector<float> &vertices, Vector<int> &indices) {
rcContext ctx;
ep->step(TTR("Setting up Configuration..."), 1);
const float *verts = verticies.ptr();
const int nverts = verticies.size() / 3;
const float *verts = vertices.ptr();
const int nverts = vertices.size() / 3;
const int *tris = indices.ptr();
const int ntris = indices.size() / 3;
@ -265,12 +265,12 @@ void NavigationMeshGenerator::bake(Ref<NavigationMesh> p_nav_mesh, Node *p_node)
EditorProgress ep("bake", TTR("Navigation Mesh Generator Setup:"), 11);
ep.step(TTR("Parsing Geometry..."), 0);
Vector<float> verticies;
Vector<float> vertices;
Vector<int> indices;
_parse_geometry(Object::cast_to<Spatial>(p_node)->get_global_transform().affine_inverse(), p_node, verticies, indices);
_parse_geometry(Object::cast_to<Spatial>(p_node)->get_global_transform().affine_inverse(), p_node, vertices, indices);
if (verticies.size() > 0 && indices.size() > 0) {
if (vertices.size() > 0 && indices.size() > 0) {
rcHeightfield *hf = NULL;
rcCompactHeightfield *chf = NULL;
@ -278,7 +278,7 @@ void NavigationMeshGenerator::bake(Ref<NavigationMesh> p_nav_mesh, Node *p_node)
rcPolyMesh *poly_mesh = NULL;
rcPolyMeshDetail *detail_mesh = NULL;
_build_recast_navigation_mesh(p_nav_mesh, &ep, hf, chf, cset, poly_mesh, detail_mesh, verticies, indices);
_build_recast_navigation_mesh(p_nav_mesh, &ep, hf, chf, cset, poly_mesh, detail_mesh, vertices, indices);
if (hf) {
rcFreeHeightField(hf);

View file

@ -54,7 +54,7 @@ protected:
static void _convert_detail_mesh_to_native_navigation_mesh(const rcPolyMeshDetail *p_detail_mesh, Ref<NavigationMesh> p_nav_mesh);
static void _build_recast_navigation_mesh(Ref<NavigationMesh> p_nav_mesh, EditorProgress *ep,
rcHeightfield *hf, rcCompactHeightfield *chf, rcContourSet *cset, rcPolyMesh *poly_mesh,
rcPolyMeshDetail *detail_mesh, Vector<float> &verticies, Vector<int> &indices);
rcPolyMeshDetail *detail_mesh, Vector<float> &vertices, Vector<int> &indices);
public:
static void bake(Ref<NavigationMesh> p_nav_mesh, Node *p_node);

View file

@ -1589,7 +1589,7 @@ void SpatialEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
float snap = spatial_editor->get_rotate_snap();
if (snap) {
angle = Math::rad2deg(angle) + snap * 0.5; //else it wont reach +180
angle = Math::rad2deg(angle) + snap * 0.5; //else it won't reach +180
angle -= Math::fmod(angle, snap);
set_message(vformat(TTR("Rotating %s degrees."), rtos(angle)));
angle = Math::deg2rad(angle);

View file

@ -159,7 +159,7 @@ private:
bool is_empty = true;
String n = d->get_next();
while (n != String()) {
if (!n.begins_with(".")) { // i dont know if this is enough to guarantee an empty dir
if (!n.begins_with(".")) { // i don't know if this is enough to guarantee an empty dir
is_empty = false;
break;
}
@ -690,7 +690,7 @@ void ProjectManager::_notification(int p_what) {
} break;
case NOTIFICATION_READY: {
if (scroll_childs->get_child_count() == 0)
if (scroll_children->get_child_count() == 0)
open_templates->popup_centered_minsize();
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
@ -712,9 +712,9 @@ void ProjectManager::_panel_draw(Node *p_hb) {
}
void ProjectManager::_update_project_buttons() {
for (int i = 0; i < scroll_childs->get_child_count(); i++) {
for (int i = 0; i < scroll_children->get_child_count(); i++) {
CanvasItem *item = Object::cast_to<CanvasItem>(scroll_childs->get_child(i));
CanvasItem *item = Object::cast_to<CanvasItem>(scroll_children->get_child(i));
item->update();
}
@ -736,8 +736,8 @@ void ProjectManager::_panel_input(const Ref<InputEvent> &p_ev, Node *p_hb) {
int clicked_id = -1;
int last_clicked_id = -1;
for (int i = 0; i < scroll_childs->get_child_count(); i++) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_childs->get_child(i));
for (int i = 0; i < scroll_children->get_child_count(); i++) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_children->get_child(i));
if (!hb) continue;
if (hb->get_meta("name") == clicked) clicked_id = i;
if (hb->get_meta("name") == last_clicked) last_clicked_id = i;
@ -746,8 +746,8 @@ void ProjectManager::_panel_input(const Ref<InputEvent> &p_ev, Node *p_hb) {
if (last_clicked_id != -1 && clicked_id != -1) {
int min = clicked_id < last_clicked_id ? clicked_id : last_clicked_id;
int max = clicked_id > last_clicked_id ? clicked_id : last_clicked_id;
for (int i = 0; i < scroll_childs->get_child_count(); ++i) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_childs->get_child(i));
for (int i = 0; i < scroll_children->get_child_count(); ++i) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_children->get_child(i));
if (!hb) continue;
if (i != clicked_id && (i < min || i > max) && !mb->get_control()) {
selected_list.erase(hb->get_meta("name"));
@ -801,9 +801,9 @@ void ProjectManager::_unhandled_input(const Ref<InputEvent> &p_ev) {
} break;
case KEY_HOME: {
for (int i = 0; i < scroll_childs->get_child_count(); i++) {
for (int i = 0; i < scroll_children->get_child_count(); i++) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_childs->get_child(i));
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_children->get_child(i));
if (hb) {
selected_list.clear();
selected_list.insert(hb->get_meta("name"), hb->get_meta("main_scene"));
@ -816,13 +816,13 @@ void ProjectManager::_unhandled_input(const Ref<InputEvent> &p_ev) {
} break;
case KEY_END: {
for (int i = scroll_childs->get_child_count() - 1; i >= 0; i--) {
for (int i = scroll_children->get_child_count() - 1; i >= 0; i--) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_childs->get_child(i));
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_children->get_child(i));
if (hb) {
selected_list.clear();
selected_list.insert(hb->get_meta("name"), hb->get_meta("main_scene"));
scroll->set_v_scroll(scroll_childs->get_size().y);
scroll->set_v_scroll(scroll_children->get_size().y);
_update_project_buttons();
break;
}
@ -838,9 +838,9 @@ void ProjectManager::_unhandled_input(const Ref<InputEvent> &p_ev) {
bool found = false;
for (int i = scroll_childs->get_child_count() - 1; i >= 0; i--) {
for (int i = scroll_children->get_child_count() - 1; i >= 0; i--) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_childs->get_child(i));
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_children->get_child(i));
if (!hb) continue;
String current = hb->get_meta("name");
@ -875,9 +875,9 @@ void ProjectManager::_unhandled_input(const Ref<InputEvent> &p_ev) {
bool found = selected_list.empty();
for (int i = 0; i < scroll_childs->get_child_count(); i++) {
for (int i = 0; i < scroll_children->get_child_count(); i++) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_childs->get_child(i));
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_children->get_child(i));
if (!hb) continue;
String current = hb->get_meta("name");
@ -941,8 +941,8 @@ void ProjectManager::_load_recent_projects() {
ProjectListFilter::FilterOption filter_option = project_filter->get_filter_option();
String search_term = project_filter->get_search_term();
while (scroll_childs->get_child_count() > 0) {
memdelete(scroll_childs->get_child(0));
while (scroll_children->get_child_count() > 0) {
memdelete(scroll_children->get_child(0));
}
Map<String, String> selected_list_copy = selected_list;
@ -1102,7 +1102,7 @@ void ProjectManager::_load_recent_projects() {
fpath->add_color_override("font_color", font_color);
fpath->set_clip_text(true);
scroll_childs->add_child(hb);
scroll_children->add_child(hb);
}
for (Map<String, String>::Element *E = selected_list_copy.front(); E; E = E->next()) {
@ -1125,8 +1125,8 @@ void ProjectManager::_on_project_renamed() {
void ProjectManager::_on_project_created(const String &dir) {
bool has_already = false;
for (int i = 0; i < scroll_childs->get_child_count(); i++) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_childs->get_child(i));
for (int i = 0; i < scroll_children->get_child_count(); i++) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_children->get_child(i));
Label *fpath = Object::cast_to<Label>(hb->get_node(NodePath("project/path")));
if (fpath->get_text() == dir) {
has_already = true;
@ -1143,8 +1143,8 @@ void ProjectManager::_on_project_created(const String &dir) {
}
void ProjectManager::_update_scroll_position(const String &dir) {
for (int i = 0; i < scroll_childs->get_child_count(); i++) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_childs->get_child(i));
for (int i = 0; i < scroll_children->get_child_count(); i++) {
HBoxContainer *hb = Object::cast_to<HBoxContainer>(scroll_children->get_child(i));
Label *fpath = Object::cast_to<Label>(hb->get_node(NodePath("project/path")));
if (fpath->get_text() == dir) {
last_clicked = hb->get_meta("name");
@ -1584,9 +1584,9 @@ ProjectManager::ProjectManager() {
VBoxContainer *tree_vb = memnew(VBoxContainer);
tree_hb->add_child(tree_vb);
scroll_childs = memnew(VBoxContainer);
scroll_childs->set_h_size_flags(SIZE_EXPAND_FILL);
scroll->add_child(scroll_childs);
scroll_children = memnew(VBoxContainer);
scroll_children->set_h_size_flags(SIZE_EXPAND_FILL);
scroll->add_child(scroll_children);
Button *open = memnew(Button);
open->set_text(TTR("Edit"));

View file

@ -64,7 +64,7 @@ class ProjectManager : public Control {
AcceptDialog *dialog_error;
ProjectDialog *npdialog;
ScrollContainer *scroll;
VBoxContainer *scroll_childs;
VBoxContainer *scroll_children;
Map<String, String> selected_list; // name -> main_scene
String last_clicked;
bool importing;

View file

@ -7766,7 +7766,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7870,8 +7870,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7850,7 +7850,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7954,8 +7954,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7852,7 +7852,7 @@ msgstr "PathFollow2D работи само когато е наследник н
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7958,8 +7958,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -8265,7 +8265,7 @@ msgstr "PathFollow2D একমাত্র Path2D এর অংশ হিসে
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8387,8 +8387,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7982,7 +7982,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8108,8 +8108,8 @@ msgstr "Res és visible perquè no s'ha assignat cap Malla a cap pas de Dibuix."
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"El motor de físiques sobreescriurà els canvis en la mida dels nodes "

View file

@ -7972,7 +7972,7 @@ msgstr "PathFollow2D funguje pouze když je dítětem uzlu Path2D."
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8089,8 +8089,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7932,7 +7932,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8050,8 +8050,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -8028,7 +8028,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8160,8 +8160,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"Größenänderungen von RigidBody (in Character- oder Rigid-Modus) werden "

View file

@ -7904,7 +7904,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8013,8 +8013,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7704,7 +7704,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7808,8 +7808,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7993,7 +7993,7 @@ msgstr "Το PathFollow2D δουλεύει μόνο όταν κληρονομε
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8123,8 +8123,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"Αλλαγές στο μέγεθος του RigidBody (στις λειτουργίες character ή rigid) θα "

View file

@ -8346,7 +8346,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
#, fuzzy
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8481,8 +8481,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
#, fuzzy
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"Los cambios en el tamaño del RigidBody (en el personaje o modos rígidos) "

View file

@ -7984,7 +7984,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8108,8 +8108,8 @@ msgstr "Nada visible ya que no se asigno pasadas de dibujado a los meshes."
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"Los cambios de tamaño a RigidBody (en modo character o rigid) seran "

View file

@ -7910,7 +7910,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8028,8 +8028,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -8124,7 +8124,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8228,8 +8228,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -8070,7 +8070,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8200,8 +8200,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"Les changements de taille pour RigidBody (dans les modes caractère ou "

View file

@ -7711,7 +7711,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7815,8 +7815,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7765,7 +7765,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7869,8 +7869,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7735,7 +7735,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7839,8 +7839,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -8126,7 +8126,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8247,8 +8247,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7713,7 +7713,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7817,8 +7817,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -8151,7 +8151,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
#, fuzzy
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8283,8 +8283,8 @@ msgstr "Nulla é visibile perché le mesh non sono state assegnate ai draw pass.
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"I cambiamenti di dimensione a RigidBody (nel personaggio o nelle modalità "

View file

@ -8832,7 +8832,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8957,8 +8957,8 @@ msgstr "描画パスのためのメッシュが指定されていませんので
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7918,7 +7918,7 @@ msgstr "PathFollow2D는 Path2D 노드의 자식노드로 있을 때만 동작합
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8040,8 +8040,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7735,7 +7735,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7841,8 +7841,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7956,7 +7956,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8060,8 +8060,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -8038,7 +8038,7 @@ msgstr "PathFollow2D werkt alleen wanneer het een kind van een Path2D node is."
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8157,8 +8157,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -8141,7 +8141,7 @@ msgstr "PathFollow2D zadziała tylko wtedy, gdy będzie dzieckiem węzeł Path2D
#: scene/2d/physics_body_2d.cpp
#, fuzzy
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8266,8 +8266,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
#, fuzzy
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"Zmiany rozmiaru w RigidBody (w trybach character i rigid) zostaną nadpisane "

View file

@ -7817,7 +7817,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7921,8 +7921,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7979,7 +7979,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8107,8 +8107,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"Mudanças de tamanho no RigidBody (nos modos Character e Rigid) serão "

View file

@ -7983,7 +7983,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8114,8 +8114,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"Mudanças no tamanho do RigidBody (em modos caráter ou rígido) serão "

View file

@ -7959,7 +7959,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8085,8 +8085,8 @@ msgstr "Ничего не видно, потому что полисетки н
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"Изменения размера RigidBody (в режиме character или rigid) будут "

View file

@ -7810,7 +7810,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7914,8 +7914,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7804,7 +7804,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7908,8 +7908,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7896,7 +7896,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8000,8 +8000,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -8383,7 +8383,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8499,8 +8499,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7713,7 +7713,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7817,8 +7817,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7845,7 +7845,7 @@ msgstr "PathFollow2D จะทำงานได้ต้องเป็นโ
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7957,8 +7957,8 @@ msgstr "ไม่มีการแสดงผลเนื่องจากไ
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"ระบบฟิสิกส์จะจัดการขนาดของ RigidBody (ในโหมด character หรือ rigid) เมื่อรันเกม\n"

View file

@ -7974,7 +7974,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8104,8 +8104,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"RigidBody boyut değişikliği(karakter yada rigid kipleri) fizik motoru "

View file

@ -7872,7 +7872,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7978,8 +7978,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7776,7 +7776,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7880,8 +7880,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7718,7 +7718,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7822,8 +7822,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7869,7 +7869,7 @@ msgstr "PathFollow2D类型的节点只有放在Path2D节点下才能正常工作
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7986,8 +7986,8 @@ msgstr "粒子不可见,因为没有网格(meshes)指定到绘制通道(draw p
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"运行时修改RigidBodycharacter或rigid模式的尺寸会修改物理引擎的大小尺"

View file

@ -8051,7 +8051,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -8155,8 +8155,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -7863,7 +7863,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overriden "
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
@ -7967,8 +7967,8 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overriden by "
"the physics engine when running.\n"
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""

View file

@ -908,7 +908,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
GLOBAL_DEF("debug/settings/stdout/print_fps", OS::get_singleton()->is_stdout_verbose());
if (!OS::get_singleton()->_verbose_stdout) //overrided
if (!OS::get_singleton()->_verbose_stdout) //overridden
OS::get_singleton()->_verbose_stdout = GLOBAL_DEF("debug/settings/stdout/verbose_stdout", false);
if (frame_delay == 0) {

View file

@ -893,7 +893,7 @@ TestFunc test_funcs[] = {
MainLoop *test() {
/** A character length != wchar_t may be forced, so the tests wont work */
/** A character length != wchar_t may be forced, so the tests won't work */
ERR_FAIL_COND_V(sizeof(CharType) != sizeof(wchar_t), NULL);

View file

@ -1601,7 +1601,7 @@ def detect_visual_c_compiler_version(tools_env):
# These is no flag to give to visual c compilers to set the architecture, ie scons bits argument (32,64,ARM etc)
# There are many different cl.exe files that are run, and each one compiles & links to a different architecture
# As far as I know, the only way to figure out what compiler will be run when Scons calls cl.exe via Program()
# is to check the PATH varaible and figure out which one will be called first. Code bellow does that and returns:
# is to check the PATH variable and figure out which one will be called first. Code bellow does that and returns:
# the following string values:
# "" Compiler not detected

View file

@ -236,7 +236,7 @@ void AreaBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &
set_spOv_gravityPointAttenuation(p_value);
break;
default:
print_line("The Bullet areas dosn't suppot this param: " + itos(p_param));
print_line("The Bullet areas doesn't suppot this param: " + itos(p_param));
}
}
@ -259,7 +259,7 @@ Variant AreaBullet::get_param(PhysicsServer::AreaParameter p_param) const {
case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
return spOv_gravityPointAttenuation;
default:
print_line("The Bullet areas dosn't suppot this param: " + itos(p_param));
print_line("The Bullet areas doesn't suppot this param: " + itos(p_param));
return Variant();
}
}

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