General proofreading (#1262)

* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
This commit is contained in:
A Thousand Ships
2025-10-11 10:39:59 +02:00
committed by GitHub
parent a01005f397
commit 0343cedd48
180 changed files with 721 additions and 692 deletions

View File

@@ -40,12 +40,12 @@ static func create_region_chunks(chunks_root_node: Node, p_source_geometry: Navi
# Rasterize bounding box into chunk grid to know range of required chunks.
var start_chunk: Vector3 = floor(
input_geometry_bounds.position / p_chunk_size
)
input_geometry_bounds.position / p_chunk_size
)
var end_chunk: Vector3 = floor(
(input_geometry_bounds.position + input_geometry_bounds.size)
/ p_chunk_size
)
(input_geometry_bounds.position + input_geometry_bounds.size)
/ p_chunk_size
)
# NavigationMesh.border_size is limited to the xz-axis.
# So we can only bake one chunk for the y-axis and also
@@ -61,9 +61,9 @@ static func create_region_chunks(chunks_root_node: Node, p_source_geometry: Navi
var chunk_id: Vector3i = Vector3i(chunk_x, chunk_y, chunk_z)
var chunk_bounding_box: AABB = AABB(
Vector3(chunk_x, bounds_min_height, chunk_z) * p_chunk_size,
Vector3(p_chunk_size, bounds_max_height, p_chunk_size),
)
Vector3(chunk_x, bounds_min_height, chunk_z) * p_chunk_size,
Vector3(p_chunk_size, bounds_max_height, p_chunk_size),
)
# We grow the chunk bounding box to include geometry
# from all the neighbor chunks so edges can align.
# The border size is the same value as our grow amount so
@@ -109,10 +109,10 @@ func _process(_delta: float) -> void:
var camera_ray_start: Vector3 = camera.project_ray_origin(mouse_cursor_position)
var camera_ray_end: Vector3 = camera_ray_start + camera.project_ray_normal(mouse_cursor_position) * camera_ray_length
var closest_point_on_navmesh: Vector3 = NavigationServer3D.map_get_closest_point_to_segment(
map,
camera_ray_start,
camera_ray_end
)
map,
camera_ray_start,
camera_ray_end
)
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
path_start_position = closest_point_on_navmesh