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

@@ -9,7 +9,7 @@ For more information, see this documentation article:
https://docs.godotengine.org/en/latest/tutorials/plugins/editor/making_plugins.html#a-custom-dock
## Features
- Adjust albedo color, metallic and rouphness values interactively.
- Adjust albedo color, metallic, and rouphness values interactively.
- Apply the generated material to selected 3D nodes in the editor.
- Save and load materials in two ways:
- `.silly_mat`: Custom Godot Resource type, handled by custom saver/loader

View File

@@ -17,18 +17,18 @@ func _ready() -> void:
$SaveMaterialDialog.current_dir = "res://materials"
$SaveMaterialDialog.current_file = "new_material.silly_mat"
$SaveMaterialDialog.filters = PackedStringArray([
"*.silly_mat ; Silly Material (resource)",
"*.tres ; Godot Resource (resource)",
"*.mtxt ; Silly Material (source)"
])
"*.silly_mat ; Silly Material (resource)",
"*.tres ; Godot Resource (resource)",
"*.mtxt ; Silly Material (source)",
])
$SaveMaterialDialog.confirmed.connect(_on_save_confirmed)
$LoadMaterialDialog.access = FileDialog.ACCESS_RESOURCES
$LoadMaterialDialog.filters = PackedStringArray([
"*.silly_mat ; Silly Material (resource)",
"*.tres ; Godot Resource (resource)",
"*.mtxt ; Silly Material (source)"
])
"*.silly_mat ; Silly Material (resource)",
"*.tres ; Godot Resource (resource)",
"*.mtxt ; Silly Material (source)",
])
$LoadMaterialDialog.file_selected.connect(load_file_selected)
RenderingServer.canvas_item_set_clip(get_canvas_item(), true)
@@ -59,7 +59,7 @@ func _on_save_confirmed() -> void:
if path.begins_with("res://") and not DirAccess.dir_exists_absolute(dir):
var mk := DirAccess.make_dir_recursive_absolute(dir)
if mk != OK:
push_error("Material Creator: Can't create folder: %s (%s)" % [dir, error_string(mk)])
push_error("Material Creator: Can't create folder: \"%s\" (%s)." % [dir, error_string(mk)])
return
var res: Resource = _silly_resource_from_values()
@@ -69,7 +69,7 @@ func _on_save_confirmed() -> void:
# Write SOURCE file (no ResourceSaver, works anywhere).
var ok := _write_source_silly(path, res)
if not ok:
push_error("Material Creator: Failed to write source .mtxt at %s" % path)
push_error("Material Creator: Failed to write source .mtxt at \"%s\"." % path)
else:
print("Material Creator: Wrote source to ", path)
"silly_mat", "tres":
@@ -77,7 +77,7 @@ func _on_save_confirmed() -> void:
res.resource_path = path
var err := ResourceSaver.save(res, path)
if err != OK:
push_error("Material Creator: Failed to save resource: %s (%s)" % [path, error_string(err)])
push_error("Material Creator: Failed to save resource: \"%s\" (%s)." % [path, error_string(err)])
else:
print("Material Creator: Saved resource to ", path)
_:
@@ -97,7 +97,7 @@ func apply_pressed() -> void:
# function (which only MeshInstance3D has by default). If they do, then set the material
# to the silly material.
for node in selected_nodes:
if node.has_method("set_surface_override_material"):
if node.has_method(&"set_surface_override_material"):
node.set_surface_override_material(0, new_material)
@@ -108,7 +108,7 @@ func load_file_selected(path: String) -> bool:
# Load SOURCE by manual parse (works inside/outside res://)
var loaded := _read_source_silly(path)
if loaded == null:
push_error("Material Creator: Failed to parse source at %s" % path)
push_error("Material Creator: Failed to parse source at \"%s\"." % path)
return false
$VBoxContainer/AlbedoColorPicker.color = loaded.albedo_color
$VBoxContainer/MetallicSlider.value = loaded.metallic_strength
@@ -118,7 +118,7 @@ func load_file_selected(path: String) -> bool:
# Load RESOURCE via ResourceLoader (silly_mat via your loader, tres via built-in)
var silly_resource: Resource = ResourceLoader.load(path)
if silly_resource == null:
push_error("Material Creator: Failed to load resource at %s" % path)
push_error("Material Creator: Failed to load resource at \"%s\"." % path)
return false
$VBoxContainer/AlbedoColorPicker.color = silly_resource.albedo_color
$VBoxContainer/MetallicSlider.value = silly_resource.metallic_strength

View File

@@ -9,7 +9,7 @@ class_name SillyMaterialResource
# Create a StandardMaterial3D from the resource's properties.
# Convert our data into an dictionary so we can convert it
# Convert our data into a dictionary so we can convert it
# into the JSON format.
func make_json() -> String:
var json_dict := {}