Minor spelling fixes in strings, comments and non-code files. (#1236)

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
This commit is contained in:
Christen Lofland
2025-08-04 19:19:57 -05:00
committed by GitHub
parent 48aaefbf12
commit bf4d1038d6
29 changed files with 52 additions and 52 deletions

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@@ -110,7 +110,7 @@ func _on_vsync_option_button_item_selected(index: int) -> void:
# Vertical synchronization locks framerate and makes screen tearing not visible at the cost of
# higher input latency and stuttering when the framerate target is not met.
# Adaptive V-Sync automatically disables V-Sync when the framerate target is not met, and enables
# V-Sync otherwise. This prevents suttering and reduces input latency when the framerate target
# V-Sync otherwise. This prevents stuttering and reduces input latency when the framerate target
# is not met, at the cost of visible tearing.
if index == 0: # Disabled (default)
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
@@ -152,7 +152,7 @@ func _on_fxaa_option_button_item_selected(index: int) -> void:
func _on_fullscreen_option_button_item_selected(index: int) -> void:
# To change between winow, fullscreen and other window modes,
# To change between window, fullscreen and other window modes,
# set the root mode to one of the options of Window.MODE_*.
# Other modes are maximized and minimized.
if index == 0: # Disabled (default)
@@ -172,7 +172,7 @@ func _on_shadow_size_option_button_item_selected(index):
if index == 0: # Minimum
RenderingServer.directional_shadow_atlas_set_size(512, true)
# Adjust shadow bias according to shadow resolution.
# Higher resultions can use a lower bias without suffering from shadow acne.
# Higher resolutions can use a lower bias without suffering from shadow acne.
directional_light.shadow_bias = 0.06
# Disable positional (omni/spot) light shadows entirely to further improve performance.

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@@ -5,7 +5,7 @@ extends Node3D
# The delta/tolerance for the bone chain (how do the bones need to be before it is considered satisfactory)
const CHAIN_TOLERANCE = 0.01
# The amount of interations the bone chain will go through in an attempt to get to the target position
# The number of iterations the bone chain will go through in an attempt to get to the target position
const CHAIN_MAX_ITER = 10
@export var skeleton_path: NodePath:
@@ -87,7 +87,7 @@ var chain_origin = Vector3()
# The combined length of every bone in the bone chain
var total_length = INF
# The amount of iterations we've been through, and whether or not we want to limit our solver to CHAIN_MAX_ITER
# amounts of interations.
# iterations.
@export var chain_iterations: int = 0
@export var limit_chain_iterations: bool = true
# Should we reset chain_iterations on movement during our update method?
@@ -151,7 +151,7 @@ func _ready():
update_mode = update_mode
# Various upate methods
# Various update methods
func _process(_delta):
if reset_iterations_on_update:
chain_iterations = 0
@@ -206,7 +206,7 @@ func update_skeleton():
for bone_name in bones_in_chain:
bone_IDs[bone_name] = skeleton.find_bone(bone_name)
# Set the bone node to the currect bone position
# Set the bone node to the current bone position
bone_nodes[i].global_transform = get_bone_transform(i)
# If this is not the last bone in the bone chain, make it look at the next bone in the bone chain
if i < bone_IDs.size()-1:
@@ -423,7 +423,7 @@ func _make_editor_sphere_at_node(node, color):
indicator_mesh.radial_segments = 8
indicator_mesh.rings = 4
# The mesh needs a material (unless we want to use the defualt one).
# The mesh needs a material (unless we want to use the default one).
# Let's create a material and use the EditorGizmoTexture to texture it.
var indicator_material = StandardMaterial3D.new()
indicator_material.flags_unshaded = true

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@@ -5,7 +5,7 @@ const norm_grav = -38.8
const MAX_SPEED = 22
const JUMP_SPEED = 26
const ACCEL = 8.5
# Sprinting variables. Similar to the varibles above, just allowing for quicker movement
# Sprinting variables. Similar to the variables above, just allowing for quicker movement
const MAX_SPRINT_SPEED = 34
const SPRINT_ACCEL = 18
# How fast we slow down, and the steepest angle we can climb.
@@ -139,7 +139,7 @@ func process_input(delta):
# ----------------------------------
# ----------------------------------
# Leaninng
# Leaning
if Input.is_key_pressed(KEY_Q):
lean_value += 1.2 * delta
elif Input.is_key_pressed(KEY_E):

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@@ -15,7 +15,7 @@ PrimitiveMesh resource you use within a MeshsInstance3D node. Therefore, you
won't see TextMesh in the Create New Node dialog.
Icons can also be displayed in Label3D and TextMesh using icon fonts, which can
be generated from SVG files using serivces like
be generated from SVG files using services like
[Fontello](https://fontello.com/). Note that while Label3D supports colored
rasterized fonts (such as emoji), only monochrome fonts can be generated from
Fontello. TextMesh and Label3D with MSDF fonts are limited to monochrome fonts

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@@ -22,7 +22,7 @@ complex animations or when you need to manage multiple frames efficiently.
This demo includes examples of basic rotation animation and showcases how
shaders can be applied to Sprite3D and AnimatedSprite3D for stylized results.
The shaders demostration also shows how to create paper-like effects, which can
The shaders demonstration also shows how to create paper-like effects, which can
be useful for creating a unique visual style in most of the game.
Language: GDScript