Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn` Update editor/import/resource_importer_layered_texture.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update doc/classes/TileSetScenesCollectionSource.xml Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/graph_edit.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/rich_text_label.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Revert previously committed change
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53 changed files with 113 additions and 113 deletions
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@ -223,7 +223,7 @@ void ShapeCast2D::_notification(int p_what) {
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draw_col.g = g;
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draw_col.b = g;
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}
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// Draw continuos chain of shapes along the cast.
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// Draw continuous chain of shapes along the cast.
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const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4);
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for (int i = 0; i <= steps; ++i) {
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Vector2 t = (real_t(i) / steps) * target_position;
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@ -866,7 +866,7 @@ void TileMap::_recreate_layer_internals(int p_layer) {
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return;
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}
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// Upadate the layer internals.
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// Update the layer internals.
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_rendering_update_layer(p_layer);
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// Recreate the quadrants.
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@ -1375,7 +1375,7 @@ void TileMap::_physics_notification(int p_what) {
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in_editor = Engine::get_singleton()->is_editor_hint();
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#endif
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if (is_inside_tree() && collision_animatable && !in_editor) {
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// Update tranform on the physics tick when in animatable mode.
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// Update transform on the physics tick when in animatable mode.
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last_valid_transform = new_transform;
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set_notify_local_transform(false);
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set_global_transform(new_transform);
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@ -2296,7 +2296,7 @@ Map<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_wave_function_collapse(
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// Randomly a cell to fill out of the most constrained.
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Vector2i selected_cell_to_replace = to_choose_from[Math::random(0, to_choose_from.size() - 1)];
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// Get the list of acceptable pattens for the given cell.
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// Get the list of acceptable patterns for the given cell.
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Set<TileSet::TerrainsPattern> valid_tiles = per_cell_acceptable_tiles[selected_cell_to_replace];
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if (valid_tiles.is_empty()) {
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break; // No possibilities :/
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