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Merge pull request #9811 from Piralein/spellcheck
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Fix codespell path and spelling errors
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mhilbrunner authored Aug 26, 2024
2 parents f7d90c9 + 8229202 commit 7628f87
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2 changes: 1 addition & 1 deletion .github/workflows/ci.yml
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Expand Up @@ -26,7 +26,7 @@ jobs:
- name: Linter checks
run: |
bash _tools/format.sh
codespell -I _tools/codespell-ignore.txt -x _tools/codespell-ignore-lines.txt -S tutorials/i18n/locales.rst {about,community,development,getting_started,tutorials}/**/*.rst
codespell -I _tools/codespell-ignore.txt -x _tools/codespell-ignore-lines.txt -S tutorials/i18n/locales.rst {about,community,contributing,getting_started,tutorials}/**/*.rst
# Use dummy builder to improve performance as we don't need the generated HTML in this workflow.
- name: Sphinx build
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Expand Up @@ -160,7 +160,7 @@ exported from other tools such as Maya.
**FBX**

- **Importer** Which import method is used. ubfx handles fbx files as fbx files.
FBX2glTF converts FBX files to glTF on import and requires additonal setup.
FBX2glTF converts FBX files to glTF on import and requires additional setup.
FBX2glTF is not recommended unless you have a specific rason to use it over
ufbx or working with a different file format.
- **Allow Geometry Helper Nodes** enables or disables geometry helper nodes
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2 changes: 1 addition & 1 deletion tutorials/scripting/c_sharp/c_sharp_global_classes.rst
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Expand Up @@ -83,7 +83,7 @@ will let you create and load instances of this type easily.

.. warning::

The Godot editor will hide these custom classes with names that beging with the prefix
The Godot editor will hide these custom classes with names that begin with the prefix
"Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes
are available for instantiation at runtime via their class names, but are
automatically hidden by the editor windows along with the built-in editor nodes used
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3 changes: 2 additions & 1 deletion tutorials/scripting/gdextension/gdextension_cpp_example.rst
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Expand Up @@ -348,11 +348,12 @@ When building for iOS, package the module as a static `.xcframework`, you can us
following commands to do so:

::

# compile simulator and device modules
scons arch=universal ios_simulator=yes platform=ios target=<target>
scons arch=arm64 ios_simulator=no platform=ios target=<target>

# assembe xcframeworks
# assemble xcframeworks
xcodebuild -create-xcframework -library demo/bin/libgdexample.ios.<target>.a -library demo/bin/libgdexample.ios.<target>.simulator.a -output demo/bin/libgdexample.ios.<target>.xcframework
xcodebuild -create-xcframework -library godot-cpp/bin/libgodot-cpp.ios.<target>.arm64.a -library godot-cpp/bin/libgodot-cpp.ios.<target>.universal.simulator.a -output demo/bin/libgodot-cpp.ios.<target>.xcframework

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2 changes: 1 addition & 1 deletion tutorials/troubleshooting.rst
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Expand Up @@ -83,7 +83,7 @@ in the Editor Settings (**Network > Debug > Remote Port**). The default is

On Windows, when loading the project for the first time after the PC is turned on,
Windows Defender will cause the filesystem cache validation on project startup
to take significantly longer. This is especially noticable in projects with a
to take significantly longer. This is especially noticeable in projects with a
large number of files. Consinder adding the project folder to the list of exclusions
by going to Virus & threat protection > Virus & threat protection settings >
Add or remove exclusions.
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