From 82292025d9471e75fb02e186d07f26ee5ee4dbf2 Mon Sep 17 00:00:00 2001 From: Hana - Piralein <48352564+Piralein@users.noreply.github.com> Date: Fri, 23 Aug 2024 13:19:23 +0200 Subject: [PATCH] Update codespell path and fix spelling errors --- .github/workflows/ci.yml | 2 +- .../importing_3d_scenes/import_configuration.rst | 2 +- tutorials/scripting/c_sharp/c_sharp_global_classes.rst | 2 +- tutorials/scripting/gdextension/gdextension_cpp_example.rst | 3 ++- tutorials/troubleshooting.rst | 2 +- 5 files changed, 6 insertions(+), 5 deletions(-) diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml index dac9fa87d2c..028da18569c 100644 --- a/.github/workflows/ci.yml +++ b/.github/workflows/ci.yml @@ -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 diff --git a/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst b/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst index f852a432b0c..8d7a2be0a45 100644 --- a/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst +++ b/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst @@ -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 diff --git a/tutorials/scripting/c_sharp/c_sharp_global_classes.rst b/tutorials/scripting/c_sharp/c_sharp_global_classes.rst index 8336c4347c0..8bf12527e86 100644 --- a/tutorials/scripting/c_sharp/c_sharp_global_classes.rst +++ b/tutorials/scripting/c_sharp/c_sharp_global_classes.rst @@ -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 diff --git a/tutorials/scripting/gdextension/gdextension_cpp_example.rst b/tutorials/scripting/gdextension/gdextension_cpp_example.rst index d444a13e40c..9144a527f33 100644 --- a/tutorials/scripting/gdextension/gdextension_cpp_example.rst +++ b/tutorials/scripting/gdextension/gdextension_cpp_example.rst @@ -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= scons arch=arm64 ios_simulator=no platform=ios target= - # assembe xcframeworks + # assemble xcframeworks xcodebuild -create-xcframework -library demo/bin/libgdexample.ios..a -library demo/bin/libgdexample.ios..simulator.a -output demo/bin/libgdexample.ios..xcframework xcodebuild -create-xcframework -library godot-cpp/bin/libgodot-cpp.ios..arm64.a -library godot-cpp/bin/libgodot-cpp.ios..universal.simulator.a -output demo/bin/libgodot-cpp.ios..xcframework diff --git a/tutorials/troubleshooting.rst b/tutorials/troubleshooting.rst index 647f49d9d6a..7b935c46c64 100644 --- a/tutorials/troubleshooting.rst +++ b/tutorials/troubleshooting.rst @@ -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.