Fixed a ton of typos

This commit is contained in:
VNC
2021-01-05 02:13:15 +01:00
parent d715c0c0dd
commit 6ab300025b
73 changed files with 90 additions and 90 deletions

View File

@@ -98,7 +98,7 @@ void StaticModel::SetVertexColor(int32 lodIndex, int32 meshIndex, int32 vertexIn
{
if (!Model || Model->WaitForLoaded())
{
LOG(Warning, "Cannot set vertex color if model is missing or faied to load.");
LOG(Warning, "Cannot set vertex color if model is missing or failed to load.");
return;
}

View File

@@ -961,7 +961,7 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, bool autoI
}
// Synchronize prefab instances (prefab may have new objects added or some removed so deserialized instances need to synchronize with it)
// TODO: resave and force sync scenes durign game cooking so this step could be skipped in game
// TODO: resave and force sync scenes during game cooking so this step could be skipped in game
Scripting::ObjectsLookupIdMapping.Set(&modifier.Value->IdsMapping);
SceneObjectsFactory::SynchronizePrefabInstances(*sceneObjects.Value, actorToRemovedObjectsData, modifier.Value);
Scripting::ObjectsLookupIdMapping.Set(nullptr);
@@ -973,7 +973,7 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, bool autoI
if (obj && obj->GetParent() == nullptr)
{
sceneObjects->At(i) = nullptr;
LOG(Warning, "Scene object {0} {1} has missing parent objct after scene load. Removing it.", obj->GetID(), obj->ToString());
LOG(Warning, "Scene object {0} {1} has missing parent object after scene load. Removing it.", obj->GetID(), obj->ToString());
obj->DeleteObject();
}
}

View File

@@ -509,7 +509,7 @@ bool FindCyclicReferences(Actor* actor, const Guid& prefabRootId)
bool Prefab::ApplyAll(Actor* targetActor)
{
// TODO: use more cached dictionaries and other collections containers to prevent memory allocations during apply (optimize fo apply 10 times per second the same prefab on many changes in editor)
// TODO: use more cached dictionaries and other collections containers to prevent memory allocations during apply (optimize for apply 10 times per second the same prefab on many changes in editor)
PROFILE_CPU();
const auto startTime = DateTime::NowUTC();