Merge branch 'typo-fix' of git://github.com/VNNCC/FlaxEngine into VNNCC-typo-fix

This commit is contained in:
Wojtek Figat
2021-01-11 15:33:45 +01:00
73 changed files with 90 additions and 90 deletions

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@@ -141,7 +141,7 @@ bool AndroidPlatformTools::OnPostProcess(CookingData& data)
const auto c = packageName[i];
if (c != '_' && c != '.' && !StringUtils::IsAlnum(c))
{
LOG(Error, "Android Package Name \'{0}\' contains invalid chaarcter. Only letters, numbers, dots and underscore characters are allowed.", packageName);
LOG(Error, "Android Package Name \'{0}\' contains invalid character. Only letters, numbers, dots and underscore characters are allowed.", packageName);
return true;
}
}

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@@ -24,7 +24,7 @@ bool UWPPlatformTools::OnScriptsStepDone(CookingData& data)
const String assembliesPath = data.OutputPath;
if (FileSystem::CopyFile(assembliesPath / TEXT("Newtonsoft.Json.dll"), customBinPath))
{
data.Error(TEXT("Failed to copy deloy custom assembly."));
data.Error(TEXT("Failed to copy deploy custom assembly."));
return true;
}
FileSystem::DeleteFile(assembliesPath / TEXT("Newtonsoft.Json.pdb"));

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@@ -48,7 +48,7 @@ public:
/// <summary>
/// Gets the value indicating whenever platform requires AOT.
/// </summary>
/// <returns>True if platform uses AOT and needs C# assemblies to be be precompiled, otherwise false.</returns>
/// <returns>True if platform uses AOT and needs C# assemblies to be precompiled, otherwise false.</returns>
virtual bool UseAOT() const
{
return false;

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@@ -43,7 +43,7 @@ public:
public:
/// <summary>
/// The flag used to determine if a project was used with the older engine version last time it was opened. Some cached data should be regenerated to prevent version difference issues. The version number comparision is based on major and minor part of the version. Build number is ignored.
/// The flag used to determine if a project was used with the older engine version last time it was opened. Some cached data should be regenerated to prevent version difference issues. The version number comparison is based on major and minor part of the version. Build number is ignored.
/// </summary>
static bool IsOldProjectOpened;

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@@ -221,7 +221,7 @@ namespace FlaxEditor.GUI
}
/// <summary>
/// Filters teh given value using the the <see cref="UseMode"/>.
/// Filters the given value using the <see cref="UseMode"/>.
/// </summary>
/// <param name="mode">The mode.</param>
/// <param name="value">The value to process.</param>

View File

@@ -186,7 +186,7 @@ namespace FlaxEditor.GUI.Dialogs
// Clean up
_window = null;
// Check if any thead is blocked during ShowDialog, then wait for it
// Check if any thread is blocked during ShowDialog, then wait for it
bool wait = true;
while (wait)
{

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@@ -120,7 +120,7 @@ namespace FlaxEditor.GUI
/// <summary>
/// Draws the column.
/// </summary>
/// <param name="rect">The the header area rectangle.</param>
/// <param name="rect">The header area rectangle.</param>
/// <param name="columnIndex">The zero-based index of the column.</param>
protected virtual void DrawColumn(ref Rectangle rect, int columnIndex)
{

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@@ -401,7 +401,7 @@ namespace FlaxEditor.GUI
}
/// <summary>
/// Converts the input point from editor editor contents control space into the keyframes time/value coordinates.
/// Converts the input point from editor contents control space into the keyframes time/value coordinates.
/// </summary>
/// <param name="point">The point.</param>
/// <param name="keyframesContentAreaBounds">The keyframes contents area bounds.</param>

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@@ -179,7 +179,7 @@ namespace FlaxEditor.GUI.Timeline.Tracks
}
/// <summary>
/// Evaluates the member value value at the specified time.
/// Evaluates the member value at the specified time.
/// </summary>
/// <param name="time">The time to evaluate the member at.</param>
/// <returns>The member value at provided time.</returns>

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@@ -108,7 +108,7 @@ namespace FlaxEditor.Modules
/// <summary>
/// Removes a quick action by name.
/// </summary>
/// <param name="name">Thr action's name.</param>
/// <param name="name">The action's name.</param>
/// <returns>True when it succeed, false if there is no Quick Action with this name.</returns>
public bool RemoveQuickAction(string name)
{

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@@ -41,7 +41,7 @@ namespace FlaxEditor.Options
private readonly Dictionary<string, CreateCustomSettingsDelegate> _customSettings = new Dictionary<string, CreateCustomSettingsDelegate>();
/// <summary>
/// Gets the custom settings factories. Each entry defines the custom settings type identified by teh given key name. The value si a factory function that returns the default options fpr a given type.
/// Gets the custom settings factories. Each entry defines the custom settings type identified by the given key name. The value is a factory function that returns the default options for a given type.
/// </summary>
public IReadOnlyDictionary<string, CreateCustomSettingsDelegate> CustomSettings => _customSettings;

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@@ -79,7 +79,7 @@ namespace FlaxEditor.Progress
}
/// <summary>
/// Called when progress action gets updated (changed nfo text or progress value).
/// Called when progress action gets updated (changed info text or progress value).
/// </summary>
/// <param name="progress">The progress (normalized to range [0;1]).</param>
/// <param name="infoText">The information text.</param>

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@@ -204,7 +204,7 @@ bool ProjectInfo::LoadProject(const String& projectPath)
reference.Project = Load(referencePath);
if (reference.Project == nullptr)
{
LOG(Error, "Faield to load referenced project ({0}, from {1})", reference.Name, referencePath);
LOG(Error, "Failed to load referenced project ({0}, from {1})", reference.Name, referencePath);
return true;
}
}
@@ -277,7 +277,7 @@ bool ProjectInfo::LoadOldProject(const String& projectPath)
flaxReference.Project = Load(Globals::StartupFolder / TEXT("Flax.flaxproj"));
if (!flaxReference.Project)
{
ShowProjectLoadError(TEXT("Failed to load Flax Engien project."), projectPath);
ShowProjectLoadError(TEXT("Failed to load Flax Engine project."), projectPath);
return true;
}

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@@ -49,7 +49,7 @@ public:
{
if (dwRejectType == SERVERCALL_RETRYLATER)
{
// Retry immediatey
// Retry immediately
return 99;
}

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@@ -1046,7 +1046,7 @@ namespace FlaxEditor.Surface.Archetypes
startPos += nrm;
endPos += nrm;
// Swap fo the other arrow
// Swap to the other arrow
if (!diff)
{
var tmp = startPos;

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@@ -1176,7 +1176,7 @@ namespace FlaxEditor.Surface.Archetypes
[EditorOrder(0), Tooltip("The name of the parameter."), ExpandGroups]
public string Name;
[EditorOrder(1), Tooltip("The type fo the parameter value.")]
[EditorOrder(1), Tooltip("The type for the parameter value.")]
[TypeReference(typeof(object), nameof(IsTypeValid))]
public ScriptType Type;
@@ -1547,7 +1547,7 @@ namespace FlaxEditor.Surface.Archetypes
// Check if return type has been changed
if (_signature.ReturnType != prevReturnType)
{
// Update all return nodes used by this function to match teh new type
// Update all return nodes used by this function to match the new type
var usedNodes = DepthFirstTraversal(false);
var hasAnyReturnNode = false;
foreach (var node in usedNodes)

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@@ -32,7 +32,7 @@ namespace FlaxEditor.Surface.Archetypes
public Dictionary<Type, NodeElementArchetype[]> Prototypes = DefaultPrototypes;
/// <summary>
/// The default prototypes for thr node elements to use for the given parameter type.
/// The default prototypes for the node elements to use for the given parameter type.
/// </summary>
public static readonly Dictionary<Type, NodeElementArchetype[]> DefaultPrototypes = new Dictionary<Type, NodeElementArchetype[]>
{

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@@ -107,7 +107,7 @@ namespace FlaxEditor.Surface
/// Validates the parameter drag operation.
/// </summary>
/// <param name="parameterName">Name of the parameter.</param>
/// <returns>Tre if can drag that parameter, otherwise false.</returns>
/// <returns>True if can drag that parameter, otherwise false.</returns>
protected virtual bool ValidateDragParameter(string parameterName)
{
return GetParameter(parameterName) != null;

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@@ -71,7 +71,7 @@ namespace FlaxEditor.Surface
// Check if has cached groups
if (_cache.Count != 0)
{
// Check if context menu doesn;t have the recent cached groups
// Check if context menu doesn't have the recent cached groups
if (!contextMenu.Groups.Any(g => g.Archetype.Tag is int asInt && asInt == _version))
{
var groups = contextMenu.Groups.Where(g => g.Archetype.Tag is int).ToArray();

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@@ -33,7 +33,7 @@ namespace FlaxEditor.Tools.Terrain.Paint
}
/// <summary>
/// The tool strength (normalized to range 0-1). Defines the intensity of the paint operation to make it stronger or mre subtle.
/// The tool strength (normalized to range 0-1). Defines the intensity of the paint operation to make it stronger or more subtle.
/// </summary>
[EditorOrder(0), Limit(0, 10, 0.01f), Tooltip("The tool strength (normalized to range 0-1). Defines the intensity of the paint operation to make it stronger or more subtle.")]
public float Strength = 1.0f;

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@@ -33,7 +33,7 @@ namespace FlaxEditor.Tools.Terrain.Sculpt
}
/// <summary>
/// The tool strength (normalized to range 0-1). Defines the intensity of the sculpt operation to make it stronger or mre subtle.
/// The tool strength (normalized to range 0-1). Defines the intensity of the sculpt operation to make it stronger or more subtle.
/// </summary>
[EditorOrder(0), Limit(0, 6, 0.01f), Tooltip("The tool strength (normalized to range 0-1). Defines the intensity of the sculpt operation to make it stronger or more subtle.")]
public float Strength = 1.2f;

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@@ -49,7 +49,7 @@ namespace FlaxEditor.Tools
set => Tab._gizmoMode.BrushStrength = value;
}
[EditorOrder(20), EditorDisplay("Brush"), Limit(0.0f, 1.0f, 0.01f), Tooltip("The falloff parameter fo the brush. Adjusts the paint strength for the vertices that are far from the brush center. Use lower values to make painting smoother and softer.")]
[EditorOrder(20), EditorDisplay("Brush"), Limit(0.0f, 1.0f, 0.01f), Tooltip("The falloff parameter for the brush. Adjusts the paint strength for the vertices that are far from the brush center. Use lower values to make painting smoother and softer.")]
public float BrushFalloff
{
get => Tab._gizmoMode.BrushFalloff;

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@@ -247,7 +247,7 @@ void UpdateIconData(uint8* iconData, const TextureData* icon)
iconTexSize = Math::RoundUpToPowerOf2(width);
}
// Try to pick a proper mip (requrie the same size)
// Try to pick a proper mip (require the same size)
const TextureMipData* srcPixels = nullptr;
int32 mipLevels = icon->GetMipLevels();
for (int32 mipIndex = 0; mipIndex < mipLevels; mipIndex++)

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@@ -251,7 +251,7 @@ namespace FlaxEditor.Utilities
var list = new List<MemberComparison>();
#if DEBUG_OBJECT_SNAPSHOT_COMPARISION
Debug.Logger.LogHandler.LogWrite(LogType.Warning, "-------------- Comparision --------------");
Debug.Logger.LogHandler.LogWrite(LogType.Warning, "-------------- Comparison --------------");
#endif
for (int i = _members.Count - 1; i >= 0; i--)
{

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@@ -126,7 +126,7 @@ namespace FlaxEditor.Utilities
/// </summary>
/// <param name="oper1">The first operator.</param>
/// <param name="oper2">The second operator.</param>
/// <returns>The comparision result.</returns>
/// <returns>The comparison result.</returns>
private static bool CompareOperators(string oper1, string oper2)
{
var op1 = Operators[oper1];

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@@ -24,7 +24,7 @@ namespace FlaxEditor.Viewport.Cameras
public bool IsAnimatingMove => _moveStartTime > Mathf.Epsilon;
/// <summary>
/// The target point location. It's used to orbit around it whe user clicks Alt+LMB.
/// The target point location. It's used to orbit around it when user clicks Alt+LMB.
/// </summary>
public Vector3 TargetPoint = new Vector3(-200);

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@@ -288,7 +288,7 @@ namespace FlaxEditor.Windows.Assets
public abstract class AssetEditorWindowBase<T> : AssetEditorWindow where T : Asset
{
/// <summary>
/// Flag set to true if window is is waiting for asset to be loaded (to send <see cref="OnAssetLoaded"/> or <see cref="OnAssetLoadFailed"/> events).
/// Flag set to true if window is waiting for asset to be loaded (to send <see cref="OnAssetLoaded"/> or <see cref="OnAssetLoadFailed"/> events).
/// </summary>
protected bool _isWaitingForLoaded;

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@@ -280,7 +280,7 @@ namespace FlaxEngine
/// </summary>
/// <param name="hexString">The hexadecimal string.</param>
/// <param name="value">Output value.</param>
/// <returns>True if value has benn parsed, otherwise false.</returns>
/// <returns>True if value has been parsed, otherwise false.</returns>
public static bool TryParseHex(string hexString, out Color value)
{
value = Black;

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@@ -985,7 +985,7 @@ API_ENUM() enum class TessellationMethod
enum class ShaderFlags : uint32
{
/// <summary>
/// The default set fo flags.
/// The default set for flags.
/// </summary>
Default = 0,

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@@ -215,7 +215,7 @@ public:
/// Gets a CPU pointer to the resource by mapping its contents. Denies the GPU access to that resource.
/// </summary>
/// <param name="mode">The map operation mode.</param>
/// <returns>The pointer ot the mapped CPU buffer with resource data or null if failed.</returns>
/// <returns>The pointer of the mapped CPU buffer with resource data or null if failed.</returns>
API_FUNCTION() virtual void* Map(GPUResourceMapMode mode) = 0;
/// <summary>

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@@ -239,7 +239,7 @@ void GPUDevice::preDispose()
SAFE_DELETE_GPU_RESOURCE(_res->FullscreenTriangleVB);
// Release GPU resources memory and unlink from device
// Note: after that noe GPU resources should be used/created, only deleted
// Note: after that no GPU resources should be used/created, only deleted
Resources.OnDeviceDispose();
}

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@@ -39,7 +39,7 @@ Task* GPUSwapChain::DownloadDataAsync(TextureData& result)
{
if (_downloadTask)
{
LOG(Warning, "Can download window backuffer data ony once at the time.");
LOG(Warning, "Can download window backuffer data only once at the time.");
return nullptr;
}

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@@ -108,7 +108,7 @@ public:
/// <summary>
/// Gets the mask of render passes supported by this material.
/// </summary>
/// <returns>The drw passes supported by this material.</returns>
/// <returns>The draw passes supported by this material.</returns>
virtual DrawPass GetDrawModes() const
{
return DrawPass::None;

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@@ -435,7 +435,7 @@ namespace FlaxEngine
/// Downloads the third vertex buffer that contains mesh vertices data. To download data from GPU set <paramref name="forceGpu"/> to true and call this method from the thread other than main thread (see <see cref="Platform.IsInMainThread"/>).
/// </summary>
/// <remarks>
/// If mesh has no vertex colors (stored in vertex buffer 2) the the returned value is null.
/// If mesh has no vertex colors (stored in vertex buffer 2) the returned value is null.
/// </remarks>
/// <param name="forceGpu">If set to <c>true</c> the data will be downloaded from the GPU, otherwise it can be loaded from the drive (source asset file) or from memory (if cached). Downloading mesh from GPU requires this call to be made from the other thread than main thread. Virtual assets are always downloaded from GPU memory due to lack of dedicated storage container for the asset data.</param>
/// <returns>The gathered data or null if mesh has no vertex colors.</returns>

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@@ -791,7 +791,7 @@ void MeshData::ImproveCacheLocality()
Allocator::Free(piCandidates);
const auto endTime = Platform::GetTimeSeconds();
LOG(Info, "Cache relevant optimzie for {0} vertices and {1} indices. Average output ACMR is {2}. Time: {3}s", vertexCount, indexCount, (float)iCacheMisses / indexCount / 3, Utilities::RoundTo2DecimalPlaces(endTime - startTime));
LOG(Info, "Cache relevant optimize for {0} vertices and {1} indices. Average output ACMR is {2}. Time: {3}s", vertexCount, indexCount, (float)iCacheMisses / indexCount / 3, Utilities::RoundTo2DecimalPlaces(endTime - startTime));
}
float MeshData::CalculateTrianglesArea() const

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@@ -387,7 +387,7 @@ DECLARE_SCRIPTING_TYPE_NO_SPAWN(ToneMappingSettings);
float WhiteTemperature = 6500.0f;
/// <summary>
/// Adjusts the white balance temperature tint for the scene by adjusting the cyan and magenta color ranges. Ideally, this setting should be used once you've adjusted the white balance temporature to get accurate colors. Under some light temperatures, the colors may appear to be more yellow or blue. This can be used to balance the resulting color to look more natural. The default value is `0`.
/// Adjusts the white balance temperature tint for the scene by adjusting the cyan and magenta color ranges. Ideally, this setting should be used once you've adjusted the white balance temperature to get accurate colors. Under some light temperatures, the colors may appear to be more yellow or blue. This can be used to balance the resulting color to look more natural. The default value is `0`.
/// </summary>
API_FIELD(Attributes="DefaultValue(0.0f), Limit(-1, 1, 0.001f), EditorOrder(1), PostProcessSetting((int)ToneMappingSettingsOverride.WhiteTint)")
float WhiteTint = 0.0f;

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@@ -108,5 +108,5 @@ void RenderTargetPool::Release(GPUTexture* rt)
}
}
LOG(Error, "Trying to release temporary render target which has not been registred in service!");
LOG(Error, "Trying to release temporary render target which has not been registered in service!");
}

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@@ -97,7 +97,7 @@ public:
/// <summary>
/// Gets the vertex shader.
/// </summary>
/// <param name="name">Thr shader program name.</param>
/// <param name="name">The shader program name.</param>
/// <param name="permutationIndex">The shader permutation index.</param>
/// <returns>The shader object.</returns>
API_FUNCTION() FORCE_INLINE GPUShaderProgramVS* GetVS(const StringAnsiView& name, int32 permutationIndex = 0) const
@@ -108,7 +108,7 @@ public:
/// <summary>
/// Gets the hull shader.
/// </summary>
/// <param name="name">Thr shader program name.</param>
/// <param name="name">The shader program name.</param>
/// <param name="permutationIndex">The shader permutation index.</param>
/// <returns>The shader object.</returns>
API_FUNCTION() FORCE_INLINE GPUShaderProgramHS* GetHS(const StringAnsiView& name, int32 permutationIndex = 0) const
@@ -119,7 +119,7 @@ public:
/// <summary>
/// Gets domain shader.
/// </summary>
/// <param name="name">Thr shader program name.</param>
/// <param name="name">The shader program name.</param>
/// <param name="permutationIndex">The shader permutation index.</param>
/// <returns>The shader object.</returns>
API_FUNCTION() FORCE_INLINE GPUShaderProgramDS* GetDS(const StringAnsiView& name, int32 permutationIndex = 0) const
@@ -130,7 +130,7 @@ public:
/// <summary>
/// Gets the geometry shader.
/// </summary>
/// <param name="name">Thr shader program name.</param>
/// <param name="name">The shader program name.</param>
/// <param name="permutationIndex">The shader permutation index.</param>
/// <returns>The shader object.</returns>
API_FUNCTION() FORCE_INLINE GPUShaderProgramGS* GetGS(const StringAnsiView& name, int32 permutationIndex = 0) const
@@ -141,7 +141,7 @@ public:
/// <summary>
/// Gets the pixel shader.
/// </summary>
/// <param name="name">Thr shader program name.</param>
/// <param name="name">The shader program name.</param>
/// <param name="permutationIndex">The shader permutation index.</param>
/// <returns>The shader object.</returns>
API_FUNCTION() FORCE_INLINE GPUShaderProgramPS* GetPS(const StringAnsiView& name, int32 permutationIndex = 0) const
@@ -152,7 +152,7 @@ public:
/// <summary>
/// Gets the compute shader.
/// </summary>
/// <param name="name">Thr shader program name.</param>
/// <param name="name">The shader program name.</param>
/// <param name="permutationIndex">The shader permutation index.</param>
/// <returns>The shader object.</returns>
API_FUNCTION() FORCE_INLINE GPUShaderProgramCS* GetCS(const StringAnsiView& name, int32 permutationIndex = 0) const
@@ -176,7 +176,7 @@ public:
/// <summary>
/// Determines whether the specified shader program is in the shader.
/// </summary>
/// <param name="name">Thr shader program name.</param>
/// <param name="name">The shader program name.</param>
/// <param name="permutationIndex">The shader permutation index.</param>
/// <returns><c>true</c> if the shader is valid; otherwise, <c>false</c>.</returns>
FORCE_INLINE bool HasShader(const StringAnsiView& name, int32 permutationIndex = 0) const

View File

@@ -483,7 +483,7 @@ public:
/// <summary>
/// Creates new staging readback texture with the same dimensions and properties as a source texture (but without a data transferred; warning: caller must delete object).
/// </summary>
/// <returns>Thr staging readback texture.</returns>
/// <returns>The staging readback texture.</returns>
GPUTexture* ToStagingReadback() const;
/// <summary>

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@@ -118,7 +118,7 @@ float GPUTimerQueryDX11::GetResult()
if (!SingleShotLog)
{
SingleShotLog = true;
LOG(Warning, "Unrealiable GPU timer query detected.");
LOG(Warning, "Unreliable GPU timer query detected.");
}
#endif
}

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@@ -391,7 +391,7 @@ bool GPUDeviceDX12::Init()
{
// Descriptor tables
D3D12_DESCRIPTOR_RANGE r[2];
// TODO: separate ranges for pixel/vertex visiblity and one shared for all?
// TODO: separate ranges for pixel/vertex visibility and one shared for all?
{
D3D12_DESCRIPTOR_RANGE& range = r[0];
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;

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@@ -232,10 +232,10 @@ public:
}
/// <summary>
/// Converts Flax comparision function to the Vulkan comparision operation.
/// Converts Flax comparison function to the Vulkan comparison operation.
/// </summary>
/// <param name="value">The Flax comparision function.</param>
/// <returns>The Vulkan comparision operation.</returns>
/// <param name="value">The Flax comparison function.</param>
/// <returns>The Vulkan comparison operation.</returns>
static FORCE_INLINE VkCompareOp ToVulkanCompareOp(const ComparisonFunc value)
{
return ComparisonFuncToVkCompareOp[(int32)value];

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@@ -8,7 +8,7 @@
#define MAX_GAMEPADS 8
/// <summary>
/// Hardware mouse cursor behaviour.
/// Hardware mouse cursor behavior.
/// </summary>
API_ENUM() enum class CursorLockMode
{

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@@ -124,7 +124,7 @@ public:
virtual void SetMousePosition(const Vector2& newPosition) = 0;
/// <summary>
/// Called when mouse cursor gets moved by the application. Invalidates the previous cached mouse position to prevent mouse jitter when locking the cursor programatically.
/// Called when mouse cursor gets moved by the application. Invalidates the previous cached mouse position to prevent mouse jitter when locking the cursor programmatically.
/// </summary>
/// <param name="newPosition">The new mouse position.</param>
void OnMouseMoved(const Vector2& newPosition)

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@@ -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;
}

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@@ -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();
}
}

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@@ -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();

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@@ -79,7 +79,7 @@ void NavMesh::EnsureCapacity(int32 tilesToAddCount)
// Ensure to have size assigned
ASSERT(_tileSize != 0);
// Fre previous data (if any)
// Free previous data (if any)
if (_navMesh)
{
dtFreeNavMesh(_navMesh);

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@@ -103,7 +103,7 @@ protected:
public:
/// <summary>
/// The Particle Emitter Graph data version number. Used to sync the Particle Emitter Graph data with the instances state. Handles graph reloads to enure data is valid.
/// The Particle Emitter Graph data version number. Used to sync the Particle Emitter Graph data with the instances state. Handles graph reloads to ensure data is valid.
/// </summary>
uint32 Version = 0;

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@@ -175,7 +175,7 @@ public:
}
/// <summary>
/// Attaches collider to the the specified rigid body.
/// Attaches collider to the specified rigid body.
/// </summary>
/// <param name="rigidBody">The rigid body.</param>
void Attach(RigidBody* rigidBody);

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@@ -13,7 +13,7 @@
#define ENSURE_CAN_COOK \
if (Physics::GetCooking() == nullptr) \
{ \
LOG(Warning, "Physics collisions cooking is disabled at runtime. Enable Physics Settigns option SupportCookingAtRuntime to use terrain generation at runtime."); \
LOG(Warning, "Physics collisions cooking is disabled at runtime. Enable Physics Settings option SupportCookingAtRuntime to use terrain generation at runtime."); \
return true; \
}

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@@ -346,7 +346,7 @@ static int X11_MessageBoxCreateWindow(MessageBoxData* data)
{
windowdata = data->Parent;
windowdataWin = (X11::Window)windowdata->GetNativePtr();
// TODO: place popup on the the screen that parent window is
// TODO: place popup on the screen that parent window is
data->screen = X11_DefaultScreen(display);
}
else

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@@ -60,7 +60,7 @@ private:
float ShadowMultiplier; // [0.0, 5.0] Effect strength linear multiplier
float ShadowPower; // [0.5, 5.0] Effect strength pow modifier
float HorizonAngleThreshold; // [0.0, 0.2] Limits self-shadowing (makes the sampling area less of a hemisphere, more of a spherical cone, to avoid self-shadowing and various artifacts due to low tessellation and depth buffer imprecision, etc.)
float FadeOutFrom; // [0.0, ~ ] Distance to start start fading out the effect.
float FadeOutFrom; // [0.0, ~ ] Distance to start fading out the effect.
float FadeOutTo; // [0.0, ~ ] Distance at which the effect is faded out.
int QualityLevel; // [ 0, ] Effect quality; 0 - low, 1 - medium, 2 - high, 3 - very high; each quality level is roughly 2x more costly than the previous, except the q3 which is variable but, in general, above q2.
int BlurPassCount; // [ 0, 6] Number of edge-sensitive smart blur passes to apply. Quality 0 is an exception with only one 'dumb' blur pass used.

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@@ -27,7 +27,7 @@ namespace FlaxEngine
/// <remarks>
/// Current order is resolved runtime, and can change if custom editor class has changed.
/// </remarks>
/// <param name="order">The order order.</param>
/// <param name="order">The order.</param>
public EditorOrderAttribute(int order)
{
Order = order;

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@@ -5,7 +5,7 @@ using System;
namespace FlaxEngine
{
/// <summary>
/// Indicates that a field or a property of a serializable class should be be serialized. This class cannot be inherited.
/// Indicates that a field or a property of a serializable class should be serialized. This class cannot be inherited.
/// </summary>
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property)]
public sealed class SerializeAttribute : Attribute

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@@ -303,7 +303,7 @@ bool MAssembly::LoadWithImage(const String& assemblyPath)
const auto assembly = mono_assembly_load_from_full(assemblyImage, name.Substring(0, name.Length() - 3).Get(), &status, false);
if (status != MONO_IMAGE_OK || assembly == nullptr)
{
// Close image if error occured
// Close image if error occurred
mono_image_close(assemblyImage);
Log::CLRInnerException(TEXT("Mono assembly image is corrupted at ") + assemblyPath);

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@@ -234,7 +234,7 @@ public:
#endif
/// <summary>
/// Gets the classes lookup cache. Performs ful initialization if not cached. The result cache contains all classes from the assembly.
/// Gets the classes lookup cache. Performs full initialization if not cached. The result cache contains all classes from the assembly.
/// </summary>
/// <returns>The cache.</returns>
const ClassesDictionary& GetClasses() const;

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@@ -193,7 +193,7 @@ public:
/// <summary>
/// Returns an object referencing a method with the specified name and number of parameters.
/// </summary>
/// <remarks>If the the type contains more than one method of the given name and parameters count the returned value can be non-deterministic (one of the matching methods).</remarks>
/// <remarks>If the type contains more than one method of the given name and parameters count the returned value can be non-deterministic (one of the matching methods).</remarks>
/// <param name="name">The method name.</param>
/// <param name="numParams">The method parameters count.</param>
/// <returns>The method or null if failed to get it.</returns>

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@@ -190,7 +190,7 @@ struct FLAXENGINE_API ScriptingType
SetupScriptObjectVTableHandler SetupScriptObjectVTable;
/// <summary>
/// The default instance of the scripting type. Used by serialization system for comparision to save only modified properties of the object.
/// The default instance of the scripting type. Used by serialization system for comparison to save only modified properties of the object.
/// </summary>
mutable ScriptingObject* DefaultInstance;
} Class;
@@ -255,7 +255,7 @@ struct FLAXENGINE_API ScriptingType
}
/// <summary>
/// Gets the default instance of the scripting type. Used by serialization system for comparision to save only modified properties of the object.
/// Gets the default instance of the scripting type. Used by serialization system for comparison to save only modified properties of the object.
/// </summary>
ScriptingObject* GetDefaultInstance() const;

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@@ -195,7 +195,7 @@ void JsonWriter::SceneObject(::SceneObject* obj)
auto prefab = Content::Load<Prefab>(obj->GetPrefabID());
if (prefab)
{
// Request the prefab to be deserialized to the default instance (used for comparision to generate a diff)
// Request the prefab to be deserialized to the default instance (used for comparison to generate a diff)
prefab->GetDefaultInstance();
// Get prefab object instance from the prefab

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@@ -37,9 +37,9 @@ public:
public:
/// <summary>
/// Returns true if error occured during reading/writing to the stream
/// Returns true if error occurred during reading/writing to the stream
/// </summary>
/// <returns>True if error occured during reading/writing to the stream</returns>
/// <returns>True if error occurred during reading/writing to the stream</returns>
virtual bool HasError() const
{
return _hasError;

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@@ -489,7 +489,7 @@ void Terrain::RemovePatch(const Int2& patchCoord)
const auto patch = GetPatch(patchCoord);
if (patch == nullptr)
{
LOG(Warning, "Cannot remvoe patch at {0}x{1}. It does not exist.", patchCoord.X, patchCoord.Y);
LOG(Warning, "Cannot remove patch at {0}x{1}. It does not exist.", patchCoord.X, patchCoord.Y);
return;
}

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@@ -382,7 +382,7 @@ public:
/// Searches for the specified object and returns the zero-based index of the first occurrence within the entire collection.
/// </summary>
/// <param name="item">The item.</param>
/// <returns>The zero-based index of the first occurrence of itm within the entire collection, if found; otherwise, INVALID_INDEX.</returns>
/// <returns>The zero-based index of the first occurrence of item within the entire collection, if found; otherwise, INVALID_INDEX.</returns>
int32 IndexOf(const T& item) const
{
for (int32 i = 0; i < _count; i++)

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@@ -41,7 +41,7 @@ public:
}
// Called when thread ends work (via Kill or normally)
// @param wasKilled True if thead has been killed
// @param wasKilled True if thread has been killed
virtual void AfterWork(bool wasKilled)
{
}

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@@ -52,7 +52,7 @@ bool ThreadPoolService::Init()
// Create tread
auto runnable = New<SimpleRunnable>(true);
runnable->OnWork.Bind(ThreadPool::ThreadProc);
auto thread = Thread::Create(runnable, String::Format(TEXT("Therad Pool {0}"), i));
auto thread = Thread::Create(runnable, String::Format(TEXT("Thread Pool {0}"), i));
if (thread == nullptr)
{
LOG(Error, "Failed to spawn {0} thread in the Thread Pool", i + 1);

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@@ -744,7 +744,7 @@ bool ProcessMesh(OpenFbxImporterData& data, const ofbx::Mesh* aMesh, MeshData& m
auto length = delta.Length();
if (length > ZeroTolerance)
delta /= length;*/
auto delta = Vector3::Zero; // TODO: blend shape normals deltas fix when importing from ofbx
auto delta = Vector3::Zero; // TODO: blend shape normals deltas fix when importing from fbx
blendShapeData.Vertices[i].NormalDelta = delta;
}
}

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@@ -1131,7 +1131,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options opt
dstLod.Meshes.RemoveAt(i--);
}
LOG(Info, "Generated LOD{0}: triangles: {1} ({2}% of base LOD), verteces: {3} ({4}% of base LOD)",
LOG(Info, "Generated LOD{0}: triangles: {1} ({2}% of base LOD), verticies: {3} ({4}% of base LOD)",
lodIndex,
lodTriangleCount, (int32)(lodTriangleCount * 100 / baseLodTriangleCount),
lodVertexCount, (int32)(lodVertexCount * 100 / baseLodVertexCount));

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@@ -469,7 +469,7 @@ namespace FlaxEngine.GUI
}
/// <summary>
/// Checks if given point in thi container control space intersects with the child control content.
/// Checks if given point in this container control space intersects with the child control content.
/// Also calculates result location in child control space which can be used to feed control with event at that point.
/// </summary>
/// <param name="child">The child control to check.</param>

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@@ -1211,7 +1211,7 @@ namespace FlaxEngine.GUI
}
/// <summary>
/// Action fred when parent control gets changed.
/// Action fired when parent control gets changed.
/// </summary>
protected virtual void OnParentChangedInternal()
{
@@ -1252,9 +1252,9 @@ namespace FlaxEngine.GUI
}
/// <summary>
/// Helper utility function to sets the update callback to the root. Does nothing if value has not been modified. Handles if control ahs no root or parent.
/// Helper utility function to sets the update callback to the root. Does nothing if value has not been modified. Handles if control has no root or parent.
/// </summary>
/// <param name="onUpdate">The cached update callback delegate (field in teh custom control implementation).</param>
/// <param name="onUpdate">The cached update callback delegate (field in the custom control implementation).</param>
/// <param name="value">The value to assign.</param>
protected void SetUpdate(ref UpdateDelegate onUpdate, UpdateDelegate value)
{
@@ -1268,7 +1268,7 @@ namespace FlaxEngine.GUI
}
/// <summary>
/// Action fred when parent control gets resized (also when control gets non-null parent).
/// Action fired when parent control gets resized (also when control gets non-null parent).
/// </summary>
public virtual void OnParentResized()
{

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@@ -14,7 +14,7 @@ namespace FlaxEngine.GUI
/// <summary>
/// Gets or sets the padding given to each slot.
/// </summary>
[EditorOrder(0), Tooltip("The padding margin appied to each item slot.")]
[EditorOrder(0), Tooltip("The padding margin applied to each item slot.")]
public Margin SlotPadding
{
get => _slotPadding;

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@@ -186,14 +186,14 @@ namespace FlaxEngine
public CanvasRootControl GUI => _guiRoot;
/// <summary>
/// Delegate schema for the callback used to perform custom canvas intersection test. Can be used to implement a canvas tha has a holes or non-rectangular shape.
/// Delegate schema for the callback used to perform custom canvas intersection test. Can be used to implement a canvas that has a holes or non-rectangular shape.
/// </summary>
/// <param name="location">The location of the point to test in coordinates of the canvas root control (see <see cref="GUI"/>).</param>
/// <returns>True if canvas was hit, otherwise false.</returns>
public delegate bool TestCanvasIntersectionDelegate(ref Vector2 location);
/// <summary>
/// The callback used to perform custom canvas intersection test. Can be used to implement a canvas tha has a holes or non-rectangular shape.
/// The callback used to perform custom canvas intersection test. Can be used to implement a canvas that has a holes or non-rectangular shape.
/// </summary>
[HideInEditor]
public TestCanvasIntersectionDelegate TestCanvasIntersection;

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@@ -328,7 +328,7 @@ void CS_BlurEmpty(uint3 GroupID : SV_GroupID, uint3 GroupThreadID : SV_GroupThre
const int2 location = int2(GroupID.x, GroupID.y);
const uint texelAdress = (location.y * AtlasSize + location.x) * NUM_SH_TARGETS;
// TODO: use more therads to sample lightmap and final therad make it blur
// TODO: use more threads to sample lightmap and final therad make it blur
// Simple box filter (using only valid samples)
const int blurRadius = 2;

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@@ -32,7 +32,7 @@ uint InsertOneBit(uint value, uint oneBitMask)
// Determines if two sort keys should be swapped in the list. KeySign is
// either 1 or -1. Multiplication with the KeySign will either invert the sign
// (effectively a negation) or leave the value alone. When the the KeySign is
// (effectively a negation) or leave the value alone. When the KeySign is
// 1, we are sorting descending, so when A < B, they should swap. For an
// ascending sort, -A < -B should swap.
bool ShouldSwap(Item a, Item b)