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authorMike Swanson2017-08-26 14:49:08 -0700
committerMike Swanson2017-08-26 14:58:21 -0700
commitc3d7bf13209f076a455eae343e515570fbc723a3 (patch)
tree57d48405ea0d8bb07d6b360bf959850323d386cc /60-spelling-errors.patch
parent0412e49c1c8ff3f85e96b204038ab801f02cdf0b (diff)
downloadaur-c3d7bf13209f076a455eae343e515570fbc723a3.tar.gz
Update to a git snapshot
Builds with GCC 7.1.1 and some other libraries, via patches from Debian
Diffstat (limited to '60-spelling-errors.patch')
-rw-r--r--60-spelling-errors.patch394
1 files changed, 394 insertions, 0 deletions
diff --git a/60-spelling-errors.patch b/60-spelling-errors.patch
new file mode 100644
index 000000000000..4f96e23290b4
--- /dev/null
+++ b/60-spelling-errors.patch
@@ -0,0 +1,394 @@
+Description: Fix several spelling errors found by lintian
+Author: Tobias Frost <tobi@debian.org>
+Forwarded: <URL|no|not-needed, useless if you have a Bug field, optional>
+Last-Update: 2016-10-15
+---
+This patch header follows DEP-3: http://dep.debian.net/deps/dep3/
+--- a/base/renderprogs/SMAA.inc
++++ b/base/renderprogs/SMAA.inc
+@@ -228,14 +228,14 @@
+ * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or
+ * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN
+ *
+- * This allows to ensure that the subsample order matches the table in
++ * This allows one to ensure that the subsample order matches the table in
+ * @SUBSAMPLE_INDICES.
+ *
+ * (*) In the case of DX10, we refer the reader to:
+ * - SMAA::detectMSAAOrder and
+ * - SMAA::msaaReorder
+ *
+- * These functions allow to match the standard multisample patterns by
++ * These functions allow one to match the standard multisample patterns by
+ * detecting the subsample order for a specific GPU, and reordering
+ * them appropriately.
+ *
+@@ -326,8 +326,8 @@
+ * performance.
+ *
+ * Range: [0, 0.5]
+- * 0.1 is a reasonable value, and allows to catch most visible edges.
+- * 0.05 is a rather overkill value, that allows to catch 'em all.
++ * 0.1 is a reasonable value, and allows one to catch most visible edges.
++ * 0.05 is a rather overkill value, that allows one to catch 'em all.
+ *
+ * If temporal supersampling is used, 0.2 could be a reasonable value, as low
+ * contrast edges are properly filtered by just 2x.
+@@ -390,7 +390,7 @@
+ * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
+ * bigger contrast than current edge, current edge will be discarded.
+ *
+- * This allows to eliminate spurious crossing edges, and is based on the fact
++ * This allows one to eliminate spurious crossing edges, and is based on the fact
+ * that, if there is too much contrast in a direction, that will hide
+ * perceptually contrast in the other neighbors.
+ */
+@@ -399,7 +399,7 @@
+ #endif
+
+ /**
+- * Predicated thresholding allows to better preserve texture details and to
++ * Predicated thresholding allows one to better preserve texture details and to
+ * improve performance, by decreasing the number of detected edges using an
+ * additional buffer like the light accumulation buffer, object ids or even the
+ * depth buffer (the depth buffer usage may be limited to indoor or short range
+@@ -446,7 +446,7 @@
+ #endif
+
+ /**
+- * Temporal reprojection allows to remove ghosting artifacts when using
++ * Temporal reprojection allows one to remove ghosting artifacts when using
+ * temporal supersampling. We use the CryEngine 3 method which also introduces
+ * velocity weighting. This feature is of extreme importance for totally
+ * removing ghosting. More information here:
+@@ -461,7 +461,7 @@
+ #endif
+
+ /**
+- * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to
++ * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows one to
+ * remove ghosting trails behind the moving object, which are not removed by
+ * just using reprojection. Using low values will exhibit ghosting, while using
+ * high values will disable temporal supersampling under motion.
+@@ -869,7 +869,7 @@
+ }
+
+ /**
+- * These functions allows to perform diagonal pattern searches.
++ * These functions allows one to perform diagonal pattern searches.
+ */
+ float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
+ dir.y = API_V_DIR(dir.y);
+@@ -1204,7 +1204,7 @@
+ coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
+ d.y = coords.z;
+
+- // We want the distances to be in pixel units (doing this here allow to
++ // We want the distances to be in pixel units (doing this here allows one to
+ // better interleave arithmetic and memory accesses):
+ d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
+
+--- a/doomclassic/doom/p_enemy.cpp
++++ b/doomclassic/doom/p_enemy.cpp
+@@ -1452,7 +1452,7 @@
+ currentthinker = currentthinker->next;
+ }
+
+- // if there are allready 20 skulls on the level,
++ // if there are already 20 skulls on the level,
+ // don't spit another one
+ if (count > 20)
+ return;
+--- a/doomclassic/doom/p_pspr.cpp
++++ b/doomclassic/doom/p_pspr.cpp
+@@ -358,7 +358,7 @@
+ if (player->pendingweapon != wp_nochange || !player->health)
+ {
+ // change weapon
+- // (pending weapon should allready be validated)
++ // (pending weapon should already be validated)
+ newstate = (statenum_t)weaponinfo[player->readyweapon].downstate;
+ P_SetPsprite (player, ps_weapon, newstate);
+ return;
+--- a/doomclassic/doom/p_sight.cpp
++++ b/doomclassic/doom/p_sight.cpp
+@@ -165,7 +165,7 @@
+ {
+ line = seg->linedef;
+
+- // allready checked other side?
++ // already checked other side?
+ if (line->validcount == ::g->validcount)
+ continue;
+
+--- a/doomclassic/doom/structs.h
++++ b/doomclassic/doom/structs.h
+@@ -358,7 +358,7 @@
+ typedef struct
+ {
+ // Block origin (allways UL),
+- // which has allready accounted
++ // which has already accounted
+ // for the internal origin of the patch.
+ int originx;
+ int originy;
+--- a/neo/d3xp/gamesys/Class.h
++++ b/neo/d3xp/gamesys/Class.h
+@@ -216,7 +216,7 @@
+ ( idEventFunc<idClass> * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )() )&nameofclass::Spawn, \
+ ( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \
+ idClass *nameofclass::CreateInstance() { \
+- gameLocal.Error( "Cannot instanciate abstract class %s.", #nameofclass ); \
++ gameLocal.Error( "Cannot instantiate abstract class %s.", #nameofclass ); \
+ return NULL; \
+ } \
+ idTypeInfo *nameofclass::GetType() const { \
+--- a/neo/d3xp/gamesys/SysCvar.cpp
++++ b/neo/d3xp/gamesys/SysCvar.cpp
+@@ -104,8 +104,8 @@
+
+
+ idCVar g_showPVS( "g_showPVS", "0", CVAR_GAME | CVAR_INTEGER, "", 0, 2 );
+-idCVar g_showTargets( "g_showTargets", "0", CVAR_GAME | CVAR_BOOL, "draws entities and thier targets. hidden entities are drawn grey." );
+-idCVar g_showTriggers( "g_showTriggers", "0", CVAR_GAME | CVAR_BOOL, "draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey." );
++idCVar g_showTargets( "g_showTargets", "0", CVAR_GAME | CVAR_BOOL, "draws entities and their targets. hidden entities are drawn grey." );
++idCVar g_showTriggers( "g_showTriggers", "0", CVAR_GAME | CVAR_BOOL, "draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey." );
+ idCVar g_showCollisionWorld( "g_showCollisionWorld", "0", CVAR_GAME | CVAR_BOOL, "" );
+ idCVar g_showCollisionModels( "g_showCollisionModels", "0", CVAR_GAME | CVAR_BOOL, "" );
+ idCVar g_showCollisionTraces( "g_showCollisionTraces", "0", CVAR_GAME | CVAR_BOOL, "" );
+--- a/neo/framework/Common.cpp
++++ b/neo/framework/Common.cpp
+@@ -68,9 +68,9 @@
+ idCVar com_forceGenericSIMD( "com_forceGenericSIMD", "0", CVAR_BOOL | CVAR_SYSTEM | CVAR_NOCHEAT, "force generic platform independent SIMD" );
+
+ #ifdef ID_RETAIL
+-idCVar com_allowConsole( "com_allowConsole", "0", CVAR_BOOL | CVAR_SYSTEM | CVAR_INIT, "allow toggling console with the tilde key" );
++idCVar com_allowConsole( "com_allowConsole", "0", CVAR_BOOL | CVAR_SYSTEM | CVAR_INIT, "allows one toggling console with the tilde key" );
+ #else
+-idCVar com_allowConsole( "com_allowConsole", "1", CVAR_BOOL | CVAR_SYSTEM | CVAR_INIT, "allow toggling console with the tilde key" );
++idCVar com_allowConsole( "com_allowConsole", "1", CVAR_BOOL | CVAR_SYSTEM | CVAR_INIT, "allows one toggling console with the tilde key" );
+ #endif
+
+ idCVar com_developer( "developer", "0", CVAR_BOOL | CVAR_SYSTEM | CVAR_NOCHEAT, "developer mode" );
+--- a/neo/framework/Common_printf.cpp
++++ b/neo/framework/Common_printf.cpp
+@@ -36,7 +36,7 @@
+ idCVar com_timestampPrints( "com_timestampPrints", "0", CVAR_SYSTEM, "print time with each console print, 1 = msec, 2 = sec", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> );
+
+ #ifndef ID_RETAIL
+-idCVar com_printFilter( "com_printFilter", "", CVAR_SYSTEM, "only print lines that contain this, add multiple filters with a ; delimeter" );
++idCVar com_printFilter( "com_printFilter", "", CVAR_SYSTEM, "only print lines that contain this, add multiple filters with a ; delimiter" );
+ #endif
+
+ /*
+--- a/neo/renderer/RenderProgs_embedded.h
++++ b/neo/renderer/RenderProgs_embedded.h
+@@ -465,7 +465,7 @@
+ " * half-rate linear filtering on GCN.\n"
+ " *\n"
+ " * If SMAA is applied to 64-bit color buffers, switching to point filtering\n"
+- " * when accesing them will increase the performance. Search for\n"
++ " * when accessing them will increase the performance. Search for\n"
+ " * 'SMAASamplePoint' to see which textures may benefit from point\n"
+ " * filtering, and where (which is basically the color input in the edge\n"
+ " * detection and resolve passes).\n"
+@@ -580,14 +580,14 @@
+ " * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or\n"
+ " * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN\n"
+ " *\n"
+- " * This allows to ensure that the subsample order matches the table in\n"
++ " * This allows one to ensure that the subsample order matches the table in\n"
+ " * @SUBSAMPLE_INDICES.\n"
+ " *\n"
+ " * (*) In the case of DX10, we refer the reader to:\n"
+ " * - SMAA::detectMSAAOrder and\n"
+ " * - SMAA::msaaReorder\n"
+ " *\n"
+- " * These functions allow to match the standard multisample patterns by\n"
++ " * These functions allow one to match the standard multisample patterns by\n"
+ " * detecting the subsample order for a specific GPU, and reordering\n"
+ " * them appropriately.\n"
+ " *\n"
+@@ -678,8 +678,8 @@
+ " * performance. \n"
+ " *\n"
+ " * Range: [0, 0.5]\n"
+- " * 0.1 is a reasonable value, and allows to catch most visible edges.\n"
+- " * 0.05 is a rather overkill value, that allows to catch 'em all.\n"
++ " * 0.1 is a reasonable value, and allows one to catch most visible edges.\n"
++ " * 0.05 is a rather overkill value, that allows one to catch 'em all.\n"
+ " *\n"
+ " * If temporal supersampling is used, 0.2 could be a reasonable value, as low\n"
+ " * contrast edges are properly filtered by just 2x.\n"
+@@ -742,7 +742,7 @@
+ " * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times\n"
+ " * bigger contrast than current edge, current edge will be discarded.\n"
+ " *\n"
+- " * This allows to eliminate spurious crossing edges, and is based on the fact\n"
++ " * This allows one to eliminate spurious crossing edges, and is based on the fact\n"
+ " * that, if there is too much contrast in a direction, that will hide\n"
+ " * perceptually contrast in the other neighbors.\n"
+ " */\n"
+@@ -751,7 +751,7 @@
+ "#endif\n"
+ "\n"
+ "/**\n"
+- " * Predicated thresholding allows to better preserve texture details and to\n"
++ " * Predicated thresholding allows one to better preserve texture details and to\n"
+ " * improve performance, by decreasing the number of detected edges using an\n"
+ " * additional buffer like the light accumulation buffer, object ids or even the\n"
+ " * depth buffer (the depth buffer usage may be limited to indoor or short range\n"
+@@ -798,7 +798,7 @@
+ "#endif\n"
+ "\n"
+ "/**\n"
+- " * Temporal reprojection allows to remove ghosting artifacts when using\n"
++ " * Temporal reprojection allows one to remove ghosting artifacts when using\n"
+ " * temporal supersampling. We use the CryEngine 3 method which also introduces\n"
+ " * velocity weighting. This feature is of extreme importance for totally\n"
+ " * removing ghosting. More information here:\n"
+@@ -813,7 +813,7 @@
+ "#endif\n"
+ "\n"
+ "/**\n"
+- " * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to\n"
++ " * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows one to\n"
+ " * remove ghosting trails behind the moving object, which are not removed by\n"
+ " * just using reprojection. Using low values will exhibit ghosting, while using\n"
+ " * high values will disable temporal supersampling under motion.\n"
+@@ -1195,7 +1195,7 @@
+ "#if !defined(SMAA_DISABLE_DIAG_DETECTION)\n"
+ "\n"
+ "/**\n"
+- " * Allows to decode two binary values from a bilinear-filtered access.\n"
++ " * Allows one to decode two binary values from a bilinear-filtered access.\n"
+ " */\n"
+ "float2 SMAADecodeDiagBilinearAccess(float2 e) {\n"
+ " // Bilinear access for fetching 'e' have a 0.25 offset, and we are\n"
+@@ -1221,7 +1221,7 @@
+ "}\n"
+ "\n"
+ "/**\n"
+- " * These functions allows to perform diagonal pattern searches.\n"
++ " * These functions allows one to perform diagonal pattern searches.\n"
+ " */\n"
+ "float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {\n"
+ " dir.y = API_V_DIR(dir.y);\n"
+@@ -1357,7 +1357,7 @@
+ "// Horizontal/Vertical Search Functions\n"
+ "\n"
+ "/**\n"
+- " * This allows to determine how much length should we add in the last step\n"
++ " * This allows one to determine how much length should we add in the last step\n"
+ " * of the searches. It takes the bilinearly interpolated edge (see \n"
+ " * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and\n"
+ " * crossing edges are active.\n"
+@@ -1392,7 +1392,7 @@
+ " * @PSEUDO_GATHER4\n"
+ " * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to\n"
+ " * sample between edge, thus fetching four edges in a row.\n"
+- " * Sampling with different offsets in each direction allows to disambiguate\n"
++ " * Sampling with different offsets in each direction allows one to disambiguate\n"
+ " * which edges are active from the four fetched ones.\n"
+ " */\n"
+ " float2 e = float2(0.0, 1.0);\n"
+@@ -1556,7 +1556,7 @@
+ " coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);\n"
+ " d.y = coords.z;\n"
+ "\n"
+- " // We want the distances to be in pixel units (doing this here allow to\n"
++ " // We want the distances to be in pixel units (doing this here allows one to\n"
+ " // better interleave arithmetic and memory accesses):\n"
+ " d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));\n"
+ "\n"
+@@ -10542,7 +10542,7 @@
+ "\n"
+ "Doom 3 BFG Edition GPL Source Code\n"
+ "Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
+- "Coypright (C) 2014 Robert Beckebans\n"
++ "Copyright (C) 2014 Robert Beckebans\n"
+ "\n"
+ "This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
+ "\n"
+@@ -12320,7 +12320,7 @@
+ " float L = ( 1.0 - exp( -Yr * exposure ) );\n"
+ " color.rgb *= L;\n"
+ " \n"
+- " // Kodak filmic tone mappping, includes gamma correction\n"
++ " // Kodak filmic tone mapping, includes gamma correction\n"
+ " //float3 rgb = max( float3( 0 ), color.rgb - float3( 0.004 ) );\n"
+ " //color.rgb = rgb * ( float3( 0.5 ) + 6.2 * rgb ) / ( float3( 0.06 ) + rgb * ( float3( 1.7 ) + 6.2 * rgb ) );\n"
+ " \n"
+--- a/neo/sys/sys_lobby_snapshot.cpp
++++ b/neo/sys/sys_lobby_snapshot.cpp
+@@ -35,7 +35,7 @@
+
+ idCVar net_peer_throttle_mode( "net_peer_throttle_mode", "0", CVAR_INTEGER, "= 0 off, 1 = enable fixed, 2 = absolute, 3 = both" );
+
+-idCVar net_peer_throttle_minSnapSeq( "net_peer_throttle_minSnapSeq", "150", CVAR_INTEGER, "Minumum number of snapshot exchanges before throttling can be triggered" );
++idCVar net_peer_throttle_minSnapSeq( "net_peer_throttle_minSnapSeq", "150", CVAR_INTEGER, "Minimum number of snapshot exchanges before throttling can be triggered" );
+
+ idCVar net_peer_throttle_bps_peer_threshold_pct( "net_peer_throttle_bps_peer_threshold_pct", "0.60", CVAR_FLOAT, "Min reported incoming bps % of sent from host that a peer must maintain before throttling kicks in" );
+ idCVar net_peer_throttle_bps_host_threshold( "net_peer_throttle_bps_host_threshold", "1024", CVAR_FLOAT, "Min outgoing bps of host for bps based throttling to be considered" );
+--- a/neo/tools/compilers/aas/BrushBSP.cpp
++++ b/neo/tools/compilers/aas/BrushBSP.cpp
+@@ -87,7 +87,7 @@
+ {
+ if( nodes[0] || nodes[1] )
+ {
+- common->Error( "AddToNode: allready included" );
++ common->Error( "AddToNode: already included" );
+ }
+
+ assert( front && back );
+--- a/neo/tools/compilers/dmap/portals.cpp
++++ b/neo/tools/compilers/dmap/portals.cpp
+@@ -111,7 +111,7 @@
+ {
+ if( p->nodes[0] || p->nodes[1] )
+ {
+- common->Error( "AddPortalToNode: allready included" );
++ common->Error( "AddPortalToNode: already included" );
+ }
+
+ p->nodes[0] = front;
+@@ -877,7 +877,7 @@
+
+ if( node->area != -1 )
+ {
+- return; // allready got it
++ return; // already got it
+ }
+ if( node->opaque )
+ {
+@@ -939,7 +939,7 @@
+
+ if( node->area != -1 )
+ {
+- return; // allready got it
++ return; // already got it
+ }
+
+ c_areaFloods = 0;
+--- a/neo/ui/GuiScript.cpp
++++ b/neo/ui/GuiScript.cpp
+@@ -426,7 +426,7 @@
+
+ if( handler == NULL )
+ {
+- src->Error( "Uknown script call %s", token.c_str() );
++ src->Error( "Unknown script call %s", token.c_str() );
+ }
+ // now read parms til ;
+ // all parms are read as idWinStr's but will be fixed up later
+--- a/README.txt
++++ b/README.txt
+@@ -324,7 +324,7 @@
+ r_useHDR [0 or 1] - Use High Dynamic Range lighting
+
+ r_hdrAutoExposure [0 or 1] - Adaptive tonemapping with HDR
+- This allows to have very bright or very dark scenes but the camera will adopt to it so the scene won't loose details
++ This allows on to have very bright or very dark scenes but the camera will adopt to it so the scene won't loose details
+
+ r_exposure [0 .. 1] - Default 0.5, Controls brightness and affects HDR exposure key
+ This is what you change in the video brightness options