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author | Mike Swanson | 2017-08-26 14:49:08 -0700 |
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committer | Mike Swanson | 2017-08-26 14:58:21 -0700 |
commit | c3d7bf13209f076a455eae343e515570fbc723a3 (patch) | |
tree | 57d48405ea0d8bb07d6b360bf959850323d386cc /60-spelling-errors.patch | |
parent | 0412e49c1c8ff3f85e96b204038ab801f02cdf0b (diff) | |
download | aur-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.patch | 394 |
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 |