diff options
Diffstat (limited to '60-spelling-errors.patch')
-rw-r--r-- | 60-spelling-errors.patch | 394 |
1 files changed, 0 insertions, 394 deletions
diff --git a/60-spelling-errors.patch b/60-spelling-errors.patch deleted file mode 100644 index 4f96e23290b4..000000000000 --- a/60-spelling-errors.patch +++ /dev/null @@ -1,394 +0,0 @@ -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 |