Description: Fix several spelling errors found by lintian Author: Tobias Frost Forwarded: 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 * )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