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path: root/60-spelling-errors.patch
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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