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Add Redot codespell documentation correction
1 parent 6b505cc commit 6de65ad

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.pre-commit-config.yaml

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)
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additional_dependencies: [tomli]
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- id: codespell
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name: codespell-redot-docs
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args:
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- -D
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- custom_dict.txt
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- --ignore-regex
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- |
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(?x)(
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Godot\.\w|
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Godot;|
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Godot\ Shader\ Language|
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highlight=Godot%20Engine%3%docs|
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highlight=Godot\ Engine:docs|
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github\.com\/godotengine\/godot|
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not\ Godot\ (Shaders|shaders)|
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Godot\ [3|4](\.[0-9x])?|
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project\.godot|
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logs\/godot\.log|
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\.godot\/|
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org\.godot\.example:my-plugin:0\.0\.0|
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Godot\ version\ 4\.1\ compatibility|
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file\ extension\ must\ be\ \[code\]\.godot\[\/code\]|
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directory\ \(\[code\]\.?godot\[\/code\]\)|
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\[code\]\.godot\[\/code\]\ folder|
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Godot's\ donor|
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donor\ names\ for\ Godot|
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info\]\ for\ Godot's|
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in\ relation\ to\ Godot|
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Godot\ Physics|
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\[code\]godot\.\[\/code\]\ are\ reserved\ for\ engine\ internals|
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Godot's\ own\ color\ palette\ for\ editor\ icons
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)
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files: ^(doc/classes|.*/doc_classes)/.*\.xml$
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### Requires Docker; look into alternative implementation.
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# - repo: https://github.com/comkieffer/pre-commit-xmllint.git
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# rev: 1.0.0

custom_dict.txt

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Godot->Redot
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godot->redot
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GODOT->REDOT
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Godots->Redots
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Godot's->Redot's

doc/classes/EditorPaths.xml

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Returns the absolute path to the user's cache folder. This folder should be used for temporary data that can be removed safely whenever the editor is closed (such as generated resource thumbnails).
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[b]Default paths per platform:[/b]
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[codeblock lang=text]
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- Windows: %LOCALAPPDATA%\Godot\
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- macOS: ~/Library/Caches/Godot/
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- Linux: ~/.cache/godot/
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- Windows: %LOCALAPPDATA%\Redot\
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- macOS: ~/Library/Caches/Redot/
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- Linux: ~/.cache/redot/
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[/codeblock]
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</description>
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</method>
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Returns the absolute path to the user's configuration folder. This folder should be used for [i]persistent[/i] user configuration files.
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[b]Default paths per platform:[/b]
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[codeblock lang=text]
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- Windows: %APPDATA%\Godot\ (same as `get_data_dir()`)
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- macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`)
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- Linux: ~/.config/godot/
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- Windows: %APPDATA%\Redot\ (same as `get_data_dir()`)
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- macOS: ~/Library/Application Support/Redot/ (same as `get_data_dir()`)
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- Linux: ~/.config/redot/
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[/codeblock]
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</description>
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</method>
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Returns the absolute path to the user's data folder. This folder should be used for [i]persistent[/i] user data files such as installed export templates.
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[b]Default paths per platform:[/b]
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[codeblock lang=text]
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- Windows: %APPDATA%\Godot\ (same as `get_config_dir()`)
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- macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`)
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- Linux: ~/.local/share/godot/
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- Windows: %APPDATA%\Redot\ (same as `get_config_dir()`)
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- macOS: ~/Library/Application Support/Redot/ (same as `get_config_dir()`)
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- Linux: ~/.local/share/redot/
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[/codeblock]
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</description>
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</method>

doc/classes/EditorScript.xml

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<description>
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Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File &gt; Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Redot. For more complex additions, consider using [EditorPlugin]s instead.
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[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.
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[b]Example:[/b] Running the following script prints "Hello from the Godot Editor!":
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[b]Example:[/b] Running the following script prints "Hello from the Redot Editor!":
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[codeblocks]
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[gdscript]
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@tool

doc/classes/Engine.xml

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<method name="get_godot_compatible_version_info" qualifiers="const">
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<return type="Dictionary" />
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<description>
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Returns the current engine minimal version compatibility info in relation to Redot as a [Dictionary] containing the following entries:
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Returns the current engine minimal version compatibility info in relation to Godot as a [Dictionary] containing the following entries:
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- [code]major[/code] - Major version number as an int;
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- [code]minor[/code] - Minor version number as an int;
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- [code]patch[/code] - Patch version number as an int;

doc/classes/OS.xml

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<return type="String" />
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<description>
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Returns the absolute directory path where user data is written (the [code]user://[/code] directory in Redot). The path depends on the project name and [member ProjectSettings.application/config/use_custom_user_dir].
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- On Windows, this is [code]%AppData%\Godot\app_userdata\[project_name][/code], or [code]%AppData%\[custom_name][/code] if [code]use_custom_user_dir[/code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%\AppData\Roaming[/code].
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- On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/[project_name][/code], or [code]~/Library/Application Support/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
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- On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/[project_name][/code], or [code]~/.local/share/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
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- On Windows, this is [code]%AppData%\Redot\app_userdata\[project_name][/code], or [code]%AppData%\[custom_name][/code] if [code]use_custom_user_dir[/code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%\AppData\Roaming[/code].
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- On macOS, this is [code]~/Library/Application Support/Redot/app_userdata/[project_name][/code], or [code]~/Library/Application Support/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
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- On Linux and BSD, this is [code]~/.local/share/redot/app_userdata/[project_name][/code], or [code]~/.local/share/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
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- On Android and iOS, this is a sandboxed directory in either internal or external storage, depending on the user's configuration.
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- On Web, this is a virtual directory managed by the browser.
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If the project name is empty, [code][project_name][/code] falls back to [code][unnamed project][/code].
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Standard I/O device is invalid. No data can be received from or sent to these standard I/O devices.
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</constant>
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<constant name="STD_HANDLE_CONSOLE" value="1" enum="StdHandleType">
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Standard I/O device is a console. This typically occurs when Godot is run from a terminal with no redirection. This is also used for all standard I/O devices when running Godot from the editor, at least on desktop platforms.
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Standard I/O device is a console. This typically occurs when Redot is run from a terminal with no redirection. This is also used for all standard I/O devices when running Redot from the editor, at least on desktop platforms.
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</constant>
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<constant name="STD_HANDLE_FILE" value="2" enum="StdHandleType">
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Standard I/O device is a regular file. This typically occurs with redirection from a terminal, e.g. [code]godot &gt; stdout.txt[/code], [code]godot &lt; stdin.txt[/code] or [code]godot &gt; stdout_stderr.txt 2&gt;&amp;1[/code].
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Standard I/O device is a regular file. This typically occurs with redirection from a terminal, e.g. [code]redot &gt; stdout.txt[/code], [code]redot &lt; stdin.txt[/code] or [code]redot &gt; stdout_stderr.txt 2&gt;&amp;1[/code].
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</constant>
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<constant name="STD_HANDLE_PIPE" value="3" enum="StdHandleType">
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Standard I/O device is a FIFO/pipe. This typically occurs with pipe usage from a terminal, e.g. [code]echo "Hello" | godot[/code].
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Standard I/O device is a FIFO/pipe. This typically occurs with pipe usage from a terminal, e.g. [code]echo "Hello" | redot[/code].
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</constant>
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<constant name="STD_HANDLE_UNKNOWN" value="4" enum="StdHandleType">
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Standard I/O device type is unknown.

doc/classes/PCKPacker.xml

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[/csharp]
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[/codeblocks]
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The above [PCKPacker] creates package [code]test.pck[/code], then adds a file named [code]text.txt[/code] at the root of the package.
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[b]Note:[/b] PCK is Godot's own pack file format. To create ZIP archives that can be read by any program, use [ZIPPacker] instead.
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[b]Note:[/b] PCK is Redot's own pack file format. To create ZIP archives that can be read by any program, use [ZIPPacker] instead.
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</description>
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<tutorials>
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</tutorials>

doc/classes/ProjectSettings.xml

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If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
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</member>
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<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]&lt;OS user data directory&gt;/&lt;project name&gt;[/code] directory will be used. If [code]false[/code], the project will save user data to [code]&lt;OS user data directory&gt;/Godot/app_userdata/&lt;project name&gt;[/code].
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If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]&lt;OS user data directory&gt;/&lt;project name&gt;[/code] directory will be used. If [code]false[/code], the project will save user data to [code]&lt;OS user data directory&gt;/Redot/app_userdata/&lt;project name&gt;[/code].
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See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Redot projects[/url]. This setting is only effective on desktop platforms.
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</member>
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<member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true">
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[b]Note:[/b] Some platforms may restrict the actual value.
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</member>
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<member name="rendering/rendering_device/vulkan/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
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The number of descriptors per pool. Godot's Vulkan backend uses linear pools for descriptors that will be created and destroyed within a single frame. Instead of destroying every single descriptor every frame, they all can be destroyed at once by resetting the pool they belong to.
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The number of descriptors per pool. Redot's Vulkan backend uses linear pools for descriptors that will be created and destroyed within a single frame. Instead of destroying every single descriptor every frame, they all can be destroyed at once by resetting the pool they belong to.
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A larger number is more efficient up to a limit, after that it will only waste RAM (maximum efficiency is achieved when there is no more than 1 pool per frame). A small number could end up with one pool per descriptor, which negatively impacts performance.
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[b]Note:[/b] Changing this property requires a restart to take effect.
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</member>

doc/classes/RenderingDevice.xml

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Abstraction for working with modern low-level graphics APIs.
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</brief_description>
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<description>
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[RenderingDevice] is an abstraction for working with modern low-level graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with Godot's own rendering subsystems), [RenderingDevice] is much lower-level and allows working more directly with the underlying graphics APIs. [RenderingDevice] is used in Redot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required. [RenderingDevice] can also be used in your own projects to perform things that are not exposed by [RenderingServer] or high-level nodes, such as using compute shaders.
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[RenderingDevice] is an abstraction for working with modern low-level graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with Redot's own rendering subsystems), [RenderingDevice] is much lower-level and allows working more directly with the underlying graphics APIs. [RenderingDevice] is used in Redot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required. [RenderingDevice] can also be used in your own projects to perform things that are not exposed by [RenderingServer] or high-level nodes, such as using compute shaders.
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On startup, Redot creates a global [RenderingDevice] which can be retrieved using [method RenderingServer.get_rendering_device]. This global [RenderingDevice] performs drawing to the screen.
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[b]Local RenderingDevices:[/b] Using [method RenderingServer.create_local_rendering_device], you can create "secondary" rendering devices to perform drawing and GPU compute operations on separate threads.
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[b]Note:[/b] [RenderingDevice] assumes intermediate knowledge of modern graphics APIs such as Vulkan, Direct3D 12, Metal or WebGPU. These graphics APIs are lower-level than OpenGL or Direct3D 11, requiring you to perform what was previously done by the graphics driver itself. If you have difficulty understanding the concepts used in this class, follow the [url=https://vulkan-tutorial.com/]Vulkan Tutorial[/url] or [url=https://vkguide.dev/]Vulkan Guide[/url]. It's recommended to have existing modern OpenGL or Direct3D 11 knowledge before attempting to learn a low-level graphics API.
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<param index="1" name="allow_cache" type="bool" default="true" />
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<description>
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Compiles a SPIR-V from the shader source code in [param shader_source] and returns the SPIR-V as a [RDShaderSPIRV]. This intermediate language shader is portable across different GPU models and driver versions, but cannot be run directly by GPUs until compiled into a binary shader using [method shader_compile_binary_from_spirv].
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If [param allow_cache] is [code]true[/code], make use of the shader cache generated by Godot. This avoids a potentially lengthy shader compilation step if the shader is already in cache. If [param allow_cache] is [code]false[/code], Godot's shader cache is ignored and the shader will always be recompiled.
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If [param allow_cache] is [code]true[/code], make use of the shader cache generated by Redot. This avoids a potentially lengthy shader compilation step if the shader is already in cache. If [param allow_cache] is [code]false[/code], Redot's shader cache is ignored and the shader will always be recompiled.
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</description>
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</method>
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<method name="shader_create_from_bytecode">
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Compute shader stage bit (see also [constant SHADER_STAGE_COMPUTE]).
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</constant>
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<constant name="SHADER_LANGUAGE_GLSL" value="0" enum="ShaderLanguage">
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Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Godot Shaders.
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Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Redot Shaders.
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</constant>
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<constant name="SHADER_LANGUAGE_HLSL" value="1" enum="ShaderLanguage">
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Microsoft's High-Level Shading Language (used natively by Direct3D, but can also be used in Vulkan).

doc/classes/ResourceImporter.xml

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Base class for resource importers.
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</brief_description>
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<description>
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This is the base class for Godot's resource importers. To implement your own resource importers using editor plugins, see [EditorImportPlugin].
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This is the base class for Redot's resource importers. To implement your own resource importers using editor plugins, see [EditorImportPlugin].
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</description>
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<tutorials>
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<link title="Import plugins">$DOCS_URL/tutorials/plugins/editor/import_plugins.html</link>

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