Update typos
(#17126)
# Objective Use the latest version of `typos` and fix the typos that it now detects # Additional Info By the way, `typos` has a "low priority typo suggestions issue" where we can throw typos we find that `typos` doesn't catch. (This link may go stale) https://github.com/crate-ci/typos/issues/1200
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.github/workflows/ci.yml
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.github/workflows/ci.yml
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@ -243,7 +243,7 @@ jobs:
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steps:
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- uses: actions/checkout@v4
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- name: Check for typos
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uses: crate-ci/typos@v1.28.4
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uses: crate-ci/typos@v1.29.4
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- name: Typos info
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if: failure()
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run: |
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@ -30,7 +30,7 @@ struct VertexOutput {
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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// This is how bevy computes the world position
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// The vertex.instance_index is very important. Esepecially if you are using batching and gpu preprocessing
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// The vertex.instance_index is very important. Especially if you are using batching and gpu preprocessing
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var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
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out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(vertex.position, 1.0));
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out.clip_position = position_world_to_clip(out.world_position.xyz);
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@ -44,7 +44,7 @@
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* Here you'll find instructions to get the shader up and running as fast as
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* possible.
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*
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* IMPORTANTE NOTICE: when updating, remember to update both this file and the
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* IMPORTANT NOTICE: when updating, remember to update both this file and the
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* precomputed textures! They may change from version to version.
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*
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* The shader has three passes, chained together as follows:
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@ -50,7 +50,7 @@ impl Component for ObservedBy {
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/// Trait that holds functions for configuring interaction with observers during entity cloning.
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pub trait CloneEntityWithObserversExt {
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/// Sets the option to automatically add cloned entities to the obsevers targeting source entity.
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/// Sets the option to automatically add cloned entities to the observers targeting source entity.
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fn add_observers(&mut self, add_observers: bool) -> &mut Self;
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}
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@ -437,7 +437,7 @@ mod tests {
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assert_eq!(graph.nodes().collect::<Vec<_>>(), vec![]);
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}
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/// Nodes that have bidrectional edges (or any edge in the case of undirected graphs) are
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/// Nodes that have bidirectional edges (or any edge in the case of undirected graphs) are
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/// considered strongly connected. A strongly connected component is a collection of
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/// nodes where there exists a path from any node to any other node in the collection.
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#[test]
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@ -21,7 +21,7 @@ use crate::{
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///
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/// # Performance
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///
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/// - The slice and array implementations perform an aliased mutabiltiy check
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/// - The slice and array implementations perform an aliased mutability check
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/// in [`WorldEntityFetch::fetch_mut`] that is `O(N^2)`.
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/// - The [`EntityHashSet`] implementation performs no such check as the type
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/// itself guarantees no duplicates.
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@ -2242,9 +2242,9 @@ mod tests {
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let mut rotated_vertices = polygon.vertices(core::f32::consts::FRAC_PI_4).into_iter();
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// Distance from the origin to the middle of a side, derived using Pythagorean theorem
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let side_sistance = FRAC_1_SQRT_2;
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let side_distance = FRAC_1_SQRT_2;
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assert!(
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(rotated_vertices.next().unwrap() - Vec2::new(-side_sistance, side_sistance)).length()
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(rotated_vertices.next().unwrap() - Vec2::new(-side_distance, side_distance)).length()
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< 1e-7,
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);
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}
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@ -15,7 +15,7 @@
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#endif
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fn specular_transmissive_light(world_position: vec4<f32>, frag_coord: vec3<f32>, view_z: f32, N: vec3<f32>, V: vec3<f32>, F0: vec3<f32>, ior: f32, thickness: f32, perceptual_roughness: f32, specular_transmissive_color: vec3<f32>, transmitted_environment_light_specular: vec3<f32>) -> vec3<f32> {
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// Calculate the ratio between refaction indexes. Assume air/vacuum for the space outside the mesh
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// Calculate the ratio between refraction indexes. Assume air/vacuum for the space outside the mesh
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let eta = 1.0 / ior;
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// Calculate incidence vector (opposite to view vector) and its dot product with the mesh normal
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@ -26,7 +26,7 @@ fn specular_transmissive_light(world_position: vec4<f32>, frag_coord: vec3<f32>,
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let k = 1.0 - eta * eta * (1.0 - NdotI * NdotI);
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let T = eta * I - (eta * NdotI + sqrt(k)) * N;
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// Calculate the exit position of the refracted ray, by propagating refacted direction through thickness
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// Calculate the exit position of the refracted ray, by propagating refracted direction through thickness
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let exit_position = world_position.xyz + T * thickness;
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// Transform exit_position into clip space
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@ -393,7 +393,7 @@ pub struct PickingEventWriters<'w> {
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/// Both [`Click`] and [`Released`] target the entity hovered in the *previous frame*,
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/// rather than the current frame. This is because touch pointers hover nothing
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/// on the frame they are released. The end effect is that these two events can
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/// be received sequentally after an [`Out`] event (but always on the same frame
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/// be received sequentially after an [`Out`] event (but always on the same frame
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/// as the [`Out`] event).
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///
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/// Note: Though it is common for the [`PointerInput`] stream may contain
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@ -96,7 +96,7 @@
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//!
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//! # Generic Functions
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//!
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//! In Rust, generic functions are [monomophized] by the compiler,
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//! In Rust, generic functions are [monomorphized] by the compiler,
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//! which means that a separate copy of the function is generated for each concrete set of type parameters.
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//!
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//! When converting a generic function to a [`DynamicFunction`] or [`DynamicFunctionMut`],
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@ -153,7 +153,7 @@
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//! [`Reflect`]: crate::Reflect
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//! [lack of variadic generics]: https://poignardazur.github.io/2024/05/25/report-on-rustnl-variadics/
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//! [coherence issues]: https://doc.rust-lang.org/rustc/lints/listing/warn-by-default.html#coherence-leak-check
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//! [monomophized]: https://en.wikipedia.org/wiki/Monomorphization
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//! [monomorphized]: https://en.wikipedia.org/wiki/Monomorphization
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//! [overloading]: #overloading-functions
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//! [function overloading]: https://en.wikipedia.org/wiki/Function_overloading
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//! [variadic functions]: https://en.wikipedia.org/wiki/Variadic_function
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@ -34,7 +34,7 @@ pub enum SpritePickingMode {
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pub struct SpritePickingSettings {
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/// Should the backend count transparent pixels as part of the sprite for picking purposes or should it use the bounding box of the sprite alone.
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///
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/// Defaults to an incusive alpha threshold of 0.1
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/// Defaults to an inclusive alpha threshold of 0.1
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pub picking_mode: SpritePickingMode,
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}
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