Fix typos. (#9922)
# Objective - Have docs with fewer typos.1 ## Solution - Fix typos as they are found.
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@ -279,7 +279,7 @@ impl<C: Component + Reflect + FromWorld> FromType<C> for ReflectComponent {
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},
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},
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reflect_unchecked_mut: |entity| {
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reflect_unchecked_mut: |entity| {
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// SAFETY: reflect_unchecked_mut is an unsafe function pointer used by
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// SAFETY: reflect_unchecked_mut is an unsafe function pointer used by
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// `reflect_unchecked_mut` which must be called with an UnsafeEntityCell with access to the the component `C` on the `entity`
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// `reflect_unchecked_mut` which must be called with an UnsafeEntityCell with access to the component `C` on the `entity`
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unsafe {
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unsafe {
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entity.get_mut::<C>().map(|c| Mut {
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entity.get_mut::<C>().map(|c| Mut {
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value: c.value as &mut dyn Reflect,
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value: c.value as &mut dyn Reflect,
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@ -254,7 +254,7 @@ pub struct StandardMaterial {
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/// - It will look weird on bent/non-planar surfaces.
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/// - It will look weird on bent/non-planar surfaces.
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/// - The depth of the pixel does not reflect its visual position, resulting
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/// - The depth of the pixel does not reflect its visual position, resulting
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/// in artifacts for depth-dependent features such as fog or SSAO.
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/// in artifacts for depth-dependent features such as fog or SSAO.
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/// - For the same reason, the the geometry silhouette will always be
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/// - For the same reason, the geometry silhouette will always be
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/// the one of the actual geometry, not the parallaxed version, resulting
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/// the one of the actual geometry, not the parallaxed version, resulting
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/// in awkward looks on intersecting parallaxed surfaces.
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/// in awkward looks on intersecting parallaxed surfaces.
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///
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///
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@ -156,7 +156,7 @@ impl<A: RenderAsset> RenderAssets<A> {
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}
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}
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}
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}
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/// This system extracts all crated or modified assets of the corresponding [`RenderAsset`] type
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/// This system extracts all created or modified assets of the corresponding [`RenderAsset`] type
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/// into the "render world".
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/// into the "render world".
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fn extract_render_asset<A: RenderAsset>(
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fn extract_render_asset<A: RenderAsset>(
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mut commands: Commands,
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mut commands: Commands,
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@ -551,8 +551,8 @@ mod tests {
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world.despawn(ui_entity);
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world.despawn(ui_entity);
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// `ui_layout_system` will recieve a `RemovedComponents<Node>` event for `ui_entity`
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// `ui_layout_system` will receive a `RemovedComponents<Node>` event for `ui_entity`
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// and remove `ui_entity` from `ui_node` from the internal layout tree
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// and remove `ui_entity` from `ui_node` from the internal layout tree
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ui_schedule.run(&mut world);
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ui_schedule.run(&mut world);
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let ui_surface = world.resource::<UiSurface>();
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let ui_surface = world.resource::<UiSurface>();
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@ -73,7 +73,7 @@ macro_rules! define_boxed_label {
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($label_trait_name:ident) => {
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($label_trait_name:ident) => {
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/// A strongly-typed label.
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/// A strongly-typed label.
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pub trait $label_trait_name: 'static + Send + Sync + ::std::fmt::Debug {
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pub trait $label_trait_name: 'static + Send + Sync + ::std::fmt::Debug {
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/// Return's the [`TypeId`] of this label, or the the ID of the
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/// Return's the [`TypeId`] of this label, or the ID of the
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/// wrapped label type for `Box<dyn
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/// wrapped label type for `Box<dyn
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#[doc = stringify!($label_trait_name)]
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#[doc = stringify!($label_trait_name)]
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/// >`
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/// >`
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@ -1054,7 +1054,7 @@ pub struct EnabledButtons {
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///
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///
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/// macOS note: When [`Window`] `resizable` member is set to `false`
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/// macOS note: When [`Window`] `resizable` member is set to `false`
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/// the maximize button will be disabled regardless of this value.
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/// the maximize button will be disabled regardless of this value.
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/// Additionaly, when `resizable` is set to `true` the window will
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/// Additionally, when `resizable` is set to `true` the window will
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/// be maximized when its bar is double-clicked regardless of whether
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/// be maximized when its bar is double-clicked regardless of whether
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/// the maximize button is enabled or not.
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/// the maximize button is enabled or not.
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pub maximize: bool,
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pub maximize: bool,
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@ -67,7 +67,7 @@ pub static ANDROID_APP: std::sync::OnceLock<AndroidApp> = std::sync::OnceLock::n
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/// events.
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/// events.
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///
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///
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/// This plugin will add systems and resources that sync with the `winit` backend and also
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/// This plugin will add systems and resources that sync with the `winit` backend and also
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/// replace the exising [`App`] runner with one that constructs an [event loop](EventLoop) to
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/// replace the existing [`App`] runner with one that constructs an [event loop](EventLoop) to
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/// receive window and input events from the OS.
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/// receive window and input events from the OS.
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#[derive(Default)]
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#[derive(Default)]
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pub struct WinitPlugin;
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pub struct WinitPlugin;
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