Fix some typos (#19788)

# Objective

- Notice a word duplication typo
- Small quest to fix similar or nearby typos with my faithful companion
`\b(\w+)\s+\1\b`

## Solution

Fix em
This commit is contained in:
Rob Parrett 2025-06-23 15:32:46 -07:00 committed by GitHub
parent da83232fa8
commit d3ad66f033
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GPG Key ID: B5690EEEBB952194
7 changed files with 11 additions and 11 deletions

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@ -264,7 +264,7 @@ pub struct AssetPlugin {
/// [`AssetSource`](io::AssetSource). Subfolders within these folders are also valid.
///
/// It is strongly discouraged to use [`Allow`](UnapprovedPathMode::Allow) if your
/// app will include scripts or modding support, as it could allow allow arbitrary file
/// app will include scripts or modding support, as it could allow arbitrary file
/// access for malicious code.
///
/// See [`AssetPath::is_unapproved`](crate::AssetPath::is_unapproved)
@ -272,10 +272,10 @@ pub struct AssetPlugin {
pub enum UnapprovedPathMode {
/// Unapproved asset loading is allowed. This is strongly discouraged.
Allow,
/// Fails to load any asset that is is unapproved, unless an override method is used, like
/// Fails to load any asset that is unapproved, unless an override method is used, like
/// [`AssetServer::load_override`].
Deny,
/// Fails to load any asset that is is unapproved.
/// Fails to load any asset that is unapproved.
#[default]
Forbid,
}

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@ -330,7 +330,7 @@ impl<'w> EntityWorldMut<'w> {
///
/// # Panics
///
/// Panics when debug assertions are enabled if an invariant is is broken and the command is executed.
/// Panics when debug assertions are enabled if an invariant is broken and the command is executed.
pub fn replace_children_with_difference(
&mut self,
entities_to_unrelate: &[Entity],
@ -420,7 +420,7 @@ impl<'a> EntityCommands<'a> {
///
/// # Panics
///
/// Panics when debug assertions are enabled if an invariant is is broken and the command is executed.
/// Panics when debug assertions are enabled if an invariant is broken and the command is executed.
pub fn replace_children_with_difference(
&mut self,
entities_to_unrelate: &[Entity],

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@ -2051,7 +2051,7 @@ impl MaterialDataBuffer {
/// The size of the piece of data supplied to this method must equal the
/// [`Self::aligned_element_size`] provided to [`MaterialDataBuffer::new`].
fn insert(&mut self, data: &[u8]) -> u32 {
// Make the the data is of the right length.
// Make sure the data is of the right length.
debug_assert_eq!(data.len(), self.aligned_element_size as usize);
// Grab a slot.

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@ -1001,7 +1001,7 @@ mod tests {
/// If we don't append the strings in the `TypePath` derive correctly (i.e. explicitly specifying the type),
/// we'll get a compilation error saying that "`&String` cannot be added to `String`".
///
/// So this test just ensures that we do do that correctly.
/// So this test just ensures that we do that correctly.
///
/// This problem is a known issue and is unexpectedly expected behavior:
/// - <https://github.com/rust-lang/rust/issues/77143>

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@ -7,7 +7,7 @@
//!
//! ## Implementation Notes
//!
//! - The `position` reported in `HitData` in in world space, and the `normal` is a normalized
//! - The `position` reported in `HitData` in world space, and the `normal` is a normalized
//! vector provided by the target's `GlobalTransform::back()`.
use crate::{Anchor, Sprite};

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@ -3,4 +3,4 @@ title: RelativeCursorPosition is object-centered
pull_requests: [16615]
---
`RelativeCursorPosition`'s coordinates are now object-centered with (0,0) at the the center of the node and the corners at (±0.5, ±0.5). Its `normalized_visible_node_rect` field has been removed and replaced with a new `cursor_over: bool` field which is set to true when the cursor is hovering a visible section of the UI node.
`RelativeCursorPosition`'s coordinates are now object-centered with (0,0) at the center of the node and the corners at (±0.5, ±0.5). Its `normalized_visible_node_rect` field has been removed and replaced with a new `cursor_over: bool` field which is set to true when the cursor is hovering a visible section of the UI node.

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@ -10,7 +10,7 @@ In Bevy 0.17, we've made the first steps towards realtime raytraced lighting in
For some background, lighting in video games can be split into two parts: direct and indirect lighting.
Direct lighting is light that that is emitted from a light source, bounces off of one surface, and then reaches the camera. Indirect lighting by contrast is light that bounces off of different surfaces many times before reaching the camera, and is often called global illumination.
Direct lighting is light that is emitted from a light source, bounces off of one surface, and then reaches the camera. Indirect lighting by contrast is light that bounces off of different surfaces many times before reaching the camera, and is often called global illumination.
(TODO: Diagrams of direct vs indirect light)
@ -25,7 +25,7 @@ The problem with these methods is that they all have large downsides:
Bevy Solari is intended as a completely alternate, high-end lighting solution for Bevy that uses GPU-accelerated raytracing to fix all of the above problems. Emissive meshes will properly cast light and shadows, you will be able to have hundreds of shadow casting lights, quality will be much better, it will require no baking time, and it will support _fully_ dynamic scenes!
While Bevy 0.17 adds the bevy_solari crate, it's intended as a long-term project. Currently there is only a non-realtime path tracer intended as a reference and testbed for developing Bevy Solari. There is nothing usable yet for game developers. However, feel free to run the solari example to see the path tracer in action, and look forwards to more work on Bevy Solari in future releases! (TODO: Is this burying the lede?)
While Bevy 0.17 adds the bevy_solari crate, it's intended as a long-term project. Currently there is only a non-realtime path tracer intended as a reference and testbed for developing Bevy Solari. There is nothing usable yet for game developers. However, feel free to run the solari example to see the path tracer in action, and look forward to more work on Bevy Solari in future releases! (TODO: Is this burying the lede?)
(TODO: Embed bevy_solari logo here, or somewhere else that looks good)