From d3ad66f0335122b18c5acd227def27435e4a5c9d Mon Sep 17 00:00:00 2001 From: Rob Parrett Date: Mon, 23 Jun 2025 15:32:46 -0700 Subject: [PATCH] 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 --- crates/bevy_asset/src/lib.rs | 6 +++--- crates/bevy_ecs/src/hierarchy.rs | 4 ++-- crates/bevy_pbr/src/material_bind_groups.rs | 2 +- crates/bevy_reflect/src/lib.rs | 2 +- crates/bevy_sprite/src/picking_backend.rs | 2 +- .../relative_cursor_position_is_object_centered.md | 2 +- release-content/release-notes/bevy_solari.md | 4 ++-- 7 files changed, 11 insertions(+), 11 deletions(-) diff --git a/crates/bevy_asset/src/lib.rs b/crates/bevy_asset/src/lib.rs index 4b29beae79..16da4313f0 100644 --- a/crates/bevy_asset/src/lib.rs +++ b/crates/bevy_asset/src/lib.rs @@ -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, } diff --git a/crates/bevy_ecs/src/hierarchy.rs b/crates/bevy_ecs/src/hierarchy.rs index d99e89b355..fe9bf571c9 100644 --- a/crates/bevy_ecs/src/hierarchy.rs +++ b/crates/bevy_ecs/src/hierarchy.rs @@ -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], diff --git a/crates/bevy_pbr/src/material_bind_groups.rs b/crates/bevy_pbr/src/material_bind_groups.rs index 735bc77c99..39028fed2d 100644 --- a/crates/bevy_pbr/src/material_bind_groups.rs +++ b/crates/bevy_pbr/src/material_bind_groups.rs @@ -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. diff --git a/crates/bevy_reflect/src/lib.rs b/crates/bevy_reflect/src/lib.rs index eabfdc0eac..8b50c4b5b2 100644 --- a/crates/bevy_reflect/src/lib.rs +++ b/crates/bevy_reflect/src/lib.rs @@ -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: /// - diff --git a/crates/bevy_sprite/src/picking_backend.rs b/crates/bevy_sprite/src/picking_backend.rs index 57c1acc6bd..bde1a34b63 100644 --- a/crates/bevy_sprite/src/picking_backend.rs +++ b/crates/bevy_sprite/src/picking_backend.rs @@ -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}; diff --git a/release-content/migration-guides/relative_cursor_position_is_object_centered.md b/release-content/migration-guides/relative_cursor_position_is_object_centered.md index 3b21292814..eac785e4b4 100644 --- a/release-content/migration-guides/relative_cursor_position_is_object_centered.md +++ b/release-content/migration-guides/relative_cursor_position_is_object_centered.md @@ -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. diff --git a/release-content/release-notes/bevy_solari.md b/release-content/release-notes/bevy_solari.md index 862a138c8a..7e7d36ac31 100644 --- a/release-content/release-notes/bevy_solari.md +++ b/release-content/release-notes/bevy_solari.md @@ -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)