Cleanup: spelling (make check_spelling_*)
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@@ -709,7 +709,7 @@ bNode *node_find_node_try(bNodeTree &ntree, bNodeSocket &socket);
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/**
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* Find the node that contains the given socket. This uses the node topology cache, meaning
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* subsequent access after changing the node tree will be more expensive, but ammortized over time,
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* subsequent access after changing the node tree will be more expensive, but amortized over time,
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* the cost is constant.
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*/
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bNode &node_find_node(bNodeTree &ntree, bNodeSocket &socket);
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@@ -208,7 +208,7 @@ void BKE_vfont_data_ensure(VFont *vfont)
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if (vfont->packedfile) {
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pf = vfont->packedfile;
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/* We need to copy a tmp font to memory unless it is already there */
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/* We need to copy a temporary font to memory unless it is already there. */
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if (vfont->temp_pf == nullptr) {
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vfont->temp_pf = BKE_packedfile_duplicate(pf);
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}
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@@ -347,7 +347,7 @@ void StateSet::set(DRWState state)
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GPU_uniformbuf_debug_unbind_all();
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GPU_storagebuf_debug_unbind_all();
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/* Remained of legacy draw manager. Kept it to avoid regression, but might become uneeded. */
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/* Remained of legacy draw manager. Kept it to avoid regression, but might become unneeded. */
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GPU_point_size(5);
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GPU_line_smooth(false);
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GPU_line_width(0.0f);
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@@ -243,11 +243,12 @@ struct USDMaterialImportContext {
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}
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/**
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* If the given texture asset path is a URI or is relative to a USDZ arhive, attempt to copy the
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* texture to the local file system and returns a tuple[str, bool], containing the asset's local
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* path and a boolean indicating whether the path references a temporary file (in the case where
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* imported textures should be packed). The original asset path will be returned unchanged if
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* it's alreay a local file or if it could not be copied to a local destination.
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* If the given texture asset path is a URI or is relative to a USDZ archive,
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* attempt to copy the texture to the local file system and returns a `tuple[str, bool]`,
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* containing the asset's local path and a boolean indicating whether the path references
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* a temporary file (in the case where imported textures should be packed).
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* The original asset path will be returned unchanged if it's already a local file
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* or if it could not be copied to a local destination.
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*/
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PYTHON_NS::tuple import_texture(const std::string &asset_path) const
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{
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@@ -538,7 +538,7 @@ void USDStageReader::import_all_materials(Main *bmain)
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continue;
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}
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/* Can the material be handled by an iport hook? */
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/* Can the material be handled by an import hook? */
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const bool have_import_hook = settings_.mat_import_hook_sources.contains(mtl_path);
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/* Add the Blender material. If we have an import hook which can handle this material
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