Commit Graph

14472 Commits

Author SHA1 Message Date
Clément Foucault
d9915b86a6 EEVEE-Next: Remove shadow softness factor parameter
This parameter was introduced to mitigate shadow tracing
artifacts. These are no longer present since #121317 and
leaving this parameter breaks PBR rules which opens other
issues with shadow disconnected from shading.
2024-05-07 15:49:49 +02:00
Nathan Vegdahl
8dbd167e80 Anim: add failure propagation to more lower-level keying functions
This changes the following keyframing functions to return
`SingleKeyingResult`, which is in turn used for better failure
reporting in the higher-level functions that call them:

- `KeyframeStrip::keyframe_insert()`
- `insert_vert_fcurve()`

As a side effect, this also means that
`rna_KeyframeAnimationStrip_key_insert()` can no longer return an
`FCurve *`, and now instead returns a bool indicating success.

This is part of an ongoing progressive refactor to improve error
messages and failure handling in the keyingframing code.

Pull Request: https://projects.blender.org/blender/blender/pulls/121517
2024-05-07 15:06:57 +02:00
Campbell Barton
9a5366cf8e UI: increase precision of the camera's focus distance
For metric units the depth was being rounded to the nearest meter
(in the range of 10-100 meters), increase the precision from 2 to 4
so it's possible to see centimeter precision.
2024-05-07 22:17:21 +10:00
Iliya Katueshenock
968b98be56 Geometry Nodes: new Input Rotation node
This adds a new node input node for a constant rotation.
Similar nodes exist for vector, integer, boolean, etc. already.

Pull Request: https://projects.blender.org/blender/blender/pulls/120345
2024-05-06 19:04:30 +02:00
Richard Antalik
69472c88ee IMB: Cleanup timecode options
Remove options that are duplicate and change description of options, so
they describe bit better, how timecodes are actually used.

Timecodes in Blender have pretty much nothing in common with more widely
known term "timecode". This confused users (and developers).
There were 5 options of which 3 were exactly same. This commit leaves
user with 3 options:
 - Use timecodes for normal seeking/playback - Record Run
 - Ensure, that no frame is duplicated or skipped - "Record Run No Gaps"
 - Do not use timecodes - "None"

More verbose description was added to the definition in code.

Naming of these timecode types was kept, even if it is incorrect to not
break scripts and habits.

Pull Request: https://projects.blender.org/blender/blender/pulls/121001
2024-05-06 17:56:56 +02:00
Campbell Barton
4f5f0040c0 Cleanup: back-tick quote file extensions in code-comments 2024-05-04 15:06:46 +10:00
Julian Eisel
ff4fc03023 UI: Make asset shelf type registration space-type independent
Rather than storing asset shelf types only for the space type defined
with `bl_space_type`, store them statically/globally so that asset shelf
popups can later be displayed in any space. In earlier designs the asset
shelf was more space dependent than it is now.

For example the brush selector asset shelf popup being implemented for
the brush assets project should be available in the tool settings UI,
which is also displayed in the Properties. If the asset shelf type is
space dependent, this popup won't work in the Properties.

To be clear, `bl_space_type` will still be what defines where the asset
shelf region will be available. But the popup version can be displayed
anywhere.

Pull Request: https://projects.blender.org/blender/blender/pulls/121411
2024-05-03 23:16:29 +02:00
Julian Eisel
a700c90ec3 Asset Shelf: Add callback to get active asset
Add a function for asset shelves, `get_active_asset` in RNA, that
can be used to sync the active item of an asset shelf with an asset
reference elsewhere in Blender. In the brush asset system this is
used to retrieve the asset reference from the active `Paint` struct.

Pull Request: https://projects.blender.org/blender/blender/pulls/121405
2024-05-03 15:27:35 -04:00
Hans Goudey
798219225d Asset Shelf: Add optional operator to activate assets
The operator stored when registering the asset shelf will be called
with properties that reference the asset (a weak reference, split into
three properties already used in other asset-related operators). The
operator is called whenever a grid view item is activated, and is
meant to do things like import and activate a brush asset.

Previously Reviewed: https://projects.blender.org/blender/blender/pulls/117861

Pull Request: https://projects.blender.org/blender/blender/pulls/121402
2024-05-03 19:24:00 +02:00
Julian Eisel
a6ebfb05ad UI: Option to store enabled asset shelf catalogs in preferences
Adds a new asset shelf option (`STORE_ENABLED_CATALOGS_IN_PREFERENCES`
option in RNA) to use the Preferences for storing the enabled catalogs.
This way asset shelf types can decide if for their use-case, they want
to synchronize the enabled catalogs over Blender sessions and files, or
keep the stored locally in the file.

This is important because for example on one hand, it would be annoying
if for brush assets you'd have to enable the visible catalog tabs for
every 3D View and every file, while on the other hand you need that
level of control for the pose library where the catalogs the rigger/
animator cares about varies from project to project, character to
character and shot to shot.

Conceptually this also makes some sense: The new brush assets workflow
synchronizes brush assets and their catalogs across Blender sessions
and files, basically making them globally accessible independent of
the current file/project, so treating the enabled catalogs the same
is consistent.

Previously reviewed in #120264

Pull Request: https://projects.blender.org/blender/blender/pulls/121363
2024-05-03 10:20:01 -04:00
Campbell Barton
9918488bb1 Cleanup: use uppercase tags, following own style guide 2024-05-03 11:33:21 +10:00
Hans Goudey
39f0e3c0f4 UI: Remove more use of brush tool type icons in enum
Missing from fd5a790f36
2024-05-02 13:50:22 -04:00
Hans Goudey
fd5a790f36 UI: Remove icon usage in brush tool RNA enums
With brush assets, these tool-type icons will be removed completely.
In main already though, it makes some sense to remove the usage of
the icons in the brush tool type enum items. These icons are quite
different than the others and don't look good with a small size anyway.

As far as I can tell this doesn't make a difference in the UI anyway,
since the enum menu selector exposed in the "Brushes" panel didn't
show the icons anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/121364
2024-05-02 19:46:29 +02:00
Julian Eisel
05b125f399 Asset Shelf: Add default preview size option
Allow changing the size of previews in a new asset shelf
when registering a new asset shelf type.

Pull Request: https://projects.blender.org/blender/blender/pulls/121358
2024-05-02 12:56:53 -04:00
Sebastian Parborg
221951657b VSE: Make cache overlay visible to non "Developer extras" users
This also moves the option to be a per editor space setting so you can
have different cache visualization options in different editor spaces
at the same time.

A quick toggle for the cache visualization is now available in the
overlays popover.

Pull Request: https://projects.blender.org/blender/blender/pulls/119428
2024-05-02 16:36:11 +02:00
Julian Eisel
d4fc167db1 Asset Shelf: Add region poll mechanism for initialization
Allows running some action when the context changes to make the
asset shelf region visible. Also add an option for when whether the
shelf should be visible by default when the poll succeeds.

Pull Request: https://projects.blender.org/blender/blender/pulls/121315
2024-05-02 10:27:55 -04:00
Christoph Lendenfeld
5b7a0ed1b5 Refactor: move keyingset enums to animrig
No functional changes expected.

This PR moves the enums
`eModifyKey_Modes` and `eModifyKey_Returns` to animrig
as enum classes.

Functions that take or return that value were also modified.

Pull Request: https://projects.blender.org/blender/blender/pulls/121132
2024-05-02 12:00:37 +02:00
Clément Foucault
9ff39b5fe9 Cleanup: EEVEE-Next: Fix warning and naming style 2024-05-01 17:45:15 +02:00
Clément Foucault
ab30784076 EEVEE-Next: Implement spherical harmonic deringing
This avoids negative color darkening caused by strong
directionnal lighting.

However, this reduce the contrast a lot since the
deringing is done on the unclampped spherical harmonics
which is itself extracted from unclamped values from
the world.

The solution to this is to add the parameter for
clamping the world light. This setting will be
reused for #68478.

Fix #116036

Pull Request: https://projects.blender.org/blender/blender/pulls/121303
2024-05-01 16:18:51 +02:00
Nathan Vegdahl
3b3364faf9 Fix: add missing depsgraph tag for anim Strip keyframe Python API
This caused a weird situation where after keys were inserted, the
animation of the affected object(s) wouldn't actually change in
the 3D viewport (even with scrubbing) until the keys were touched
in one of the animation editors.

Pull Request: https://projects.blender.org/blender/blender/pulls/121302
2024-05-01 16:08:20 +02:00
Pratik Borhade
a42e2a5a29 GPv3: Mask toggle in dopesheet channel
Add `use_mask` property in dopesheet layer channel.
Also add an icon to the `use_mask` property.

Pull Request: https://projects.blender.org/blender/blender/pulls/121259
2024-05-01 15:10:22 +02:00
Clément Foucault
826d2ed4ec EEVEE-Next: Move shadow resolution scale to the sampling panel 2024-05-01 14:45:51 +02:00
Clément Foucault
b4be13ad8a EEVEE-Next: Clamp shadow_resolution_scale to 1
Scaling up the resolution is currently ill defined for
sun shadows. This might be reintroduced when #121293 lands.
Fix #121196
2024-05-01 14:44:30 +02:00
Habib Gahbiche
483c854612 Compositor: implement interpolation methods for Translate node
Compositor: Expose interpolation methods Nearest, Bilinear and Bicubic to the user for translate node

This is part of #119592.

Pull Request: https://projects.blender.org/blender/blender/pulls/119603
2024-05-01 14:44:01 +02:00
Hans Goudey
5b6c776ef4 Cleanup: Rename modifier_clear function to add plural
Make it more obvious that the function removes all modifiers.
2024-04-30 16:02:08 -04:00
Clément Foucault
303f91a09c EEVEE-Next: Add slab thickness and thickness from shadow options
Implement the design discussed in #120384.

This adds two parameters. One for changing the approximation
method, and another to use the thickness from shadow map.

We pack the former in the gbuffer by dividing the 16bits
used for thickness by two and use one bit to store the
method.

The thickness from shadow map is now decoupled from the
light evaluation shader. This makes it more performant and
compatible with ray-tracing. This commit also uses the
same biases as shadow mapping to avoid aliasing artifacts
(fix #119339).

This refactors the light evaluation quite a bit to
remove unused bits bits and make the whole transmission
light evaluation without too much complexity.

Pull Request: https://projects.blender.org/blender/blender/pulls/121171
2024-04-30 20:32:46 +02:00
Sybren A. Stüvel
10c00b6390 Anim: Add RNA enum for animation bindings + operator to un-assign
Add an RNA enum property `AnimData.animation_binding` that lists all the
bindings available in `AnimData.animation`.

The list of bindings is filtered to only contain the bindings suitable
for the animated ID. This prevents assigning a 'camera' binding to a
mesh.

Un-assigning is done via an operator, represented as an 'X' button in
the interface.

The enum property contains up to two special items:
- "New" to create a new binding for the ID.
- "(none/legacy)" to indicate that this ID doesn't have a binding
  assigned. This one is conditional, and only appears when it is
  necessary.

These two special items are experimental, and mostly exist because we're
still evaluating things and building a better UI. It is intended that
the binding selector will become as close to the ID selector as
possible.

-----------

Note that this PR also contains #121268 as it builds up from that one, and I didn't want to wait with testing on the buildbot until that one lands.

The new Baklava panel:

![image](/attachments/ac357f32-d50a-481b-8b3c-9c0be07424b6)

Pull Request: https://projects.blender.org/blender/blender/pulls/121269
2024-04-30 17:37:16 +02:00
Sybren A. Stüvel
c41f1be5b7 Anim: RNA, refuse to set AnimData.binding_handle when there is no animation
Refuse to set the RNA property `AnimData.animation_binding_handle` when
`AnimData.animation` is nil.

When in a hypothetical future `AnimData.animation` would be set, the
binding handle would be ignored anyway, as it's only meaningful within
the context of a known animation. Refusing to set the binding handle in
cases where it is known to be meaningless may help to find bugs in
Python scripts.

Pull Request: https://projects.blender.org/blender/blender/pulls/121268
2024-04-30 16:24:31 +02:00
Sybren A. Stüvel
0da53b5e62 Anim: Change how names of Bindings work, and how Bindings are created/assigned
This cleans up some of the Animation/Binding API, and adds a distinction
between a binding's "name" and its "display name".

`name`: internal name that is unique within the `Animation`. As such, it
        is also the key into the `anim.bindings` collection.
  - To ensure the uniqueness, `name` is always prefxed with the ID
    identifier, like `OBCube` and `CACamera`.
  - A binding that was not created to animate a specific ID will be
    called `XXBinding`.
`name_display`: display name that strips the first two characters, so in
        the above examples would be `Cube`, `Camera`, and `Binding`.

### RNA setter behaviour

`name`: always sets the name, emitting a warning when the name's prefix
doesn't match the ID type of the Binding. This implicitly changes the
display name (as they are two views into the same string).

`name_display`: sets `name = prefix_for_ID_type + name_display`. So even
when the old name was `QQSomethingWeird`, setting `binding.name_display
= "NewName"` would effectively set `binding.name = "OBNewName"`
(assuming it was already bound to some object earlier).

Bindings now also **always have a name**. Previously it was possible to
create bindings named `""`, but that's no longer possible.

Bindings used to be **renamed automatically** when they were first
assigned, for example from `XXBinding` to `OBCube`. This behaviour has
been removed, as it could potentially cause confusion.

Pull Request: https://projects.blender.org/blender/blender/pulls/120941
2024-04-30 15:51:47 +02:00
Christoph Lendenfeld
1cf193336a Refactor: Rename enum entries of BakeCurveRemove
No functional changes.

The enum entries of `BakeCurveRemove` used to
start with `REMOVE` which just doubled that word.

Removing that simplifies the enum entries.

This has been brought up by @dr.sybren in #120984

Pull Request: https://projects.blender.org/blender/blender/pulls/121258
2024-04-30 14:40:26 +02:00
Aaron Carlisle
f5157b00a9 Compositor: Remove left over code from tile based compositor
The compositor used to have a feature that would calculate tiles for the viewer based on a custom order. Since the removal of the tile based compositor, this code is unused.

Pull Request: https://projects.blender.org/blender/blender/pulls/121176
2024-04-30 13:47:45 +02:00
Christoph Lendenfeld
33c6e9f92c Refactor: move FCurve baking code to animrig
No functional changes.

This PR moves the following public functions to animrig:
* sample_fcurve_segment
* bake_fcurve
* bake_fcurve_segments

The `bake_fcurve_segments` also gets a docstring and its comments have been
updated to follow the style guide.

Pull Request: https://projects.blender.org/blender/blender/pulls/120984
2024-04-30 12:22:47 +02:00
Jacques Lucke
d550db1288 Cleanup: correct function name 2024-04-30 11:14:40 +02:00
Jacques Lucke
176c6ef329 Geometry Nodes: unify menu switch with other nodes with dynamic sockets
This changes the menu switch socket to use the socket-items system
(`NOD_socket_items.hh`) that is already used by the simulation zone, repeat
zone, bake node and index switch node. By using this system, the per-node
boilerplate can be removed significantly. This is especially important as we
plan to have dynamic socket amounts in more nodes in the future.

There are some user visible changes which make the node more consistent with
others:
* Move the menu items list into the properties panel as in 0c585a1b8a.
* Add an extend socket.
* Duplicating a menu item keeps the name of the old one.

There is also a (backward compatible) change in the Python API: It's now
possible to directly access `node.enum_items` and `node.active_index` instead of
having to use `node.enum_definition.enum_items`. This is consistent with the
other nodes. For backward compatibility, `node.enum_definition` still exists,
but simply returns the node itself.

Many API functions from `NodeEnumDefinition` like
`NodeEnumDefinition::remove_item` have been removed. Those are not used anymore
and are unnecessary boilerplate. If ever necessary, they can be implemented back
in terms of the socket-items system.

The socket-items system had to be extended a little bit to support the case for
the menu switch node where each socket item has a name but no type. Previously,
there was the case without name and type in the index switch node, and the case
with both in the bake node and zones. The system was trivial to extend to this
case.

Pull Request: https://projects.blender.org/blender/blender/pulls/121234
2024-04-30 10:19:32 +02:00
Clément Foucault
f48becc7d0 EEVEE-Next: UI: Rename raytraced refraction to raytrace transmission
This is a more general term that englobes all transmissive
BSDFs.
2024-04-27 21:00:04 +02:00
Clément Foucault
bb44bce95c EEVEE-Next: Improve shadow bias
The goal of this PR is to remove any user facing parameter
bias that fixes issues that are caused by inherent nature of
the shadow map (aliasing or discretization).

Compute shadow bias in the normal direction to avoid
both shadow leaking at certain angles or shadow
acnee.

This bias is computed automatically based on the minimum
bias amount required to remove all errors. The render
setting is removed as of no use for now.

#### Normal bias
We do the bias in world space instead of shadow space
for speed and simplicity. This requires us to bias using
the upper bound of biases for the same location in space
(using biggest texel world radius instead of UVZ bias).
This isn't much of an issue since the bias is still less
than 2 texel. The bias is still modulated by facing
ratio to the light so surfaces facing the light have no
biase.

This fixes both self shadowing and flat occluders aliasing
artifacts at the cost of moving the shadow a bit on the
side. This is the blue arrow in the diagram.

We always bias toward the normal direction instead of the
light direction. This is alike Cycles geometric offset for
the shadow terminator fix. This is better since it does'nt
modify the shading at all.

#### Slope bias
To avoid aliasing issue on zero slope receiver, we still
have to use the slope bias with a size of 1 pixel.

#### PCF filtering
We now parametrize the filter around the normal instead of
using the shadow map local space. This requires to use
a disk filter instead of box, which is also more pleasant
for most light shapes (all except rectangle lights).

Setting the filter around normal avoid overshadowing from
zero slope occluders. This cannot be fixed by more slope bias
in light space PCF. We could fix it in light space by projecting
onto the normal plane but that gives an unbounded bias when `N.L`
is near 0 which causes either missing shadows or self shadow if
using an arbitrary max offset value.

To avoid overshadowing from any surface behind the shading
point, we reflect the offset to always face the light.
Doing so instead of using the perpendicular direction
is better for very sharp geometric angles, has less
numerical precision issue, is symetrical and is cheaper.

To avoid any self shadowing artifact on zero slope receivers
with angled neighbors (like a wall and the floor), we have
to increase the slope bias according to the filter size.
This might be overkill in most situation but I don't feel
this should become a setting and should be kept in sync
with the filter. If it has to become an option, it should
simply a factor between unbiased filter and best bias.

#### Shadow terminator

The remaining artifacts are all related to shadow terminator
one way or another. It is always caused by the shading
normal we use for biasing and visibility computation not
being aligned with the geometric normal.

This is still something we need a setting for somewhere.

Pull Request: https://projects.blender.org/blender/blender/pulls/121088
2024-04-27 14:30:52 +02:00
Harley Acheson
7e2075b809 UI: Changes to Zoom Menus
For Image, Clip, Sequence editors, try to make their View menus a bit
more consistent. Changes to Zoom menus, including showing current level
if matching.

Pull Request: https://projects.blender.org/blender/blender/pulls/121044
2024-04-26 21:35:49 +02:00
Clément Foucault
afe13df0b5 EEVEE-Next: UI: Change default filtering radius to 1px
The resonning is that we expect the default to be close
to realistic rendering. The filtering is only here to
hide aliasing in this case and shouldn't do more
blurring. This is specially disturbing when rendering at
low resolution since the filter is resolution dependant.

Older files are also expecting to use a 1px filter
for compatibility.
2024-04-26 21:14:24 +02:00
Hans Goudey
ce224fe401 Node Tools: Add mouse position node, wait for cursor option
Add a "Mouse Position" node that outputs the location of the mouse
cursor in region space and the overall size of the region, both in pixel
units. Both outputs are integers to help reflect their pixel units.
If there the mouse position is ever accessible in sub-pixels, they can
easily be changed to floats.

Also add a "Wait for Cursor" option similar to the one for some built-in
operators that delay's the operator's execution until there is a mouse
click in the viewport. That way the operator can be called from menus
even though it is interactive. This option is placed in the node editor
header. When there are more options, it will be part of an "Options"
popover panel similar to the existing "Modes" and "types" popovers.

Combined with the viewport transform node, and other nodes like Raycast,
these features can allow making tools that create geometry where you
click in the scene.

Pull Request: https://projects.blender.org/blender/blender/pulls/121043
2024-04-26 20:14:25 +02:00
Hans Goudey
e3894f0a07 UV: Remove UV sculpt use of brushes
For the brush assets project (#116337) all editors with brushes are
getting an asset shelf, and the brush tools are combined, with
individual brushes accessed in the shelf. That design seems way
overkill for UV sculpting which is just three very simple tools.

In order to avoid one editor with inconsistent use of brushes, which
would significantly increase the complexity of the system after the
brush assets merge, port the three UV sculpt tools to be regular
modal operators that don't use the brush or paint system at all.

To be clear, this is a compromise that doesn't feel ideal, but no
one could think of a better solution. Theoretically this removes
some flexibility from UV edit "sculpting", in practice it probably
won't be a noticeable change.

Pull Request: https://projects.blender.org/blender/blender/pulls/120797
2024-04-26 17:10:04 +02:00
Campbell Barton
d644873252 Preferences: add option to set the trackpad direction for Wayland
When using a version of Wayland that doesn't support trackpad direction
show an option to set the direction manually.

While this is a stop-gap measure until compositors support seat
version 9, the latest GNOME doesn't yet support this, so there will
be users for some years without this functionality.

Addresses issue raised in #107676.
2024-04-26 21:26:49 +10:00
Campbell Barton
6456fa3b9e Cleanup: use C-style comment blocks 2024-04-26 13:55:38 +10:00
Lukas Tönne
91f1f3fc06 GPv3: Implementation of sculpt mode tools
This implements all the sculpt tools in Grease Pencil 3.

UI changes in the 3D view header and keymap entries for sculpt mode are
still minimal, more entries should be added once the relevant operators
are supported.

A set of utility functions and a shared base class
`GreasePencilStrokeOperationCommon` for sculpt operations has been added
to make individual operations less verbose.
The `GreasePencilStrokeParams` struct bundles common arguments to reduce
the amount of boilerplate code. The `foreach_editable_drawing` utility
function takes care of setting up the parameters and finding the right
drawings, so the tool only has to modify the data. Common features like
tracking mouse movement and inverting brush influence are handled by the
common base class.

Most operations are then relatively simple, with the exception of the
Grab and Clone operations.
- __Grab__ stores a stroke mask and weights on initialization of the
  stroke, rather than working with the usual selection mask.
- __Clone__ needs access to the clipboard, which requires exposing the
  clipboard in the editor API.

Pull Request: https://projects.blender.org/blender/blender/pulls/120508
2024-04-25 20:20:27 +02:00
Campbell Barton
6d1ffc519f Cleanup: remove unused GizmoGroup reports 2024-04-25 23:24:47 +10:00
Falk David
fe0e2907b3 GPv3: Remove OB_MODE_PAINT_GREASE_PENCIL flag
This reverts part of 36cda3b3116acba3b895daf68689f8af01b62392
and replaces the use of `OB_MODE_PAINT_GREASE_PENCIL`
`OB_MODE_PAINT_GPENCIL_LEGACY` flag instead.
The `OB_MODE_PAINT_GREASE_PENCIL` is removed.

The `GREASE_PENCIL_OT_draw_mode_toggle` operator is removed
and the `GPENCIL_OT_paintmode_toggle`  operator is adapted to
work with GPv3.

Pull Request: https://projects.blender.org/blender/blender/pulls/121027
2024-04-25 14:23:46 +02:00
Aras Pranckevicius
31e56797f0 VSE: indicate missing media in timeline/display
Sequencer timeline displays red tint & appropriate icons for strips that are
missing media file (images, movies, audio, or meta strips that contain such).

Sequencer preview and rendering displays missing media strips as magenta,
similar to missing textures elsewhere in Blender. This is on by default,
sequencer view settings have an option to turn it off.

Pull Request: https://projects.blender.org/blender/blender/pulls/116869
2024-04-24 19:54:44 +02:00
Hans Goudey
c60a1006e5 Asset Shelf: Add asset shelf region to image editor
As part of the brush assets project, the image editor needs an asset
shelf to display brush assets for texture paint mode. This commit adds
the unused asset shelf region, similar to the 3D viewport's region that
is currently just used for the pose library. For now, users will just
see an "Asset Shelf" toggle in the view menu.

Pull Request: https://projects.blender.org/blender/blender/pulls/121034
2024-04-24 17:55:37 +02:00
Campbell Barton
7fbf09e1e5 Theme: don't store the filepath in the presets 2024-04-24 13:37:24 +10:00
Campbell Barton
1865776767 Cleanup: doxygen syntax, use colons after "param" arguments, not "note" 2024-04-24 10:55:44 +10:00
Campbell Barton
019d3ef939 Cleanup: spelling in comments 2024-04-24 10:48:45 +10:00