Cleanup: Grammar in comments and tooltips
- "own" -> "its own" - "it's" -> "its" - Use proper plural
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@ -1992,7 +1992,7 @@ void DepsgraphRelationBuilder::build_particle_settings(ParticleSettings *part)
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"Particle Texture -> Particle Reset",
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RELATION_FLAG_FLUSH_USER_EDIT_ONLY);
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add_relation(texture_key, particle_settings_eval_key, "Particle Texture -> Particle Eval");
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/* TODO(sergey): Consider moving texture space handling to an own
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/* TODO(sergey): Consider moving texture space handling to its own
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* function. */
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if (mtex->texco == TEXCO_OBJECT && mtex->object != nullptr) {
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ComponentKey object_key(&mtex->object->id, NodeType::TRANSFORM);
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@ -646,8 +646,8 @@ void set_particle_system_modifiers_loaded(Object *object_cow)
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void reset_particle_system_edit_eval(const Depsgraph *depsgraph, Object *object_cow)
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{
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/* Inactive (and render) dependency graphs are living in own little bubble, should not care about
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* edit mode at all. */
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/* Inactive (and render) dependency graphs are living in their own little bubble, should not care
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* about edit mode at all. */
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if (!DEG_is_active(reinterpret_cast<const ::Depsgraph *>(depsgraph))) {
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return;
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}
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@ -2073,8 +2073,9 @@ static void UI_OT_tree_view_drop(wmOperatorType *ot)
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/** \name UI Tree-View Item Rename Operator
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*
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* General purpose renaming operator for tree-views. Thanks to this, to add a rename button to
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* context menus for example, tree-view API users don't have to implement own renaming operators
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* with the same logic as they already have for their #ui::AbstractTreeViewItem::rename() override.
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* context menus for example, tree-view API users don't have to implement their own renaming
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* operators with the same logic as they already have for their #ui::AbstractTreeViewItem::rename()
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* override.
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*
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* \{ */
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@ -90,7 +90,7 @@ struct RenderJob {
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Scene *scene;
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ViewLayer *single_layer;
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Scene *current_scene;
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/* TODO(sergey): Should not be needed once engine will have own
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/* TODO(sergey): Should not be needed once engine will have its own
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* depsgraph and copy-on-write will be implemented.
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*/
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Depsgraph *depsgraph;
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@ -981,7 +981,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
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rj->scene = scene;
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rj->current_scene = rj->scene;
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rj->single_layer = single_layer;
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/* TODO(sergey): Render engine should be using own depsgraph.
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/* TODO(sergey): Render engine should be using its own depsgraph.
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*
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* NOTE: Currently is only used by ED_update_for_newframe() at the end of the render, so no
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* need to ensure evaluation here. */
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@ -767,7 +767,7 @@ struct ObjectPreviewData {
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/* The main for the preview, not of the current file. */
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Main *pr_main;
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/* Copy of the object to create the preview for. The copy is for thread safety (and to insert
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* it into an own main). */
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* it into its own main). */
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Object *object;
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/* Current frame. */
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int cfra;
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@ -483,7 +483,7 @@ static char *decimate_desc(bContext *UNUSED(C), wmOperatorType *UNUSED(op), Poin
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if (RNA_enum_get(ptr, "mode") == DECIM_ERROR) {
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return BLI_strdup(
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TIP_("Decimate F-Curves by specifying how much it can deviate from the original curve"));
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TIP_("Decimate F-Curves by specifying how much they can deviate from the original curve"));
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}
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/* Use default description. */
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@ -1347,7 +1347,7 @@ class GeometryNodesEvaluator {
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}
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input_state.usage = ValueUsage::Unused;
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/* If the input is unused, it's value can be destructed now. */
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/* If the input is unused, its value can be destructed now. */
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this->destruct_input_value_if_exists(locked_node, socket);
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if (input_state.was_ready_for_execution) {
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@ -123,7 +123,7 @@ class TextureMarginMap {
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void rasterize_tri(float *v1, float *v2, float *v3, uint32_t value, char *mask)
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{
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/* NOTE: This is not thread safe, because the value to be written by the rasterizer is
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* a class member. If this is ever made multi-threaded each thread needs to get it's own. */
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* a class member. If this is ever made multi-threaded each thread needs to get its own. */
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value_to_store_ = value;
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mask_ = mask;
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zspan_scanconvert(
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@ -376,7 +376,7 @@ class TextureMarginMap {
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}
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/**
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* Find which edge of the src_poly is closest to x,y. Look up it's adjacent UV-edge and polygon.
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* Find which edge of the src_poly is closest to x,y. Look up its adjacent UV-edge and polygon.
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* Then return the location of the equivalent pixel in the other polygon.
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* Returns true if a new pixel location was found, false if it wasn't, which can happen if the
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* margin pixel is on a corner, or the UV-edge doesn't have an adjacent polygon.
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@ -470,7 +470,7 @@ class TextureMarginMap {
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float2 other_edgepoint1 = uv_to_xy(mloopuv_[other_edge]);
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float2 other_edgepoint2 = uv_to_xy(mloopuv_[other_edge2]);
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/* Calculate the vector from the order edges last point to it's first point. */
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/* Calculate the vector from the order edges last point to its first point. */
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float2 other_ab = other_edgepoint1 - other_edgepoint2;
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float2 other_reflect_point = other_edgepoint2 + (found_t * other_ab);
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float2 perpendicular_other_ab;
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