Cleanup: Grammar in comments and tooltips

- "own" -> "its own"
- "it's" -> "its"
- Use proper plural
This commit is contained in:
Hans Goudey 2022-02-04 14:52:52 -06:00
parent dc85776b8b
commit f79c8e25f1
8 changed files with 14 additions and 13 deletions

View File

@ -1992,7 +1992,7 @@ void DepsgraphRelationBuilder::build_particle_settings(ParticleSettings *part)
"Particle Texture -> Particle Reset",
RELATION_FLAG_FLUSH_USER_EDIT_ONLY);
add_relation(texture_key, particle_settings_eval_key, "Particle Texture -> Particle Eval");
/* TODO(sergey): Consider moving texture space handling to an own
/* TODO(sergey): Consider moving texture space handling to its own
* function. */
if (mtex->texco == TEXCO_OBJECT && mtex->object != nullptr) {
ComponentKey object_key(&mtex->object->id, NodeType::TRANSFORM);

View File

@ -646,8 +646,8 @@ void set_particle_system_modifiers_loaded(Object *object_cow)
void reset_particle_system_edit_eval(const Depsgraph *depsgraph, Object *object_cow)
{
/* Inactive (and render) dependency graphs are living in own little bubble, should not care about
* edit mode at all. */
/* Inactive (and render) dependency graphs are living in their own little bubble, should not care
* about edit mode at all. */
if (!DEG_is_active(reinterpret_cast<const ::Depsgraph *>(depsgraph))) {
return;
}

View File

@ -2073,8 +2073,9 @@ static void UI_OT_tree_view_drop(wmOperatorType *ot)
/** \name UI Tree-View Item Rename Operator
*
* General purpose renaming operator for tree-views. Thanks to this, to add a rename button to
* context menus for example, tree-view API users don't have to implement own renaming operators
* with the same logic as they already have for their #ui::AbstractTreeViewItem::rename() override.
* context menus for example, tree-view API users don't have to implement their own renaming
* operators with the same logic as they already have for their #ui::AbstractTreeViewItem::rename()
* override.
*
* \{ */

View File

@ -90,7 +90,7 @@ struct RenderJob {
Scene *scene;
ViewLayer *single_layer;
Scene *current_scene;
/* TODO(sergey): Should not be needed once engine will have own
/* TODO(sergey): Should not be needed once engine will have its own
* depsgraph and copy-on-write will be implemented.
*/
Depsgraph *depsgraph;
@ -981,7 +981,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
rj->scene = scene;
rj->current_scene = rj->scene;
rj->single_layer = single_layer;
/* TODO(sergey): Render engine should be using own depsgraph.
/* TODO(sergey): Render engine should be using its own depsgraph.
*
* NOTE: Currently is only used by ED_update_for_newframe() at the end of the render, so no
* need to ensure evaluation here. */

View File

@ -767,7 +767,7 @@ struct ObjectPreviewData {
/* The main for the preview, not of the current file. */
Main *pr_main;
/* Copy of the object to create the preview for. The copy is for thread safety (and to insert
* it into an own main). */
* it into its own main). */
Object *object;
/* Current frame. */
int cfra;

View File

@ -483,7 +483,7 @@ static char *decimate_desc(bContext *UNUSED(C), wmOperatorType *UNUSED(op), Poin
if (RNA_enum_get(ptr, "mode") == DECIM_ERROR) {
return BLI_strdup(
TIP_("Decimate F-Curves by specifying how much it can deviate from the original curve"));
TIP_("Decimate F-Curves by specifying how much they can deviate from the original curve"));
}
/* Use default description. */

View File

@ -1347,7 +1347,7 @@ class GeometryNodesEvaluator {
}
input_state.usage = ValueUsage::Unused;
/* If the input is unused, it's value can be destructed now. */
/* If the input is unused, its value can be destructed now. */
this->destruct_input_value_if_exists(locked_node, socket);
if (input_state.was_ready_for_execution) {

View File

@ -123,7 +123,7 @@ class TextureMarginMap {
void rasterize_tri(float *v1, float *v2, float *v3, uint32_t value, char *mask)
{
/* NOTE: This is not thread safe, because the value to be written by the rasterizer is
* a class member. If this is ever made multi-threaded each thread needs to get it's own. */
* a class member. If this is ever made multi-threaded each thread needs to get its own. */
value_to_store_ = value;
mask_ = mask;
zspan_scanconvert(
@ -376,7 +376,7 @@ class TextureMarginMap {
}
/**
* Find which edge of the src_poly is closest to x,y. Look up it's adjacent UV-edge and polygon.
* Find which edge of the src_poly is closest to x,y. Look up its adjacent UV-edge and polygon.
* Then return the location of the equivalent pixel in the other polygon.
* Returns true if a new pixel location was found, false if it wasn't, which can happen if the
* margin pixel is on a corner, or the UV-edge doesn't have an adjacent polygon.
@ -470,7 +470,7 @@ class TextureMarginMap {
float2 other_edgepoint1 = uv_to_xy(mloopuv_[other_edge]);
float2 other_edgepoint2 = uv_to_xy(mloopuv_[other_edge2]);
/* Calculate the vector from the order edges last point to it's first point. */
/* Calculate the vector from the order edges last point to its first point. */
float2 other_ab = other_edgepoint1 - other_edgepoint2;
float2 other_reflect_point = other_edgepoint2 + (found_t * other_ab);
float2 perpendicular_other_ab;