fix spelling

This commit is contained in:
Garux
2021-05-24 20:23:09 +03:00
parent 5efe29d863
commit 6c00419653
175 changed files with 414 additions and 414 deletions

View File

@@ -180,7 +180,7 @@ bool MD5Anim_parse( Tokeniser& tokeniser ){
MD5_RETURN_FALSE_IF_FAIL( MD5_parseSize( tokeniser, numAnimatedComponents ) );
tokeniser.nextLine();
// parse heirarchy
// parse hierarchy
MD5_RETURN_FALSE_IF_FAIL( MD5_parseToken( tokeniser, "hierarchy" ) );
MD5_RETURN_FALSE_IF_FAIL( MD5_parseToken( tokeniser, "{" ) );
tokeniser.nextLine();

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@@ -1520,7 +1520,7 @@ GSList* Shaders_getShaderFileList(){
/*
==================
DumpUnreferencedShaders
usefull function: dumps the list of .shader files that are not referenced to the console
useful function: dumps the list of .shader files that are not referenced to the console
==================
*/
void IfFound_dumpUnreferencedShader( bool& bFound, const char* filename ){

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@@ -43,7 +43,7 @@
Implemented as a model module, without any ISelect stuff.
For an entity to use an image (instead of a model) you just update the entity defintion file so that the eclass_t's modelpath is filled in with a relative path and filename of an image file.
For an entity to use an image (instead of a model) you just update the entity definition file so that the eclass_t's modelpath is filled in with a relative path and filename of an image file.
e.g:
@@ -73,7 +73,7 @@
===============
v0.1 - 27/May/2002
- Created an inital implementation of a sprite model plugin.
- Created an initial implementation of a sprite model plugin.
According to the powers that be, it seems creating a model
plugin is hackish.
It works ok, but there is no way to attach models (sprites if you will)

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@@ -188,7 +188,7 @@ _QERFaceData g_SelectedFaceData;
// g_pSelectedFaceWindings gets allocated with MAX_POINTS_ON_WINDING at plugin startup ( QERPlug_Init )
winding_t *g_pSelectedFaceWinding = NULL;
const float g_ViewportRatio = 1.2f;
// usefull class to manage the 2D view
// useful class to manage the 2D view
C2DView g_2DView;
// control points to move the polygon
CControlPointsManagerBFace g_ControlPointsBFace;

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@@ -5,4 +5,4 @@ here is the TODO-list for next release, ( most certainly a wish list )
- TODO: add hooks with the selected face and selected patch data. tell the plugin when selected face
or selected patch has changed.
the hooks should use a generic interface inside Radiant for "observers"
- TODO: add other usefull texturing tools, if designers come up with good ideas
- TODO: add other useful texturing tools, if designers come up with good ideas