[Bf-blender-cvs] [2289e26fa30] master: Cleanup: correct spelling in comments, remove profanity

Campbell Barton noreply at git.blender.org
Sun Jul 11 07:32:27 CEST 2021


Commit: 2289e26fa306c3edc60a6b5b776646c6fd1c33dc
Author: Campbell Barton
Date:   Sun Jul 11 15:28:20 2021 +1000
Branches: master
https://developer.blender.org/rB2289e26fa306c3edc60a6b5b776646c6fd1c33dc

Cleanup: correct spelling in comments, remove profanity

===================================================================

M	intern/ghost/test/gears/GHOST_Test.cpp
M	source/blender/bmesh/intern/bmesh_opdefines.c
M	source/blender/bmesh/tools/bmesh_edgenet.c
M	source/blender/bmesh/tools/bmesh_intersect_edges.c
M	source/blender/compositor/operations/COM_SMAAOperation.cc
M	source/blender/draw/intern/draw_manager.c
M	source/blender/gpencil_modifiers/intern/MOD_gpencillineart.c
M	source/blender/modifiers/intern/MOD_solidify_extrude.c
M	tests/python/modules/render_report.py

===================================================================

diff --git a/intern/ghost/test/gears/GHOST_Test.cpp b/intern/ghost/test/gears/GHOST_Test.cpp
index aaac62a1a03..c1cb5f29e2e 100644
--- a/intern/ghost/test/gears/GHOST_Test.cpp
+++ b/intern/ghost/test/gears/GHOST_Test.cpp
@@ -365,8 +365,8 @@ void StereoProjection(float left,
  * of zero parallax.
  *
  * -0.31
- * eye = half the eye separation; positive for the right eye subfield,
- * negative for the left eye subfield.
+ * eye = half the eye separation; positive for the right eye sub-field,
+ * negative for the left eye sub-field.
  */
 {
   float xmid, ymid, clip_near, clip_far, topw, bottomw, leftw, rightw, dx, dy, n_over_d;
diff --git a/source/blender/bmesh/intern/bmesh_opdefines.c b/source/blender/bmesh/intern/bmesh_opdefines.c
index 9466be4a300..3978959a425 100644
--- a/source/blender/bmesh/intern/bmesh_opdefines.c
+++ b/source/blender/bmesh/intern/bmesh_opdefines.c
@@ -724,7 +724,7 @@ static BMOpDefine bmo_edgenet_fill_def = {
 };
 
 /*
- * Edgenet Prepare.
+ * Edge-net Prepare.
  *
  * Identifies several useful edge loop cases and modifies them so
  * they'll become a face when edgenet_fill is called.  The cases covered are:
diff --git a/source/blender/bmesh/tools/bmesh_edgenet.c b/source/blender/bmesh/tools/bmesh_edgenet.c
index 51af4d24e52..242b269ed47 100644
--- a/source/blender/bmesh/tools/bmesh_edgenet.c
+++ b/source/blender/bmesh/tools/bmesh_edgenet.c
@@ -17,7 +17,7 @@
 /** \file
  * \ingroup bmesh
  *
- * Edgenet Fill.
+ * Edge-net Fill.
  */
 
 #include <limits.h>
diff --git a/source/blender/bmesh/tools/bmesh_intersect_edges.c b/source/blender/bmesh/tools/bmesh_intersect_edges.c
index 1e9adea2615..eb56075e136 100644
--- a/source/blender/bmesh/tools/bmesh_intersect_edges.c
+++ b/source/blender/bmesh/tools/bmesh_intersect_edges.c
@@ -938,7 +938,7 @@ bool BM_mesh_intersect_edges(
             }
 
             if (va_dest == v_other_dest) {
-              /* Edge/Edgenet to vertex - we can't split the face. */
+              /* Edge/Edge-net to vertex - we can't split the face. */
               break;
             }
             if (edgenet_len == 0 && BM_edge_exists(va_dest, v_other_dest)) {
diff --git a/source/blender/compositor/operations/COM_SMAAOperation.cc b/source/blender/compositor/operations/COM_SMAAOperation.cc
index 9dde73269fc..c3647a39909 100644
--- a/source/blender/compositor/operations/COM_SMAAOperation.cc
+++ b/source/blender/compositor/operations/COM_SMAAOperation.cc
@@ -36,12 +36,12 @@ namespace blender::compositor {
  *
  *   http://www.iryoku.com/smaa/
  *
- * This file is based on smaa-cpp:
+ * This file is based on SMAA-CPP:
  *
  *   https://github.com/iRi-E/smaa-cpp
  *
  * Currently only SMAA 1x mode is provided, so the operation will be done
- * with no spatial multisampling nor temporal supersampling.
+ * with no spatial multi-sampling nor temporal super-sampling.
  *
  * NOTE: This program assumes the screen coordinates are DirectX style, so
  * the vertical direction is upside-down. "top" and "bottom" actually mean
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 62742d082ca..6f5e041fa79 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1645,7 +1645,7 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
 
   drw_engines_draw_scene();
 
-  /* Fix 3D view being "laggy" on macos and win+nvidia. (See T56996, T61474) */
+  /* Fix 3D view "lagging" on APPLE and WIN32+NVIDIA. (See T56996, T61474) */
   GPU_flush();
 
   DRW_stats_reset();
diff --git a/source/blender/gpencil_modifiers/intern/MOD_gpencillineart.c b/source/blender/gpencil_modifiers/intern/MOD_gpencillineart.c
index 21007bab5d2..fcc44aab583 100644
--- a/source/blender/gpencil_modifiers/intern/MOD_gpencillineart.c
+++ b/source/blender/gpencil_modifiers/intern/MOD_gpencillineart.c
@@ -205,7 +205,7 @@ static void bakeModifier(Main *UNUSED(bmain),
   }
 
   if (!gpd->runtime.lineart_cache) {
-    /* Only calculate for this modifer, thus no need to get maximum values from all line art
+    /* Only calculate for this modifier, thus no need to get maximum values from all line art
      * modifiers in the stack. */
     lmd->edge_types_override = lmd->edge_types;
     lmd->level_end_override = lmd->level_end;
diff --git a/source/blender/modifiers/intern/MOD_solidify_extrude.c b/source/blender/modifiers/intern/MOD_solidify_extrude.c
index a5bd41c23e4..a2fcbe35dcc 100644
--- a/source/blender/modifiers/intern/MOD_solidify_extrude.c
+++ b/source/blender/modifiers/intern/MOD_solidify_extrude.c
@@ -1028,14 +1028,13 @@ Mesh *MOD_solidify_extrude_modifyMesh(ModifierData *md, const ModifierEvalContex
   if (do_rim) {
     uint i;
 
-    /* bugger, need to re-calculate the normals for the new edge faces.
+    /* NOTE(campbell): Unfortunately re-calculate the normals for the new edge faces is necessary.
      * This could be done in many ways, but probably the quickest way
      * is to calculate the average normals for side faces only.
      * Then blend them with the normals of the edge verts.
      *
-     * at the moment its easiest to allocate an entire array for every vertex,
-     * even though we only need edge verts - campbell
-     */
+     * At the moment its easiest to allocate an entire array for every vertex,
+     * even though we only need edge verts. */
 
 #define SOLIDIFY_SIDE_NORMALS
 
diff --git a/tests/python/modules/render_report.py b/tests/python/modules/render_report.py
index c1ae0b05fcd..560f8e33585 100755
--- a/tests/python/modules/render_report.py
+++ b/tests/python/modules/render_report.py
@@ -287,7 +287,7 @@ class Report:
 
             -moz-background-size:50px 50px;
             background-size:50px 50px;
-            -webkit-background-size:50px 51px; /* override value for shitty webkit */
+            -webkit-background-size:50px 51px; /* Override value for silly webkit. */
 
             background-position:0 0, 25px 0, 25px -25px, 0px 25px;
         }}



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