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authorBrecht Van Lommel <brecht@blender.org>2022-08-09 20:23:13 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-08-09 20:24:13 +0300
commit99576a8478e1ea90bb112e1fd2ff6aa851c05bdc (patch)
tree0e3a8c99c410359e3faf90c5bc32e81bc0ac1a00
parentfd5afdfe2f67769886eaf50672baca14f3aebf5c (diff)
Cleanup: fix typos in blender addons
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D15646
-rw-r--r--add_mesh_extra_objects/Blocks.py6
-rw-r--r--io_mesh_stl/blender_utils.py2
-rw-r--r--io_mesh_stl/stl_utils.py2
-rw-r--r--io_scene_fbx/export_fbx_bin.py2
-rw-r--r--io_scene_gltf2/blender/com/gltf2_blender_ui.py6
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_animation_sampler_keyframes.py2
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py4
-rw-r--r--materials_utils/functions.py2
-rw-r--r--power_sequencer/operators/fade_add.py2
-rw-r--r--power_sequencer/operators/mouse_trim_modal.py2
-rw-r--r--precision_drawing_tools/pdt_tangent.py4
-rw-r--r--render_povray/particles.py2
-rw-r--r--rigify/rigs/limbs/limb_rigs.py2
13 files changed, 19 insertions, 19 deletions
diff --git a/add_mesh_extra_objects/Blocks.py b/add_mesh_extra_objects/Blocks.py
index 22676670..c3dcd0d5 100644
--- a/add_mesh_extra_objects/Blocks.py
+++ b/add_mesh_extra_objects/Blocks.py
@@ -269,7 +269,7 @@ def MakeABlock(bounds, segsize, vll=0, Offsets=None, FaceExclude=[],
bounds: a list of boundary positions:
0:left, 1:right, 2:bottom, 3:top, 4:back, 5:front
segsize: the maximum size before lengthwise subdivision occurs
- vll: the number of vertexes already in the mesh. len(mesh.verts) should
+ vll: the number of vertices already in the mesh. len(mesh.verts) should
give this number.
Offsets: list of coordinate delta values.
Offsets are lists, [x,y,z] in
@@ -365,7 +365,7 @@ def MakeAKeystone(xpos, width, zpos, ztop, zbtm, thick, bevel, vll=0, FaceExclud
zbtm: distance from zpos to the bottom
thick: thickness
bevel: the amount to raise the back vertex to account for arch beveling
- vll: the number of vertexes already in the mesh. len(mesh.verts) should give this number
+ vll: the number of vertices already in the mesh. len(mesh.verts) should give this number
faceExclude: list of faces to exclude from the faces list.
0:left, 1:right, 2:bottom, 3:top, 4:back, 5:front
xBevScl: how much to divide the end (+- x axis) bevel dimensions.
@@ -779,7 +779,7 @@ class rowOb:
def arch(ra, rt, x, z, archStart, archEnd, bevel, bevAngle, vll):
__doc__ = """\
- Makes a list of faces and vertexes for arches.
+ Makes a list of faces and vertices for arches.
ra: the radius of the arch, to the center of the bricks
rt: the thickness of the arch
x: x center location of the circular arc, as if the arch opening were centered on x = 0
diff --git a/io_mesh_stl/blender_utils.py b/io_mesh_stl/blender_utils.py
index fdf353df..5c84152e 100644
--- a/io_mesh_stl/blender_utils.py
+++ b/io_mesh_stl/blender_utils.py
@@ -48,7 +48,7 @@ def faces_from_mesh(ob, global_matrix, use_mesh_modifiers=False):
"""
From an object, return a generator over a list of faces.
- Each faces is a list of his vertexes. Each vertex is a tuple of
+ Each faces is a list of his vertices. Each vertex is a tuple of
his coordinate.
use_mesh_modifiers
diff --git a/io_mesh_stl/stl_utils.py b/io_mesh_stl/stl_utils.py
index 465806ab..e041c527 100644
--- a/io_mesh_stl/stl_utils.py
+++ b/io_mesh_stl/stl_utils.py
@@ -168,7 +168,7 @@ def _binary_write(filepath, faces):
for face in faces:
# calculate face normal
- # write normal + vertexes + pad as attributes
+ # write normal + vertices + pad as attributes
fw(struct.pack('<3f', *normal(*face)) + pack(*itertools.chain.from_iterable(face)))
# attribute byte count (unused)
fw(b'\0\0')
diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py
index c34a5182..f560b19c 100644
--- a/io_scene_fbx/export_fbx_bin.py
+++ b/io_scene_fbx/export_fbx_bin.py
@@ -1528,7 +1528,7 @@ def fbx_data_armature_elements(root, arm_obj, scene_data):
elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0) # Only vague idea what it is...
- # Pre-process vertex weights (also to check vertices assigned ot more than four bones).
+ # Pre-process vertex weights (also to check vertices assigned to more than four bones).
ob = ob_obj.bdata
bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index
for bo_obj in clusters.keys() if bo_obj.bdata.name in ob.vertex_groups}
diff --git a/io_scene_gltf2/blender/com/gltf2_blender_ui.py b/io_scene_gltf2/blender/com/gltf2_blender_ui.py
index 406a15f1..0788bbbc 100644
--- a/io_scene_gltf2/blender/com/gltf2_blender_ui.py
+++ b/io_scene_gltf2/blender/com/gltf2_blender_ui.py
@@ -15,7 +15,7 @@ def create_gltf_ao_group(operator, group_name):
class NODE_OT_GLTF_SETTINGS(bpy.types.Operator):
bl_idname = "node.gltf_settings_node_operator"
- bl_label = "glTF Material Ouptut"
+ bl_label = "glTF Material Output"
bl_description = "Add a node to the active tree for glTF export"
@classmethod
@@ -208,10 +208,10 @@ class SCENE_OT_gltf2_assign_to_variant(bpy.types.Operator):
return {'FINISHED'}
-# Operator to reset mesh to orignal (using default material when exists)
+# Operator to reset mesh to original (using default material when exists)
class SCENE_OT_gltf2_reset_to_original(bpy.types.Operator):
bl_idname = "scene.gltf2_reset_to_original"
- bl_label = "Reset to Orignal"
+ bl_label = "Reset to Original"
bl_options = {'REGISTER'}
@classmethod
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_sampler_keyframes.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_sampler_keyframes.py
index ba331b74..53d78945 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_sampler_keyframes.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_sampler_keyframes.py
@@ -405,7 +405,7 @@ def gather_keyframes(blender_obj_uuid: str,
# for both in and out tangents, we guarantee that (even if there are errors or numerical imprecisions)
# symmetrical control points translate to symmetrical tangents.
# Note: I am not sure that linearity is never broken with quaternions and their normalization.
- # Especially at sign swap it might occure that the value gets negated but the control point not.
+ # Especially at sign swap it might occur that the value gets negated but the control point not.
# I have however not once encountered an issue with this.
key.in_tangent = [
c.keyframe_points[i].co[1] + (c.keyframe_points[i].handle_left[1] - c.keyframe_points[i].co[1]) / (c.keyframe_points[i].handle_left[0] - c.keyframe_points[i].co[0])
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py b/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py
index d130f4e6..b6b8e19f 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py
@@ -46,7 +46,7 @@ def pbr_metallic_roughness(mh: MaterialHelper):
additional_location = 40, -370 # For occlusion and/or volume / original PBR extensions
# Set IOR to 1.5, this is the default in glTF
- # This value may be overidden later if IOR extension is set on file
+ # This value may be overridden later if IOR extension is set on file
pbr_node.inputs['IOR'].default_value = GLTF_IOR
if mh.pymat.occlusion_texture is not None or (mh.pymat.extensions and 'KHR_materials_specular' in mh.pymat.extensions):
@@ -610,7 +610,7 @@ def occlusion(mh: MaterialHelper, location, occlusion_socket):
# => [Add Emission] => [Mix Alpha] => [Material Output] if needed, only for SpecGlossiness
# => [Volume] => [Add Shader] => [Material Output] if needed
-# => [Velvet] => [Add Shader] => [Material Output] if nedded
+# => [Velvet] => [Add Shader] => [Material Output] if needed
def make_output_nodes(
mh: MaterialHelper,
location,
diff --git a/materials_utils/functions.py b/materials_utils/functions.py
index 9397257a..93d700d8 100644
--- a/materials_utils/functions.py
+++ b/materials_utils/functions.py
@@ -333,7 +333,7 @@ def mu_select_by_material_name(self, find_material_name, extend_selection = Fals
elif not internal:
# Some object types are not supported
# mostly because don't really support selecting by material (like Font/Text objects)
- # ore that they don't support multiple materials/are just "weird" (i.e. Meta balls)
+ # or that they don't support multiple materials/are just "weird" (i.e. Meta balls)
self.report({'WARNING'}, "The type '" +
obj.type +
"' isn't supported in Edit mode by Material Utilities!")
diff --git a/power_sequencer/operators/fade_add.py b/power_sequencer/operators/fade_add.py
index ab692dba..9a3d1973 100644
--- a/power_sequencer/operators/fade_add.py
+++ b/power_sequencer/operators/fade_add.py
@@ -13,7 +13,7 @@ class POWER_SEQUENCER_OT_fade_add(bpy.types.Operator):
Fade options:
- In, Out, In and Out create a fade animation of the given duration from
- the start of the sequence, to the end of the sequence, or on boths sides
+ the start of the sequence, to the end of the sequence, or on both sides
- From playhead: the fade animation goes from the start of sequences under the playhead to the playhead
- To playhead: the fade animation goes from the playhead to the end of sequences under the playhead
diff --git a/power_sequencer/operators/mouse_trim_modal.py b/power_sequencer/operators/mouse_trim_modal.py
index e8f751c9..8136adae 100644
--- a/power_sequencer/operators/mouse_trim_modal.py
+++ b/power_sequencer/operators/mouse_trim_modal.py
@@ -31,7 +31,7 @@ class POWER_SEQUENCER_OT_mouse_trim(bpy.types.Operator):
*brief* Cut or Trim strips quickly with the mouse cursor
- Click somehwere in the Sequencer to insert a cut, click and drag to trim
+ Click somewhere in the Sequencer to insert a cut, click and drag to trim
With this function you can quickly cut and remove a section of strips while keeping or
collapsing the remaining gap.
Press <kbd>Ctrl</kbd> to snap to cuts.
diff --git a/precision_drawing_tools/pdt_tangent.py b/precision_drawing_tools/pdt_tangent.py
index 88abd2d0..f9ccda51 100644
--- a/precision_drawing_tools/pdt_tangent.py
+++ b/precision_drawing_tools/pdt_tangent.py
@@ -199,8 +199,8 @@ def tangent_setup(context, pg, plane, obj_data, centre_0, centre_1, centre_2, ra
obj_data: All the data of the chosen object
centre_0: Centre coordinates of the first arc
centre_1: Centre coordinates of the second arc
- centre_2: Coordinates fo the point
- radius_0: Radius if the first Arc
+ centre_2: Coordinates of the point
+ radius_0: Radius of the first Arc
radius_1: Radius of the second Arc
Returns:
diff --git a/render_povray/particles.py b/render_povray/particles.py
index 18cc0ac7..fdbd4647 100644
--- a/render_povray/particles.py
+++ b/render_povray/particles.py
@@ -75,7 +75,7 @@ def export_hair(file, ob, mod, p_sys, global_matrix):
# When you render, the entire dependency graph will be
# evaluated at render resolution, including the particles.
# In the viewport it will be at viewport resolution.
- # So there is no need fo render engines to use this function anymore,
+ # So there is no need for render engines to use this function anymore,
# it's automatic now.
steps = p_sys_settings.display_step
steps = 2**steps # or + 1 # Formerly : len(particle.hair_keys)
diff --git a/rigify/rigs/limbs/limb_rigs.py b/rigify/rigs/limbs/limb_rigs.py
index f60666a0..a094e176 100644
--- a/rigify/rigs/limbs/limb_rigs.py
+++ b/rigify/rigs/limbs/limb_rigs.py
@@ -959,7 +959,7 @@ class BaseLimbRig(BaseRig):
params.limb_uniform_scale = bpy.props.BoolProperty(
name = "Support Uniform Scaling",
default = False,
- description = "Suport uniformly scaling the limb via the gear control at the base"
+ description = "Support uniformly scaling the limb via the gear control at the base"
)
# Setting up extra layers for the FK and tweak