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authorLeon Zandman <lzandman>2021-06-22 20:42:32 +0300
committerHarley Acheson <harley.acheson@gmail.com>2021-06-22 20:54:50 +0300
commitc317f111c16b014a02f6d8368aa6c8815a147d06 (patch)
treed02b873a8ff59fe5a69290e2cbd61cdd1788e82c /source/blender/editors/mesh
parent2fcd3f0296eff296c7a4fc2b7fc02b290ea985fd (diff)
Cleanup: Spelling Mistakes
This patch fixes many minor spelling mistakes, all in comments or console output. Mostly contractions like can't, won't, don't, its/it's, etc. Differential Revision: https://developer.blender.org/D11663 Reviewed by Harley Acheson
Diffstat (limited to 'source/blender/editors/mesh')
-rw-r--r--source/blender/editors/mesh/editmesh_bisect.c2
-rw-r--r--source/blender/editors/mesh/editmesh_loopcut.c2
-rw-r--r--source/blender/editors/mesh/editmesh_polybuild.c2
-rw-r--r--source/blender/editors/mesh/editmesh_rip.c20
-rw-r--r--source/blender/editors/mesh/editmesh_select.c2
-rw-r--r--source/blender/editors/mesh/editmesh_tools.c4
-rw-r--r--source/blender/editors/mesh/mesh_mirror.c2
7 files changed, 17 insertions, 17 deletions
diff --git a/source/blender/editors/mesh/editmesh_bisect.c b/source/blender/editors/mesh/editmesh_bisect.c
index fe627d38f46..42cf36dda81 100644
--- a/source/blender/editors/mesh/editmesh_bisect.c
+++ b/source/blender/editors/mesh/editmesh_bisect.c
@@ -347,7 +347,7 @@ static int mesh_bisect_exec(bContext *C, wmOperator *op)
BMOperator bmop_attr;
/* The fill normal sign is ignored as the face-winding is defined by surrounding faces.
- * The normal is passed so triangle fill wont have to calculate it. */
+ * The normal is passed so triangle fill won't have to calculate it. */
normalize_v3_v3(normal_fill, plane_no_local);
/* Fill */
diff --git a/source/blender/editors/mesh/editmesh_loopcut.c b/source/blender/editors/mesh/editmesh_loopcut.c
index 428bdbd637e..71319338a53 100644
--- a/source/blender/editors/mesh/editmesh_loopcut.c
+++ b/source/blender/editors/mesh/editmesh_loopcut.c
@@ -223,7 +223,7 @@ static void ringsel_finish(bContext *C, wmOperator *op)
EDBM_selectmode_flush_ex(lcd->em, SCE_SELECT_VERTEX);
}
- /* we cant slide multiple edges in vertex select mode */
+ /* we can't slide multiple edges in vertex select mode */
else if (is_macro && (cuts > 1) && (em->selectmode & SCE_SELECT_VERTEX)) {
EDBM_selectmode_disable(lcd->vc.scene, em, SCE_SELECT_VERTEX, SCE_SELECT_EDGE);
}
diff --git a/source/blender/editors/mesh/editmesh_polybuild.c b/source/blender/editors/mesh/editmesh_polybuild.c
index 92d97f76509..303cf41df0d 100644
--- a/source/blender/editors/mesh/editmesh_polybuild.c
+++ b/source/blender/editors/mesh/editmesh_polybuild.c
@@ -575,7 +575,7 @@ static int edbm_polybuild_dissolve_at_cursor_invoke(bContext *C,
else {
/* too involved to do inline */
- /* Avoid using selection so failure wont leave modified state. */
+ /* Avoid using selection so failure won't leave modified state. */
EDBM_flag_disable_all(em, BM_ELEM_TAG);
BM_elem_flag_enable(v_act, BM_ELEM_TAG);
diff --git a/source/blender/editors/mesh/editmesh_rip.c b/source/blender/editors/mesh/editmesh_rip.c
index 21262c95699..615590c51c6 100644
--- a/source/blender/editors/mesh/editmesh_rip.c
+++ b/source/blender/editors/mesh/editmesh_rip.c
@@ -170,15 +170,15 @@ static float edbm_rip_edge_side_measure(
*
* The method used for checking the side of selection is as follows...
* - First tag all rip-able edges.
- * - Build a contiguous edge list by looping over tagged edges and following each ones tagged
+ * - Build a contiguous edge list by looping over tagged edges and following each one's tagged
* siblings in both directions.
- * - The loops are not stored in an array, Instead both loops on either side of each edge has
- * its index values set to count down from the last edge, this way, once we have the 'last'
- * edge its very easy to walk down the connected edge loops.
- * The reason for using loops like this is because when the edges are split we don't which
- * face user gets the newly created edge
- * (its as good as random so we cant assume new edges will be on once side).
- * After splitting, its very simple to walk along boundary loops since each only has one edge
+ * - The loops are not stored in an array. Instead both loops on either side of each edge has
+ * its index values set to count down from the last edge. This way once we have the 'last'
+ * edge it's very easy to walk down the connected edge loops.
+ * The reason for using loops like this is because when the edges are split we don't know
+ * which face user gets the newly created edge
+ * (it's as good as random so we can't assume new edges will be on one side).
+ * After splitting, it's very simple to walk along boundary loops since each only has one edge
* from a single side.
* - The end loop pairs are stored in an array however to support multiple edge-selection-islands,
* so you can rip multiple selections at once.
@@ -189,7 +189,7 @@ static float edbm_rip_edge_side_measure(
*
* Limitation!
* This currently works very poorly with intersecting edge islands
- * (verts with more than 2 tagged edges). This is nice to but for now not essential.
+ * (verts with more than 2 tagged edges). This is nice to do but for now not essential.
*
* - campbell.
*/
@@ -639,7 +639,7 @@ static int edbm_rip_invoke__vert(bContext *C, const wmEvent *event, Object *obed
/* should we go ahead with edge rip or do we need to do special case, split off vertex?:
* split off vertex if...
- * - we cant find an edge - this means we are ripping a faces vert that is connected to other
+ * - we can't find an edge - this means we are ripping a faces vert that is connected to other
* geometry only at the vertex.
* - the boundary edge total is greater than 2,
* in this case edge split _can_ work but we get far nicer results if we use this special case.
diff --git a/source/blender/editors/mesh/editmesh_select.c b/source/blender/editors/mesh/editmesh_select.c
index b21645a1a5d..c600df503d8 100644
--- a/source/blender/editors/mesh/editmesh_select.c
+++ b/source/blender/editors/mesh/editmesh_select.c
@@ -2571,7 +2571,7 @@ bool EDBM_selectmode_disable(Scene *scene,
const short selectmode_fallback)
{
/* note essential, but switch out of vertex mode since the
- * selected regions wont be nicely isolated after flushing */
+ * selected regions won't be nicely isolated after flushing */
if (em->selectmode & selectmode_disable) {
if (em->selectmode == selectmode_disable) {
em->selectmode = selectmode_fallback;
diff --git a/source/blender/editors/mesh/editmesh_tools.c b/source/blender/editors/mesh/editmesh_tools.c
index 8a13dfd1d41..c09ce126b7f 100644
--- a/source/blender/editors/mesh/editmesh_tools.c
+++ b/source/blender/editors/mesh/editmesh_tools.c
@@ -984,7 +984,7 @@ static int edbm_add_edge_face_exec(bContext *C, wmOperator *op)
* copying face data from surrounding, may have copied hidden face flag too.
*
* Important that faces use flushing since 'edges.out'
- * wont include hidden edges that already existed.
+ * won't include hidden edges that already existed.
*/
BMO_slot_buffer_hflag_disable(
em->bm, bmop.slots_out, "faces.out", BM_FACE, BM_ELEM_HIDDEN, true);
@@ -4252,7 +4252,7 @@ static int edbm_knife_cut_exec(bContext *C, wmOperator *op)
const float *sco_a = screen_vert_coords[BM_elem_index_get(be->v1)];
const float *sco_b = screen_vert_coords[BM_elem_index_get(be->v2)];
- /* check for error value (vert cant be projected) */
+ /* check for error value (vert can't be projected) */
if ((sco_a[0] != FLT_MAX) && (sco_b[0] != FLT_MAX)) {
isect = bm_edge_seg_isect(sco_a, sco_b, mouse_path, len, mode, &isected);
diff --git a/source/blender/editors/mesh/mesh_mirror.c b/source/blender/editors/mesh/mesh_mirror.c
index 0f746dfd3a0..25d3eaf11d4 100644
--- a/source/blender/editors/mesh/mesh_mirror.c
+++ b/source/blender/editors/mesh/mesh_mirror.c
@@ -309,7 +309,7 @@ void ED_mesh_mirrtopo_init(BMEditMesh *em,
last = 0;
/* Get the pairs out of the sorted hashes, note, totvert+1 means we can use the previous 2,
- * but you cant ever access the last 'a' index of MirrTopoPairs */
+ * but you can't ever access the last 'a' index of MirrTopoPairs */
if (em) {
BMVert **vtable = em->bm->vtable;
for (a = 1; a <= totvert; a++) {