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author | Campbell Barton <ideasman42@gmail.com> | 2012-11-28 10:43:04 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-11-28 10:43:04 +0400 |
commit | 0b9be7059183fd7b4e8b567aeab5fec0cab1f999 (patch) | |
tree | a6b31f9422c540381e68391f3044f481358c7b38 /source/blender/editors | |
parent | 71e7f9028f683b39fcdb0549da908751bce2e4d2 (diff) |
typo's and some style cleanup, also added asserts into BLI_vsnprintf and BLI_sprintfN when invalid args are given.
Diffstat (limited to 'source/blender/editors')
5 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/editors/mesh/editmesh_loopcut.c b/source/blender/editors/mesh/editmesh_loopcut.c index 62eabd98aee..dec45b7f326 100644 --- a/source/blender/editors/mesh/editmesh_loopcut.c +++ b/source/blender/editors/mesh/editmesh_loopcut.c @@ -332,7 +332,7 @@ static void ringsel_finish(bContext *C, wmOperator *op) smoothness, 0.0f, 0.0f, cuts, SUBDIV_SELECT_LOOPCUT, SUBD_PATH, 0, TRUE, - use_only_quads, 0); + use_only_quads, 0); /* force edge slide to edge select mode in in face select mode */ if (em->selectmode & SCE_SELECT_FACE) { diff --git a/source/blender/editors/mesh/editmesh_rip.c b/source/blender/editors/mesh/editmesh_rip.c index d3a4c951e06..2ecc20b2ddb 100644 --- a/source/blender/editors/mesh/editmesh_rip.c +++ b/source/blender/editors/mesh/editmesh_rip.c @@ -60,7 +60,7 @@ * * \param inset is used so we get some useful distance * when comparing multiple edges that meet at the same - * point and would result in teh same distance. + * point and would result in the same distance. */ #define INSET_DEFAULT 0.00001f static float edbm_rip_edgedist(ARegion *ar, float mat[][4], diff --git a/source/blender/editors/sculpt_paint/paint_image.c b/source/blender/editors/sculpt_paint/paint_image.c index 676f033af32..a929c3ef585 100644 --- a/source/blender/editors/sculpt_paint/paint_image.c +++ b/source/blender/editors/sculpt_paint/paint_image.c @@ -656,7 +656,7 @@ static float VecZDepthPersp(const float pt[2], * barycentric_weights_v2 would return, in this case its easiest just to * undo the 4th axis division and make it unit-sum * - * don't call barycentric_weights_v2() becaue our callers expect 'w' + * don't call barycentric_weights_v2() because our callers expect 'w' * to be weighted from the perspective */ w_tmp[0] = w[0] * v1[3]; w_tmp[1] = w[1] * v2[3]; diff --git a/source/blender/editors/space_outliner/outliner_tree.c b/source/blender/editors/space_outliner/outliner_tree.c index af890a81ad6..e6910280da4 100644 --- a/source/blender/editors/space_outliner/outliner_tree.c +++ b/source/blender/editors/space_outliner/outliner_tree.c @@ -133,7 +133,7 @@ static void outliner_storage_cleanup(SpaceOops *soops) } /* XXX - THIS FUNCTION IS INCREDIBLY SLOW - * ... it can bring blenders tools and viewport to a grinding halt becuase of searching + * ... it can bring blenders tools and viewport to a grinding halt because of searching * for duplicate items every times they are added. * * TODO (possible speedups) diff --git a/source/blender/editors/transform/transform_conversions.c b/source/blender/editors/transform/transform_conversions.c index 1cf01bc1bbc..51efa2b0e40 100644 --- a/source/blender/editors/transform/transform_conversions.c +++ b/source/blender/editors/transform/transform_conversions.c @@ -938,7 +938,7 @@ static short pose_grab_with_ik(Object *ob) } /* iTaSC needs clear for new IK constraints */ - if(tot_ik) + if (tot_ik) BIK_clear_data(ob->pose); return (tot_ik) ? 1 : 0; |