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authorCampbell Barton <ideasman42@gmail.com>2010-04-25 19:24:18 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-04-25 19:24:18 +0400
commit93f420b6669bd17646255b0990b0904681718da8 (patch)
treeff2a29c89a70496575e255a6f6a7d66bb4c2d16e /source/gameengine/Ketsji/KX_Scene.cpp
parent93bc6fb829c4ee1e32f7891ec0b4989d908f45e2 (diff)
correct typo's
Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 5249c91832e..f805b693d0b 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -530,7 +530,7 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CVal
// replica of the hierarchy in order to make cross-links work properly
// !
// It is VERY important that the order of sensors and actuators in
-// the replicated object is preserved: it is is used to reconnect the logic.
+// the replicated object is preserved: it is used to reconnect the logic.
// This method is more robust then using the bricks name in case of complex
// group replication. The replication of logic bricks is done in
// SCA_IObject::ReParentLogic(), make sure it preserves the order of the bricks.