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authorCampbell Barton <ideasman42@gmail.com>2011-01-23 15:42:07 +0300
committerCampbell Barton <ideasman42@gmail.com>2011-01-23 15:42:07 +0300
commitd2076e38f1b5b605909ba824ba5552fa93e508fa (patch)
tree248d7b728c087245b41db74a674e5db60139f935 /source
parentd75216ba1c0fbaae1f2fe20741f23b9c35816eca (diff)
correct own bad spelling
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/mesh/editmesh_lib.c2
-rw-r--r--source/blender/editors/uvedit/uvedit_parametrizer.c2
-rw-r--r--source/blender/makesrna/intern/rna_object.c4
-rw-r--r--source/blender/makesrna/intern/rna_pose.c2
-rw-r--r--source/blender/modifiers/intern/MOD_screw.c2
-rw-r--r--source/blender/render/intern/source/convertblender.c2
-rw-r--r--source/gameengine/Converter/KX_ConvertControllers.cpp2
-rw-r--r--source/tests/bl_test.py2
8 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/editors/mesh/editmesh_lib.c b/source/blender/editors/mesh/editmesh_lib.c
index 72c0e7a9a64..9ec50fdd6b3 100644
--- a/source/blender/editors/mesh/editmesh_lib.c
+++ b/source/blender/editors/mesh/editmesh_lib.c
@@ -360,7 +360,7 @@ void EM_editselection_plane(float *plane, EditSelection *ese)
however selecting different edges can swap the direction of the y axis.
this makes it less likely for the y axis of the manipulator
(running along the edge).. to flip less often.
- at least its more pradictable */
+ at least its more predictable */
if (eed->v2->co[1] > eed->v1->co[1]) /*check which to do first */
sub_v3_v3v3(plane, eed->v2->co, eed->v1->co);
else
diff --git a/source/blender/editors/uvedit/uvedit_parametrizer.c b/source/blender/editors/uvedit/uvedit_parametrizer.c
index 3f27ee52034..dc5e17b5fae 100644
--- a/source/blender/editors/uvedit/uvedit_parametrizer.c
+++ b/source/blender/editors/uvedit/uvedit_parametrizer.c
@@ -4360,7 +4360,7 @@ void param_pack(ParamHandle *handle, float margin)
}
if(margin>0.0f) {
- /* multiply the margin by the area to give pradictable results not dependant on UV scale,
+ /* multiply the margin by the area to give predictable results not dependant on UV scale,
* ...Without using the area running pack multiple times also gives a bad feedback loop.
* multiply by 0.1 so the margin value from the UI can be from 0.0 to 1.0 but not give a massive margin */
margin = (margin*(float)area) * 0.1;
diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c
index 35e19c6b6b7..94d19d02c0c 100644
--- a/source/blender/makesrna/intern/rna_object.c
+++ b/source/blender/makesrna/intern/rna_object.c
@@ -157,7 +157,7 @@ static void rna_Object_internal_update(Main *bmain, Scene *scene, PointerRNA *pt
static void rna_Object_matrix_world_update(Main *bmain, Scene *scene, PointerRNA *ptr)
{
- /* dont use compat so we get pradictable rotation */
+ /* dont use compat so we get predictable rotation */
object_apply_mat4(ptr->id.data, ((Object *)ptr->id.data)->obmat, FALSE, TRUE);
rna_Object_internal_update(bmain, scene, ptr);
}
@@ -192,7 +192,7 @@ static void rna_Object_matrix_local_set(PointerRNA *ptr, const float values[16])
copy_m4_m4(ob->obmat, (float(*)[4])values);
}
- /* dont use compat so we get pradictable rotation */
+ /* dont use compat so we get predictable rotation */
object_apply_mat4(ob, ob->obmat, FALSE, FALSE);
}
diff --git a/source/blender/makesrna/intern/rna_pose.c b/source/blender/makesrna/intern/rna_pose.c
index 7b1a46dd6e2..709945c7891 100644
--- a/source/blender/makesrna/intern/rna_pose.c
+++ b/source/blender/makesrna/intern/rna_pose.c
@@ -569,7 +569,7 @@ static void rna_PoseChannel_matrix_basis_get(PointerRNA *ptr, float *values)
static void rna_PoseChannel_matrix_basis_set(PointerRNA *ptr, const float *values)
{
bPoseChannel *pchan= (bPoseChannel*)ptr->data;
- pchan_apply_mat4(pchan, (float (*)[4])values, FALSE); /* no compat for pradictable result */
+ pchan_apply_mat4(pchan, (float (*)[4])values, FALSE); /* no compat for predictable result */
}
#else
diff --git a/source/blender/modifiers/intern/MOD_screw.c b/source/blender/modifiers/intern/MOD_screw.c
index 689a30dd2d2..96e1c6c0d01 100644
--- a/source/blender/modifiers/intern/MOD_screw.c
+++ b/source/blender/modifiers/intern/MOD_screw.c
@@ -217,7 +217,7 @@ static DerivedMesh *applyModifier(ModifierData *md, Object *ob,
/* angle */
-#if 0 // cant incluide this, not pradictable enough, though quite fun,.
+#if 0 // cant incluide this, not predictable enough, though quite fun,.
if(ltmd->flag & MOD_SCREW_OBJECT_ANGLE) {
float mtx3_tx[3][3];
copy_m3_m4(mtx3_tx, mtx_tx);
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 15c5bb3b86d..f7fecca6a60 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -3968,7 +3968,7 @@ static void set_fullsample_flag(Render *re, ObjectRen *obr)
}
}
-/* split quads for pradictable baking
+/* split quads for predictable baking
* dir 1 == (0,1,2) (0,2,3), 2 == (1,3,0) (1,2,3)
*/
static void split_quads(ObjectRen *obr, int dir)
diff --git a/source/gameengine/Converter/KX_ConvertControllers.cpp b/source/gameengine/Converter/KX_ConvertControllers.cpp
index 3bca6b9ab11..7f329ca0684 100644
--- a/source/gameengine/Converter/KX_ConvertControllers.cpp
+++ b/source/gameengine/Converter/KX_ConvertControllers.cpp
@@ -214,7 +214,7 @@ void BL_ConvertControllers(
if (bcontr->type==CONT_PYTHON) {
SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
/* not strictly needed but gives syntax errors early on and
- * gives more pradictable performance for larger scripts */
+ * gives more predictable performance for larger scripts */
if(pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
pyctrl->Compile();
else {
diff --git a/source/tests/bl_test.py b/source/tests/bl_test.py
index 86c5cf81e79..5dd7dbe32d7 100644
--- a/source/tests/bl_test.py
+++ b/source/tests/bl_test.py
@@ -24,7 +24,7 @@ import os
# may split this out into a new file
def replace_bpy_app_version():
- """ So MD5's are pradictable from output which uses blenders versions.
+ """ So MD5's are predictable from output which uses blenders versions.
"""
import bpy