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Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.h2
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp12
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp6
6 files changed, 14 insertions, 14 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 28e7f221ce4..46753dcaffe 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -543,7 +543,7 @@ bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *fro
CcdShapeConstructionInfo *shapeInfo;
/* if this is the child of a compound shape this can happen
- * dont support compound shapes for now */
+ * don't support compound shapes for now */
if(spc==NULL)
return false;
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 6e989dd4d7d..4d022b97ba6 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -229,7 +229,7 @@ void KX_Dome::CalculateImageSize(void)
{
/*
* - determine the minimum buffer size
- * - reduce the buffer for better performace
+ * - reduce the buffer for better performance
* - create a power of 2 texture bigger than the buffer
*/
canvaswidth = m_canvas->GetWidth();
@@ -734,7 +734,7 @@ void KX_Dome::CreateMeshDome250(void)
* verts_height is the exactly needed height of the cube faces (not always 1.0).
* When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tesselate the whole cube.
* Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used.
- * (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry).
+ * (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tessellated geometry).
*
* So I came out with this formula:
* verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 43cd16340d0..1bc60ebd337 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -1788,7 +1788,7 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
int set= 0;
/* as CValue */
- if(attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* dont allow GameObjects for eg to be assigned to CValue props */
+ if(attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* don't allow GameObjects for eg to be assigned to CValue props */
{
CValue* vallie = self->ConvertPythonToValue(val, ""); /* error unused */
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h
index b37ebd250a5..0a50ab0a43a 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.h
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h
@@ -79,7 +79,7 @@ private:
class KX_ISceneConverter* m_sceneconverter;
class NG_NetworkDeviceInterface* m_networkdevice;
#ifdef WITH_PYTHON
- /* borrowed from sys.modules["__main__"], dont manage ref's */
+ /* borrowed from sys.modules["__main__"], don't manage ref's */
PyObject* m_pythondictionary;
#endif
class SCA_IInputDevice* m_keyboarddevice;
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index 82016e2fff3..b804bacf79e 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -1757,7 +1757,7 @@ static void initPySysObjects__append(PyObject *sys_path, const char *filename)
BLI_split_dir_part(filename, expanded, sizeof(expanded)); /* get the dir part of filename only */
BLI_path_abs(expanded, gp_GamePythonPath); /* filename from lib->filename is (always?) absolute, so this may not be needed but it wont hurt */
- BLI_cleanup_file(gp_GamePythonPath, expanded); /* Dont use BLI_cleanup_dir because it adds a slash - BREAKS WIN32 ONLY */
+ BLI_cleanup_file(gp_GamePythonPath, expanded); /* Don't use BLI_cleanup_dir because it adds a slash - BREAKS WIN32 ONLY */
item= PyUnicode_DecodeFSDefault(expanded);
// printf("SysPath - '%s', '%s', '%s'\n", expanded, filename, gp_GamePythonPath);
@@ -1831,7 +1831,7 @@ static struct _inittab bge_internal_modules[]= {
};
/**
- * Python is not initialised.
+ * Python is not initialized.
* see bpy_interface.c's BPY_python_start() which shares the same functionality in blender.
*/
PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecurityLevel level, Main *maggie, int argc, char** argv)
@@ -1859,7 +1859,7 @@ PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecur
Py_Initialize();
- if(argv && first_time) { /* browser plugins dont currently set this */
+ if(argv && first_time) { /* browser plugins don't currently set this */
// Until python support ascii again, we use our own.
// PySys_SetArgv(argc, argv);
int i;
@@ -1874,14 +1874,14 @@ PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecur
bpy_import_init(PyEval_GetBuiltins());
- /* mathutils types are used by the BGE even if we dont import them */
+ /* mathutils types are used by the BGE even if we don't import them */
{
PyObject *mod= PyImport_ImportModuleLevel((char *)"mathutils", NULL, NULL, NULL, 0);
Py_DECREF(mod);
}
#ifdef WITH_AUDASPACE
- /* accessing a SoundActuator's sound results in a crash if aud is not initialised... */
+ /* accessing a SoundActuator's sound results in a crash if aud is not initialized... */
{
PyObject *mod= PyImport_ImportModuleLevel((char *)"aud", NULL, NULL, NULL, 0);
Py_DECREF(mod);
@@ -1933,7 +1933,7 @@ PyObject* initGamePythonScripting(const STR_String& progname, TPythonSecurityLev
Py_FrozenFlag=1;
#ifdef WITH_AUDASPACE
- /* accessing a SoundActuator's sound results in a crash if aud is not initialised... */
+ /* accessing a SoundActuator's sound results in a crash if aud is not initialized... */
{
PyObject *mod= PyImport_ImportModuleLevel((char *)"aud", NULL, NULL, NULL, 0);
Py_DECREF(mod);
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 74a0abe526d..17ef358a4e5 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1889,7 +1889,7 @@ bool KX_Scene::MergeScene(KX_Scene *other)
other->GetLightList()->ReleaseAndRemoveAll();
#ifdef USE_BULLET
- if(env) /* bullet scene? - dummy scenes dont need touching */
+ if(env) /* bullet scene? - dummy scenes don't need touching */
env->MergeEnvironment(env_other);
#endif
@@ -1910,7 +1910,7 @@ bool KX_Scene::MergeScene(KX_Scene *other)
if(evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */
evtmgr_other->Replace_LogicManager(logicmgr);
- /* when merging objects sensors are moved across into the new manager, dont need to do this here */
+ /* when merging objects sensors are moved across into the new manager, don't need to do this here */
}
/* grab any timer properties from the other scene */
@@ -2271,7 +2271,7 @@ KX_PYMETHODDEF_DOC(KX_Scene, addObject,
SCA_IObject* replica = AddReplicaObject((SCA_IObject*)ob, other, time);
// release here because AddReplicaObject AddRef's
- // the object is added to the scene so we dont want python to own a reference
+ // the object is added to the scene so we don't want python to own a reference
replica->Release();
return replica->GetProxy();
}