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Fixed typos in comments and text documents
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gildor2 committed Nov 3, 2021
1 parent a41ccc2 commit c60461a
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Showing 27 changed files with 35 additions and 35 deletions.
2 changes: 1 addition & 1 deletion Core/Core.h
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Expand Up @@ -326,7 +326,7 @@ void appNormalizeFilename(char *filename);
void appMakeDirectory(const char *dirname);
void appMakeDirectoryForFile(const char *filename);

// Parsing reponse file (file with command line arguments). Throws an error if problems reading file.
// Parsing response file (file with command line arguments). Throws an error if problems reading file.
void appParseResponseFile(const char* filename, int& outArgc, const char**& outArgv);

#define FS_FILE 1
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2 changes: 1 addition & 1 deletion Core/CoreWin32.cpp
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Expand Up @@ -81,7 +81,7 @@ static void InitSymbols()

#if EXTRA_UNDECORATE

// Strips all occurences of string 'cut' from 'string'
// Strips all occurrences of string 'cut' from 'string'
static void StripPrefix(char* string, const char* cut)
{
int len1 = strlen(string);
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2 changes: 1 addition & 1 deletion Core/GL/make.pl
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Expand Up @@ -614,7 +614,7 @@ sub Parse {
print(CODE "#endif // NO_GL_LOG\n\n");

#------------------------------------------------------------------------------
# Extensions suport
# Extensions support
#------------------------------------------------------------------------------

print(CODE <<EOF
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4 changes: 2 additions & 2 deletions Core/GLText.cpp
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Expand Up @@ -528,7 +528,7 @@ static bool DrawTextAtAnchor(ETextAnchor anchor, unsigned color, bool bHyperlink
// there will be a 1 frame delay if text will be changed.
int realTextPosY = OffsetYForAnchor(anchor, textPosY, true);

// Compare mouse position agains the hyperlink text
// Compare mouse position against the hyperlink text
CheckHyperlink(textPosX, realTextPosY, textWidth, textHeight, msg, bHighlightLink, bClicked);

if (pHover) *pHover = bHighlightLink;
Expand Down Expand Up @@ -679,7 +679,7 @@ bool DrawText3DH(const CVec3 &pos, bool* isHover, unsigned color, const char *te
int textWidth, textHeight;
GetTextExtents(msg, textWidth, textHeight, true);

// Compare mouse position agains the hyperlink text
// Compare mouse position against the hyperlink text
bool bHighlightLink = false;
bool bClicked = false;
CheckHyperlink(coords[0], coords[1], textWidth, textHeight, msg, bHighlightLink, bClicked);
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4 changes: 2 additions & 2 deletions Docs/FAQ.md
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Expand Up @@ -23,7 +23,7 @@ Other options are to track web pages.
### Which game titles are supported?
There are more than 300 games made with all Unreal engine versions, for all platform supported by Epic Games. Check this table: https://www.gildor.org/projects/umodel/compat

I'm trying to keep it up-to-date, mostly with reports posted on my forum. Note presense of the filter on the top of the table which lets you to find a game by the part of its name or by the company name quickly.
I'm trying to keep it up-to-date, mostly with reports posted on my forum. Note presence of the filter on the top of the table which lets you to find a game by the part of its name or by the company name quickly.

### Why don't you add support for non-Unreal engine games?
Other game engines has different principles of data storage. Umodel is focused on Unreal engine games and most of it's code works with Unreal engine data. Another reasons (that's why I did not created separate application for other games): other game engines are usually has more simple data formats, there are a lot of extractors for them exists already, even made with non-professional programmers. So I don't think there is any reason to support other engines.
Expand Down Expand Up @@ -256,7 +256,7 @@ UE4 has built-in possibility to encrypt pak files. At the moment UModel doesn't
### Where I can find extracted files?
Files should be located by default in a current directory.

Windows Vista and 7 has disabled writting files into "Program Files" directory for non-admin users. When you're trying to export context from some game located in Program Files, operating system will redirect all output to the "C:\Users\<UserName>\AppData\Local\VirtualStore\Program Files" directory.
Windows Vista and 7 has disabled writing files into "Program Files" directory for non-admin users. When you're trying to export context from some game located in Program Files, operating system will redirect all output to the "C:\Users\<UserName>\AppData\Local\VirtualStore\Program Files" directory.

If you having trouble locating exported files, use "-out=SomeOtherDirectory" option. Alternatively you may specify export directory in program's settings.

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2 changes: 1 addition & 1 deletion Docs/material.txt
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Expand Up @@ -4,7 +4,7 @@
- other modes (no opacity etc) - texture alpha-channel is ignored
- UFinalBlend: when used from other material (UShader), all properties are ignored - simply pass Material

When outer material has overriden properties, such as TwoSided, Masked etc, these properties are ignored
When outer material has overridden properties, such as TwoSided, Masked etc, these properties are ignored
in nested materials

Shader -- BAD (SelfIllumination, Mask - works, Diffuse - NO)
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2 changes: 1 addition & 1 deletion Exporters/ExportGLTF.cpp
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Expand Up @@ -17,7 +17,7 @@
//?? TODO: remove this function
static CVec3 GetMaterialDebugColor(int Index)
{
// most of this code is targetted to make maximal color combinations
// most of this code is targeted to make maximal color combinations
// which are maximally different for adjacent BoneIndex values
static const float table[] = { 0.9f, 0.3f, 0.6f, 1.0f };
static const int table2[] = { 0, 1, 2, 4, 7, 3, 5, 6 };
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2 changes: 1 addition & 1 deletion MeshInstance/MeshInstance.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ unsigned CMeshInstance::GetMaterialDebugColor(int Index)
#if 0
//!! This code is based on GetBoneInfColor(). Should place both in some place (utility functions)
//!! and rename to "DebugColorByIndex()" etc. 2 versions: RGBA and float3.
// Most of this code is targetted to make maximal color combinations
// Most of this code is targeted to make maximal color combinations
// which are maximally different for adjacent BoneIndex values
static const byte table[] = { byte(255*0.9f), byte(255*0.3f), byte(255*0.6f), byte(255*0.0f) };
static const int table2[] = { 0, 1, 2, 4, 7, 3, 5, 6 };
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6 changes: 3 additions & 3 deletions MeshInstance/SkelMeshInstance.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -482,8 +482,8 @@ void CSkelMeshInstance::UpdateSkeleton()
{
if (Stage < data->FirstChannel)
{
// this bone position will be overriden in following channel(s); all
// subhierarchy bones should be overriden too; skip whole subtree
// this bone position will be overridden in following channel(s); all
// subhierarchy bones should be overridden too; skip whole subtree
int skip = data->SubtreeSize;
// note: 'skip' equals to subtree size; current bone is excluded - it
// will be skipped by 'for' operator (after 'continue')
Expand Down Expand Up @@ -982,7 +982,7 @@ void CSkelMeshInstance::GetAnimParams(int Channel, const char *&AnimName, float

static void GetBoneInfColor(int BoneIndex, float *Color)
{
// most of this code is targetted to make maximal color combinations
// most of this code is targeted to make maximal color combinations
// which are maximally different for adjacent BoneIndex values
static const float table[] = { 0.9f, 0.3f, 0.6f, 0.0f };
static const int table2[] = { 0, 1, 2, 4, 7, 3, 5, 6 };
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -56,7 +56,7 @@ alternative it is possible to create a batch file which will temporarily modify
Here's an example of such file:

@echo off
set C:\BuildTools\bin;PATH=%PATH%
set PATH=C:\BuildTools\bin;%PATH%
bash build.sh

To launch a build process without a batch, simply execute
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2 changes: 1 addition & 1 deletion Tools/CompatTable/table.ini
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Expand Up @@ -3515,7 +3515,7 @@ Y Y Y N 102.28
Ubisoft
https://en.wikipedia.org/wiki/Tom_Clancy%27s_Splinter_Cell:_Pandora_Tomorrow

[Tribes: Vengence]
[Tribes: Vengeance]
Y Y Y Y 130.27
Irrational Games
http://en.wikipedia.org/wiki/Tribes:_Vengeance
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2 changes: 1 addition & 1 deletion Tools/MaxActorXImport/ActorXImporter.ms
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Expand Up @@ -1302,7 +1302,7 @@ fn ImportPskFile filename skelOnly:false =

update newMesh

-- smooth vertex normals accross UV seams
-- smooth vertex normals across UV seams
max modify mode
select newMesh

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6 changes: 3 additions & 3 deletions Tools/genmake
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Expand Up @@ -458,7 +458,7 @@ sub getline {
#------------------------------------------------------------------------------

sub InitCompiler {
# retreive global target configuration
# retrieve global target configuration
$COMPILER = $vars{"COMPILER"};
$TARGET = $vars{"TARGET"};
$PLATFORM = $vars{"PLATFORM"};
Expand Down Expand Up @@ -786,7 +786,7 @@ sub AppendFilePath {
$path .= "/" if $path !~ /\/$/; # ensure "/" at the end of path
$file = $path.$file; # append path
# compress path: remove "word/../"
# NOTE: $inc =~ s/\b\w+\/\.\.\///g; -- does not works when dir name containg "." (\b will work incorrect)
# NOTE: $inc =~ s/\b\w+\/\.\.\///g; -- does not works when dir name containing "." (\b will work incorrect)
$file =~ s/^[^\/\.]+\/\.\.\///g; # at begin of string
$file =~ s/\/[^\/\.]+\/\.\.//g; # in the middle of the string
# remove "./" at filename start
Expand Down Expand Up @@ -945,7 +945,7 @@ sub CollectFileDependencies {
Error ("cannot find file \"$inc\" included from \"$chain\", directories used: [$includes]") unless $found;
}
} else {
# check file presense
# check file presence
if ($doRecurse) {
if (CollectFileDependencies ($inc2, $includes, $srcType, $chain."->".$inc2) == -1) {
# may be inc<->file, and may be file1->file2->file3->file1 ...
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2 changes: 1 addition & 1 deletion UI/BaseDialog.h
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Expand Up @@ -220,7 +220,7 @@ class UIElement
// Expose(var) save pointer to control in variable
// SetParent(parent) attach control to parent

// Some functions exists in UIElement but overriden here to be able to chain them
// Some functions exists in UIElement but overridden here to be able to chain them
// without falling back to UIElement class: UIElement's functions can't return
// 'this' of derived type, so we're redeclaring functions here.

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2 changes: 1 addition & 1 deletion Unreal/FileSystem/GameFileSystem.cpp
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Expand Up @@ -425,7 +425,7 @@ static void RegisterGameFile(const char* FullName, int64 FileSize = -1)
assert(PakVfs);
FString PakEncryptionKey = PakVfs->GetPakEncryptionKey();

// Check for presense of IOStore file system for this pak
// Check for presence of IOStore file system for this pak
guard(TokArchive);
char Path[MAX_PACKAGE_PATH];
appStrncpyz(Path, FullName, ARRAY_COUNT(Path));
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2 changes: 1 addition & 1 deletion Unreal/FileSystem/IOStoreFileSystem.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -470,7 +470,7 @@ void RegisterPackageId(FPackageId PackageId, const CGameFileInfo* File)
{
if (Entry->Id == PackageId)
{
// The file could be overriden in patches
// The file could be overridden in patches
Entry->File = File;
return;
}
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2 changes: 1 addition & 1 deletion Unreal/FileSystem/UnArchivePak.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -763,7 +763,7 @@ bool FPakVFS::LoadPakIndexLegacy(FArchive* reader, const FPakInfo& info, FString
if (E.Size == 0)
{
// Happens with Jedi Fallen Order, seems assets are deleted in patches this way. If we'll continue registration,
// the existing (previous) asset might be overriden with zero-size file, and it won't be recognized as an asset anymore.
// the existing (previous) asset might be overridden with zero-size file, and it won't be recognized as an asset anymore.
continue;
}

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2 changes: 1 addition & 1 deletion Unreal/GameDatabase.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1075,5 +1075,5 @@ void FArchive::OverrideVersion()

end_override:
if ((ArVer != OldVer || ArLicenseeVer != OldLVer) && Game < GAME_UE4_BASE)
appPrintf("Overriden version %d/%d -> %d/%d\n", OldVer, OldLVer, ArVer, ArLicenseeVer);
appPrintf("Overridden version %d/%d -> %d/%d\n", OldVer, OldLVer, ArVer, ArLicenseeVer);
}
2 changes: 1 addition & 1 deletion Unreal/Mesh/MeshCommon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -119,7 +119,7 @@ void BuildTangentsCommon(CMeshVertex *Verts, int VertexSize, const CIndexBuffer
}
else
{
float pos = (V1 - V0) / (V2 - V0); // fraction, where W[1] is placed betwen W[0] and W[2] (may be < 0 or > 1)
float pos = (V1 - V0) / (V2 - V0); // fraction, where W[1] is placed between W[0] and W[2] (may be < 0 or > 1)
CVecT tmp;
Lerp(V[0]->Position, V[2]->Position, pos, tmp);
VectorSubtract(tmp, V[1]->Position, tang);
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2 changes: 1 addition & 1 deletion Unreal/TypeInfo.h
Original file line number Diff line number Diff line change
Expand Up @@ -177,7 +177,7 @@ struct CTypeInfo
// This class is used as Base for DECLARE_BASE()/DECLARE_CLASS() macros
struct CNullType
{
enum { PropLevel = -1 }; // overriden in BEGIN_CLASS_TABLE
enum { PropLevel = -1 }; // overridden in BEGIN_CLASS_TABLE
static constexpr const CPropInfo* StaticGetProps(int& numProps)
{
numProps = 0;
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2 changes: 1 addition & 1 deletion Unreal/UnrealMaterial/UnMaterial3.h
Original file line number Diff line number Diff line change
Expand Up @@ -1225,7 +1225,7 @@ class UMaterialInstance : public UMaterialInterface
#endif
PROP_DROP(PhysMaterial)
PROP_DROP(bHasStaticPermutationResource)
PROP_DROP(ReferencedTextures) // this is a textures from Parent plus own overriden textures
PROP_DROP(ReferencedTextures) // this is a textures from Parent plus own overridden textures
PROP_DROP(ReferencedTextureGuids)
PROP_DROP(ParentLightingGuid)
// physics
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2 changes: 1 addition & 1 deletion Unreal/UnrealMaterial/UnTexture4.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -174,7 +174,7 @@ void UTexture2D::Serialize4(FArchive& Ar)
}

// Formats are added in UE4 in Source/Developer/<Platform>TargetPlatform/Private/<Platform>TargetPlatform.h,
// in TTargetPlatformBase::GetTextureFormats(). Formats are choosen depending on platform settings (for example,
// in TTargetPlatformBase::GetTextureFormats(). Formats are chosen depending on platform settings (for example,
// for Android) or depending on UTexture::CompressionSettings. Windows, Linux and Mac platform uses the same
// texture format (see FTargetPlatformBase::GetDefaultTextureFormatName()). Other platforms uses different formats,
// but all of them (except Android) uses single texture format per object.
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2 changes: 1 addition & 1 deletion Unreal/UnrealMesh/UnAnim2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -887,7 +887,7 @@ void FixTribesMotionChunk(MotionChunk &M)
AnalogTrack &A = M.AnimTracks[i];
if (A.Flags & 0x1000)
{
// bone overriden by Impersonator LipSinc
// bone overridden by Impersonator LipSinc
// remove translation and rotation tracks (they are not correct anyway)
A.KeyQuat.Empty();
A.KeyPos.Empty();
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2 changes: 1 addition & 1 deletion Unreal/UnrealMesh/UnAnim3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -154,7 +154,7 @@ void UAnimSequence::Serialize(FArchive &Ar)
if (Ar.Game == GAME_MOH2010) goto old_code;
#endif
#if TERA
if (Ar.Game == GAME_Tera && Ar.ArLicenseeVer >= 11) goto new_code; // we have overriden ArVer, so compare by ArLicenseeVer ...
if (Ar.Game == GAME_Tera && Ar.ArLicenseeVer >= 11) goto new_code; // we have overridden ArVer, so compare by ArLicenseeVer ...
#endif
#if TRANSFORMERS
if (Ar.Game == GAME_Transformers && Ar.ArLicenseeVer >= 181) // Transformers: Fall of Cybertron, no version in code
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4 changes: 2 additions & 2 deletions Unreal/UnrealMesh/UnMesh2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -522,8 +522,8 @@ void USkeletalMesh::Serialize(FArchive &Ar)
if ((Ar.Game == GAME_Tribes3 || Ar.Game == GAME_Swat4) && t3_hdrSV >= 3)
{
#if 0
// it looks like format of following data was chenged sinse
// data was prepared, and game executeble does not load these
// it looks like format of following data was changed since
// data was prepared, and game executable does not load these
// LazyArrays (otherwise error should occur) -- so we are
// simply skipping these arrays
TLazyArray<FT3Unk1> unk1;
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2 changes: 1 addition & 1 deletion libs/oodle/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,4 +13,4 @@ The directory structure should appear like this:
```

You may use symlink to provide the following directories here, or simply copy the required files here. In a case the SDK is
not availabe for the platform you're working with, the oodle support will be automatically disabled.
not available for the platform you're working with, the oodle support will be automatically disabled.
4 changes: 2 additions & 2 deletions readme.txt
Original file line number Diff line number Diff line change
Expand Up @@ -1817,7 +1817,7 @@ Changes
- implemented support for loading XBox360 packages

25.02.2009
- implemented support for UE3 AnimSet (all compresion algorithms are supported except
- implemented support for UE3 AnimSet (all compression algorithms are supported except
ACF_Float32NoW)

23.02.2009
Expand All @@ -1831,7 +1831,7 @@ Changes
- significantly improved mesh rendering speed

17.02.2009
- writting uc-script when exporting SkeletalMesh
- writing uc-script when exporting SkeletalMesh

16.02.2009
- implemented Mirror's Edge SkeletalMesh support
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