fixed some typos and spelling errors

simplify_debugging
Elias Howell 1 year ago
parent feb10ae05b
commit bf8fafa79a

@ -1141,7 +1141,7 @@ namespace MWMechanics
// if I was a witness to a crime
if (npcStats.getCrimeId() != -1)
{
// if you've paid for your crimes and I havent noticed
// if you've paid for your crimes and I haven't noticed
if (npcStats.getCrimeId() <= world->getPlayer().getCrimeId())
{
// Calm witness down
@ -1743,7 +1743,7 @@ namespace MWMechanics
// Used for "OnKnockedOut" command
// Put here to ensure that it's run for PRECISELY one frame.
if (stats.getKnockedDown() && !stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame())
{ // Start it for one frame if nessesary
{ // Start it for one frame if necessary
stats.setKnockedDownOneFrame(true);
}
else if (stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame())

@ -572,7 +572,7 @@ namespace MWMechanics
{
// Backing up behaviour
// Actor backs up slightly further away than opponent's weapon range
// (in vanilla - only as far as oponent's weapon range),
// (in vanilla - only as far as opponent's weapon range),
// or not at all if opponent is using a ranged weapon
if (targetUsesRanged

@ -46,7 +46,7 @@ namespace MWMechanics
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow(
const ESM::RefId& actorId, std::string_view cellId, float duration, float x, float y, float z, bool repeat);
/// Follow Actor indefinitively
/// Follow Actor indefinitely
AiFollow(const MWWorld::Ptr& actor, bool commanded = false);
AiFollow(const ESM::AiSequence::AiFollow* follow);

@ -15,7 +15,7 @@ namespace MWMechanics
{
/// \brief Makes the actor very closely follow the actor
/** Used for arresting players. Causes the actor to run to the pursued actor and activate them, to arrest them.
Note that while very similar to AiActivate, it will ONLY activate when evry close to target (Not also when the
Note that while very similar to AiActivate, it will ONLY activate when very close to target (Not also when the
path is completed). **/
class AiPursue final : public TypedAiPackage<AiPursue>
{

@ -610,7 +610,7 @@ namespace MWMechanics
else
groupName += oneHandFallback;
// Special case for crossbows - we shouls apply 1h animations a fallback only for lower body
// Special case for crossbows - we should apply 1h animations a fallback only for lower body
if (mWeaponType == ESM::Weapon::MarksmanCrossbow && blendMask != nullptr)
*blendMask = MWRender::Animation::BlendMask_LowerBody;

@ -189,7 +189,7 @@ namespace MWMechanics
{
const auto pathgrid = pathgridGraph.getPathgrid();
// Refer to AiWander reseach topic on openmw forums for some background.
// Refer to AiWander research topic on openmw forums for some background.
// Maybe there is no pathgrid for this cell. Just go to destination and let
// physics take care of any blockages.
if (!pathgrid || pathgrid->mPoints.empty())

@ -227,7 +227,7 @@ namespace MWMechanics
* gScore - past accumulated costs vector indexed by point index
* fScore - future estimated costs vector indexed by point index
*
* TODO: An intersting exercise might be to cache the paths created for a
* TODO: An interesting exercise might be to cache the paths created for a
* start/goal pair. To cache the results the paths need to be in
* pathgrid points form (currently they are converted to world
* coordinates). Essentially trading speed w/ memory.

@ -178,7 +178,7 @@ namespace MWMechanics
float rating = rateEffects(enchantment->mEffects, actor, enemy);
rating *= 1.25f; // prefer rechargable magic items over spells
rating *= 1.25f; // prefer rechargeable magic items over spells
return rating;
}

@ -246,7 +246,7 @@ namespace MWMechanics
if (creatureStats->getActorId() != player.getClass().getCreatureStats(player).getActorId())
return;
// Note: if target actor has the Restore attirbute effects, stats will be restored.
// Note: if target actor has the Restore attribute effects, stats will be restored.
for (std::vector<ESM::SpellState::PermanentSpellEffectInfo>::const_iterator effectIt = it->second.begin();
effectIt != it->second.end(); ++effectIt)
{

@ -10,7 +10,7 @@
# FFmpeg_LIBRARIES - Link these to use the required ffmpeg components.
# FFmpeg_DEFINITIONS - Compiler switches required for using the required ffmpeg components.
#
# For each of the components it will additionaly set.
# For each of the components it will additionally set.
# - AVCODEC
# - AVDEVICE
# - AVFORMAT

@ -78,7 +78,7 @@ function (libfind_header_path PREFIX)
foreach(name ${OPT_NAMES})
foreach(path ${paths})
set(filepath "${${path}}/${name}")
# check for existance
# check for existence
if (EXISTS ${filepath})
set(${OPT_VAR} ${filepath} PARENT_SCOPE) # export path
return()

@ -16,9 +16,9 @@ namespace Constants
// Gravity constant in m/sec^2
// Note: 8.96 m/sec^2 = 9.8 yards/sec^2
// Probaly original engine's developers just forgot
// Probably original engine's developers just forgot
// that their engine uses yards instead of meters
// and used standart gravity value as it is
// and used standard gravity value as it is
constexpr float GravityConst = 8.96f;
// Size of one exterior cell in game units

@ -98,7 +98,7 @@ namespace VFS
std::string getArchive(std::string_view name) const;
/// Recursivly iterate over the elements of the given path
/// Recursively iterate over the elements of the given path
/// In practice it return all files of the VFS starting with the given path
/// @note the path is normalized
/// @note May be called from any thread once the index has been built.

@ -30,7 +30,7 @@ Sound Generators
Sound generators are a way to play Sounds driven by animation events. Animated
creatures or NPCs always require to be paired with a corresponding textkeys file.
This textkeys file defines the extents of each animation, and relevant in this
case, events and triggers occuring at particular animation frames.
case, events and triggers occurring at particular animation frames.
For example, a typical textkey entry intended for a Sound Generator would be
named ``SoundGen: Left`` and be hand placed by an animator whenever the left leg

@ -49,7 +49,7 @@ Name
Attribute 1 and 2
Characters of this class receive a +10 starting bonus on the two chosen
atributes.
attributes.
Specialization
Characters can specialize in combat, magic, or stealth. Each skill that
@ -203,7 +203,7 @@ Persuasion
Topic
A keyword in the dialogue window that leads to further dialogue text,
similar to wiki links. These are the foundation to create dialogues from.
Entires can be freely added, edited, or removed.
Entries can be freely added, edited, or removed.
Voice
Voice entries are specific in-game events used to play a sound. Hardcoded.

@ -32,6 +32,6 @@ Description
Error Log
*********
The Error Log table shows any errors that occured while loading the game files
The Error Log table shows any errors that occurred while loading the game files
into OpenMW-CS. These are the files that come in ``.omwgame``, ``.omwaddon``,
``.esm``, and ``.esp`` formats.

@ -56,9 +56,9 @@ Name
Spell Type
* Ability - Constant effect which does not need to be cast. Commonly used for racial or birthsign bonuses to attributes and skills.
* Blight - Can be contracted in-game and treated with blight disease cures (common disease cures will not work). Applies a constant effect to the recepient.
* Blight - Can be contracted in-game and treated with blight disease cures (common disease cures will not work). Applies a constant effect to the recipient.
* Curse
* Disease - Can be contracted in-game and treated with common disease cures. Applies a constant effect to the recepient.
* Disease - Can be contracted in-game and treated with common disease cures. Applies a constant effect to the recipient.
* Power - May be cast once per day at no magicka cost. Usually a racial or birthsign bonus.
* Spell - Can be cast and costs magicka. The chance to successfully cast a spell depends on the caster's skill.
@ -95,7 +95,7 @@ Enchantment Type
The way this enchantment is triggered.
* Cast once - the enchantment is cast like a regular spell and afterwards the item is gone. Used to make scrolls.
* Constant effect - the effects of the enchantment will always apply as long as the enchanted item is equiped.
* Constant effect - the effects of the enchantment will always apply as long as the enchanted item is equipped.
* When Strikes - the effect will apply to whatever is hit by the weapon with the enchantment.
* When Used - the enchantment is cast like a regular spell. Instead of spending character's magicka, it uses the item's available charges.

@ -122,7 +122,7 @@ Cells
Cells are the basic world-building units that together make up the game's world.
Each of these basic building blocks is a container for other objects to exist in.
Dividing an expansive world into smaller units is neccessary to be able to
Dividing an expansive world into smaller units is necessary to be able to
efficiently render and process it. Cells can be one of two types:
Exterior cells
@ -275,5 +275,5 @@ Region Map
The region map shows a grid of exterior cells, their relative positions to one
another, and regions they belong to. In summary, it shows the world map.
Compared to the cells table which is a list, this view helps vizualize the world.
Compared to the cells table which is a list, this view helps visualize the world.
Region map does not show interior cells.

@ -410,7 +410,7 @@ swim upward coef
:Default: 0.2
Regulates strength of the "swim upward correction" effect (if enabled).
Makes player swim a bit upward (or downward in case of negative value) from the line of sight. Recommened range of values is from 0.0 to 0.25.
Makes player swim a bit upward (or downward in case of negative value) from the line of sight. Recommended range of values is from 0.0 to 0.25.
This setting can only be configured by editing the settings configuration file.

@ -76,7 +76,7 @@ preferred locales
:Default: en
List of the preferred locales separated by comma.
For example "de,en" means German as the first prority and English as a fallback.
For example "de,en" means German as the first priority and English as a fallback.
Each locale must consist of a two-letter language code (e.g. "de" or "en") and
can also optionally include a two-letter country code (e.g. "en_US", "fr_CA").

@ -29,7 +29,7 @@ Values from 12 to 36 are recommended. For reference, Vvardenfell is approximatel
.. Warning::
Changing this setting affects saved games. The currently explored area is stored as an image
in the save file that's overlayed on the default world map in game.
in the save file that's overlaid on the default world map in game.
When you increase the resolution of the map, the overlay of earlier saved games will be scaled up on load,
and appear blurry. When you visit the cell again, the overlay for that cell is regenerated at the new resolution,
so the blurry areas can be corrected by revisiting all the cells you've already visited.

@ -153,7 +153,7 @@ enable write nav mesh to file
:Default: False
Write nav mesh to file to be able to open by RecastDemo application.
Usually it is more usefull to have both enable write recast mesh to file and this options enabled.
Usually it is more useful to have both enable write recast mesh to file and this options enabled.
RecastDemo supports .obj files.
Potentially decreases performance.
@ -206,7 +206,7 @@ enable nav mesh render
Render navigation mesh.
Allows to do in-game debug.
Every nav mesh is visible and every update is noticable.
Every nav mesh is visible and every update is noticeable.
Potentially decreases performance.
nav mesh render mode

@ -18,7 +18,7 @@ lineofsight keep inactive cache
:Range: >= -1
:Default: 0
The line of sight determines if 2 actors can see each other (without taking into account game mechanics such as invisibility or sneaking). It is used by some scripts (the getLOS function), by the AI (to determine if an actor should start combat or chase an opponent) and for functionnalities such as greetings or turning NPC head toward an object.
The line of sight determines if 2 actors can see each other (without taking into account game mechanics such as invisibility or sneaking). It is used by some scripts (the getLOS function), by the AI (to determine if an actor should start combat or chase an opponent) and for functionalities such as greetings or turning NPC head toward an object.
This parameters determine for how long a cache of request should be kept warm.
A value of 0 means that the cache is kept only for the current frame, that is if a request is done 2 times in the same frame, the second request will be in cache.
Any value > 0 is the number of frames for which the values are kept in cache even if the results was not requested again.

@ -49,5 +49,5 @@ objects usually have depth writes disabled and massive margins between the geome
.. warning::
This can be quite costly with vanilla assets. For best performance it is recommended to use a mod replacer which
uses alpha tested foliage and disable this setting. Morrowind Optimizaton Patch is a great option.
uses alpha tested foliage and disable this setting. Morrowind Optimization Patch is a great option.
If you are not using any shaders which utilize the depth buffer this setting should be disabled.

@ -150,7 +150,7 @@ Sets the internal handling of light sources.
pipeline compatible lighting.
'shaders compatibility' removes the light limit controllable through :ref:`max
lights` and follows a modifed attenuation formula which can drastically reduce
lights` and follows a modified attenuation formula which can drastically reduce
light popping and seams. This mode also enables lighting on groundcover and a
configurable light fade. It is recommended to use this with older hardware and a
light limit closer to 8. Because of its wide range of compatibility it is set as

@ -107,7 +107,7 @@ debug chunks
:Range: True/False
:Default: False
This debug setting allows you to see the borders of each chunks of the world by drawing lines arround them (as with toggleborder).
This debug setting allows you to see the borders of each chunks of the world by drawing lines around them (as with toggleborder).
If object paging is set to true then this debug setting will allows you to see what objects have been merged in the scene
by making them colored randomly.
@ -159,7 +159,7 @@ object paging merge factor
:Range: >0
:Default: 250.0
Affects the likelyhood of more complex objects to get paged.
Affects the likelihood of more complex objects to get paged.
Higher values improve visual fidelity at the cost of performance and RAM.
Technically this factor is a multiplier of merging benefit and affects the decision

@ -206,7 +206,7 @@ The following functions can be accessed in any fragment or vertex shader.
Special Attributes
##################
To maintain maximum compatability with future releases, OpenMW defines specific keywords, attributes, and functions for you to use. These should be used instead of their
To maintain maximum compatibility with future releases, OpenMW defines specific keywords, attributes, and functions for you to use. These should be used instead of their
GLSL equivalent. Refer to the table below to view these mappings.
+-------------------+---------------------------------------------------------+
@ -320,7 +320,7 @@ Exactly one ``technique`` block is required for every shader file. In this we de
+------------------+--------------------+---------------------------------------------------+
| glsl_Version | integer | GLSL version |
+------------------+--------------------+---------------------------------------------------+
| glsl_profile | string | GLSL profile, like ``compatability`` |
| glsl_profile | string | GLSL profile, like ``compatibility`` |
+------------------+--------------------+---------------------------------------------------+
| glsl_extensions | literal list | ``,`` separated list of required GLSL extensions |
+------------------+--------------------+---------------------------------------------------+
@ -377,7 +377,7 @@ OpenMW currently supports ``1D``, ``2D``, and ``3D`` texture samplers, cubemaps
OpenMW vertically flips all DDS textures when loading them, with the exception of ``3D`` textures.
The properites for a ``sampler_*`` block are as following.
The properties for a ``sampler_*`` block are as following.
The only required property for a texture is its ``source``.
+-----------------------+-----------------------+

@ -18,7 +18,7 @@ Pass
Technique/Shader
An ordered list of passes, techniques will encompass a single effect like
bloom or SSAO. Technique is interchangable with shader.
bloom or SSAO. Technique is interchangeable with shader.
Installing and Activating
=========================

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