Revision: 34465
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=34465
Author:   campbellbarton
Date:     2011-01-23 12:42:07 +0000 (Sun, 23 Jan 2011)
Log Message:
-----------
correct own bad spelling

Modified Paths:
--------------
    trunk/blender/intern/guardedalloc/intern/mallocn.c
    trunk/blender/source/blender/editors/mesh/editmesh_lib.c
    trunk/blender/source/blender/editors/uvedit/uvedit_parametrizer.c
    trunk/blender/source/blender/makesrna/intern/rna_object.c
    trunk/blender/source/blender/makesrna/intern/rna_pose.c
    trunk/blender/source/blender/modifiers/intern/MOD_screw.c
    trunk/blender/source/blender/render/intern/source/convertblender.c
    trunk/blender/source/gameengine/Converter/KX_ConvertControllers.cpp
    trunk/blender/source/tests/bl_test.py

Modified: trunk/blender/intern/guardedalloc/intern/mallocn.c
===================================================================
--- trunk/blender/intern/guardedalloc/intern/mallocn.c  2011-01-23 11:53:55 UTC 
(rev 34464)
+++ trunk/blender/intern/guardedalloc/intern/mallocn.c  2011-01-23 12:42:07 UTC 
(rev 34465)
@@ -57,7 +57,7 @@
 
 /* Only for debugging:
  * lets you count the allocations so as to find the allocator of unfreed memory
- * in situations where the leak is pradictable */
+ * in situations where the leak is predictable */
 
 // #define DEBUG_MEMCOUNTER
 

Modified: trunk/blender/source/blender/editors/mesh/editmesh_lib.c
===================================================================
--- trunk/blender/source/blender/editors/mesh/editmesh_lib.c    2011-01-23 
11:53:55 UTC (rev 34464)
+++ trunk/blender/source/blender/editors/mesh/editmesh_lib.c    2011-01-23 
12:42:07 UTC (rev 34465)
@@ -360,7 +360,7 @@
                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

Modified: trunk/blender/source/blender/editors/uvedit/uvedit_parametrizer.c
===================================================================
--- trunk/blender/source/blender/editors/uvedit/uvedit_parametrizer.c   
2011-01-23 11:53:55 UTC (rev 34464)
+++ trunk/blender/source/blender/editors/uvedit/uvedit_parametrizer.c   
2011-01-23 12:42:07 UTC (rev 34465)
@@ -4360,7 +4360,7 @@
        }       
        
        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;

Modified: trunk/blender/source/blender/makesrna/intern/rna_object.c
===================================================================
--- trunk/blender/source/blender/makesrna/intern/rna_object.c   2011-01-23 
11:53:55 UTC (rev 34464)
+++ trunk/blender/source/blender/makesrna/intern/rna_object.c   2011-01-23 
12:42:07 UTC (rev 34465)
@@ -157,7 +157,7 @@
 
 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 @@
                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);
 }
 

Modified: trunk/blender/source/blender/makesrna/intern/rna_pose.c
===================================================================
--- trunk/blender/source/blender/makesrna/intern/rna_pose.c     2011-01-23 
11:53:55 UTC (rev 34464)
+++ trunk/blender/source/blender/makesrna/intern/rna_pose.c     2011-01-23 
12:42:07 UTC (rev 34465)
@@ -569,7 +569,7 @@
 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

Modified: trunk/blender/source/blender/modifiers/intern/MOD_screw.c
===================================================================
--- trunk/blender/source/blender/modifiers/intern/MOD_screw.c   2011-01-23 
11:53:55 UTC (rev 34464)
+++ trunk/blender/source/blender/modifiers/intern/MOD_screw.c   2011-01-23 
12:42:07 UTC (rev 34465)
@@ -217,7 +217,7 @@
 
                /* 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);

Modified: trunk/blender/source/blender/render/intern/source/convertblender.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/convertblender.c  
2011-01-23 11:53:55 UTC (rev 34464)
+++ trunk/blender/source/blender/render/intern/source/convertblender.c  
2011-01-23 12:42:07 UTC (rev 34465)
@@ -3968,7 +3968,7 @@
        }
 }
 
-/* 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) 

Modified: trunk/blender/source/gameengine/Converter/KX_ConvertControllers.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_ConvertControllers.cpp 
2011-01-23 11:53:55 UTC (rev 34464)
+++ trunk/blender/source/gameengine/Converter/KX_ConvertControllers.cpp 
2011-01-23 12:42:07 UTC (rev 34465)
@@ -214,7 +214,7 @@
                        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 {

Modified: trunk/blender/source/tests/bl_test.py
===================================================================
--- trunk/blender/source/tests/bl_test.py       2011-01-23 11:53:55 UTC (rev 
34464)
+++ trunk/blender/source/tests/bl_test.py       2011-01-23 12:42:07 UTC (rev 
34465)
@@ -24,7 +24,7 @@
 
 # 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

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