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tobi pushed a commit to branch master
in repository rbdoom3bfg.

commit 1b92c726efe15f3c48951e6d750aad07f93196b9
Author: Tobias Frost <t...@coldtobi.de>
Date:   Sat Oct 15 11:44:54 2016 +0200

    New patch 60-fix-spelling-errors correcting the errors reported by lintian.
---
 debian/changelog                        |   1 +
 debian/patches/60-spelling-errors.patch | 394 ++++++++++++++++++++++++++++++++
 2 files changed, 395 insertions(+)

diff --git a/debian/changelog b/debian/changelog
index 32c27b4..dbbcb64 100644
--- a/debian/changelog
+++ b/debian/changelog
@@ -16,6 +16,7 @@ rbdoom3bfg (1.1.0~preview3+dfsg+git20160807-1) UNRELEASED; 
urgency=medium
     was dropped.
   * Deleted (long ago) applied upstream patch 70-ffmpeg_2.9.patch
   * Renumbering patches to free up numberspace
+  * New patch 60-fix-spelling-errors correcting the errors reported by lintian.
 
  -- Tobias Frost <t...@debian.org>  Fri, 14 Oct 2016 21:16:02 +0200
 
diff --git a/debian/patches/60-spelling-errors.patch 
b/debian/patches/60-spelling-errors.patch
new file mode 100644
index 0000000..4f96e23
--- /dev/null
+++ b/debian/patches/60-spelling-errors.patch
@@ -0,0 +1,394 @@
+Description: Fix several spelling errors found by lintian
+Author: Tobias Frost <t...@debian.org>
+Forwarded: <URL|no|not-needed, useless if you have a Bug field, optional>
+Last-Update: 2016-10-15
+---
+This patch header follows DEP-3: http://dep.debian.net/deps/dep3/
+--- a/base/renderprogs/SMAA.inc
++++ b/base/renderprogs/SMAA.inc
+@@ -228,14 +228,14 @@
+  *      - DX10.1:   D3D10_STANDARD_MULTISAMPLE_PATTERN or
+  *      - DX11:     D3D11_STANDARD_MULTISAMPLE_PATTERN
+  *
+- *    This allows to ensure that the subsample order matches the table in
++ *    This allows one to ensure that the subsample order matches the table in
+  *    @SUBSAMPLE_INDICES.
+  *
+  *    (*) In the case of DX10, we refer the reader to:
+  *      - SMAA::detectMSAAOrder and
+  *      - SMAA::msaaReorder
+  *
+- *    These functions allow to match the standard multisample patterns by
++ *    These functions allow one to match the standard multisample patterns by
+  *    detecting the subsample order for a specific GPU, and reordering
+  *    them appropriately.
+  *
+@@ -326,8 +326,8 @@
+  * performance. 
+  *
+  * Range: [0, 0.5]
+- *   0.1 is a reasonable value, and allows to catch most visible edges.
+- *   0.05 is a rather overkill value, that allows to catch 'em all.
++ *   0.1 is a reasonable value, and allows one to catch most visible edges.
++ *   0.05 is a rather overkill value, that allows one to catch 'em all.
+  *
+  *   If temporal supersampling is used, 0.2 could be a reasonable value, as 
low
+  *   contrast edges are properly filtered by just 2x.
+@@ -390,7 +390,7 @@
+  * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
+  * bigger contrast than current edge, current edge will be discarded.
+  *
+- * This allows to eliminate spurious crossing edges, and is based on the fact
++ * This allows one to eliminate spurious crossing edges, and is based on the 
fact
+  * that, if there is too much contrast in a direction, that will hide
+  * perceptually contrast in the other neighbors.
+  */
+@@ -399,7 +399,7 @@
+ #endif
+ 
+ /**
+- * Predicated thresholding allows to better preserve texture details and to
++ * Predicated thresholding allows one to better preserve texture details and 
to
+  * improve performance, by decreasing the number of detected edges using an
+  * additional buffer like the light accumulation buffer, object ids or even 
the
+  * depth buffer (the depth buffer usage may be limited to indoor or short 
range
+@@ -446,7 +446,7 @@
+ #endif
+ 
+ /**
+- * Temporal reprojection allows to remove ghosting artifacts when using
++ * Temporal reprojection allows one to remove ghosting artifacts when using
+  * temporal supersampling. We use the CryEngine 3 method which also introduces
+  * velocity weighting. This feature is of extreme importance for totally
+  * removing ghosting. More information here:
+@@ -461,7 +461,7 @@
+ #endif
+ 
+ /**
+- * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows 
to
++ * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows 
one to
+  * remove ghosting trails behind the moving object, which are not removed by
+  * just using reprojection. Using low values will exhibit ghosting, while 
using
+  * high values will disable temporal supersampling under motion.
+@@ -869,7 +869,7 @@
+ }
+ 
+ /**
+- * These functions allows to perform diagonal pattern searches.
++ * These functions allows one to perform diagonal pattern searches.
+  */
+ float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, 
out float2 e) {
+       dir.y = API_V_DIR(dir.y);
+@@ -1204,7 +1204,7 @@
+         coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), 
SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
+         d.y = coords.z;
+ 
+-        // We want the distances to be in pixel units (doing this here allow 
to
++        // We want the distances to be in pixel units (doing this here allows 
one to
+         // better interleave arithmetic and memory accesses):
+         d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
+ 
+--- a/doomclassic/doom/p_enemy.cpp
++++ b/doomclassic/doom/p_enemy.cpp
+@@ -1452,7 +1452,7 @@
+       currentthinker = currentthinker->next;
+     }
+ 
+-    // if there are allready 20 skulls on the level,
++    // if there are already 20 skulls on the level,
+     // don't spit another one
+     if (count > 20)
+       return;
+--- a/doomclassic/doom/p_pspr.cpp
++++ b/doomclassic/doom/p_pspr.cpp
+@@ -358,7 +358,7 @@
+       if (player->pendingweapon != wp_nochange || !player->health)
+       {
+               // change weapon
+-              //  (pending weapon should allready be validated)
++              //  (pending weapon should already be validated)
+               newstate = 
(statenum_t)weaponinfo[player->readyweapon].downstate;
+               P_SetPsprite (player, ps_weapon, newstate);
+               return; 
+--- a/doomclassic/doom/p_sight.cpp
++++ b/doomclassic/doom/p_sight.cpp
+@@ -165,7 +165,7 @@
+     {
+       line = seg->linedef;
+ 
+-      // allready checked other side?
++      // already checked other side?
+       if (line->validcount == ::g->validcount)
+           continue;
+       
+--- a/doomclassic/doom/structs.h
++++ b/doomclassic/doom/structs.h
+@@ -358,7 +358,7 @@
+ typedef struct
+ {
+     // Block origin (allways UL),
+-    // which has allready accounted
++    // which has already accounted
+     // for the internal origin of the patch.
+     int               originx;        
+     int               originy;
+--- a/neo/d3xp/gamesys/Class.h
++++ b/neo/d3xp/gamesys/Class.h
+@@ -216,7 +216,7 @@
+               ( idEventFunc<idClass> * )nameofclass::eventCallbacks, 
nameofclass::CreateInstance, ( void ( idClass::* )() )&nameofclass::Spawn,      
 \
+               ( void ( idClass::* )( idSaveGame * ) const 
)&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) 
)&nameofclass::Restore );     \
+       idClass *nameofclass::CreateInstance() {                                
                                                                        \
+-              gameLocal.Error( "Cannot instanciate abstract class %s.", 
#nameofclass );                                       \
++              gameLocal.Error( "Cannot instantiate abstract class %s.", 
#nameofclass );                                       \
+               return NULL;                                                    
                                                                                
                        \
+       }                                                                       
                                                                                
                                        \
+       idTypeInfo *nameofclass::GetType() const {                              
                                                                \
+--- a/neo/d3xp/gamesys/SysCvar.cpp
++++ b/neo/d3xp/gamesys/SysCvar.cpp
+@@ -104,8 +104,8 @@
+ 
+ 
+ idCVar g_showPVS(                                     "g_showPVS",            
                "0",                    CVAR_GAME | CVAR_INTEGER, "", 0, 2 );
+-idCVar g_showTargets(                         "g_showTargets",                
        "0",                    CVAR_GAME | CVAR_BOOL, "draws entities and 
thier targets.  hidden entities are drawn grey." );
+-idCVar g_showTriggers(                                "g_showTriggers",       
                "0",                    CVAR_GAME | CVAR_BOOL, "draws trigger 
entities (orange) and thier targets (green).  disabled triggers are drawn 
grey." );
++idCVar g_showTargets(                         "g_showTargets",                
        "0",                    CVAR_GAME | CVAR_BOOL, "draws entities and 
their targets.  hidden entities are drawn grey." );
++idCVar g_showTriggers(                                "g_showTriggers",       
                "0",                    CVAR_GAME | CVAR_BOOL, "draws trigger 
entities (orange) and their targets (green).  disabled triggers are drawn 
grey." );
+ idCVar g_showCollisionWorld(          "g_showCollisionWorld",         "0",    
                CVAR_GAME | CVAR_BOOL, "" );
+ idCVar g_showCollisionModels(         "g_showCollisionModels",        "0",    
                CVAR_GAME | CVAR_BOOL, "" );
+ idCVar g_showCollisionTraces(         "g_showCollisionTraces",        "0",    
                CVAR_GAME | CVAR_BOOL, "" );
+--- a/neo/framework/Common.cpp
++++ b/neo/framework/Common.cpp
+@@ -68,9 +68,9 @@
+ idCVar com_forceGenericSIMD( "com_forceGenericSIMD", "0", CVAR_BOOL | 
CVAR_SYSTEM | CVAR_NOCHEAT, "force generic platform independent SIMD" );
+ 
+ #ifdef ID_RETAIL
+-idCVar com_allowConsole( "com_allowConsole", "0", CVAR_BOOL | CVAR_SYSTEM | 
CVAR_INIT, "allow toggling console with the tilde key" );
++idCVar com_allowConsole( "com_allowConsole", "0", CVAR_BOOL | CVAR_SYSTEM | 
CVAR_INIT, "allows one toggling console with the tilde key" );
+ #else
+-idCVar com_allowConsole( "com_allowConsole", "1", CVAR_BOOL | CVAR_SYSTEM | 
CVAR_INIT, "allow toggling console with the tilde key" );
++idCVar com_allowConsole( "com_allowConsole", "1", CVAR_BOOL | CVAR_SYSTEM | 
CVAR_INIT, "allows one toggling console with the tilde key" );
+ #endif
+ 
+ idCVar com_developer( "developer", "0", CVAR_BOOL | CVAR_SYSTEM | 
CVAR_NOCHEAT, "developer mode" );
+--- a/neo/framework/Common_printf.cpp
++++ b/neo/framework/Common_printf.cpp
+@@ -36,7 +36,7 @@
+ idCVar com_timestampPrints( "com_timestampPrints", "0", CVAR_SYSTEM, "print 
time with each console print, 1 = msec, 2 = sec", 0, 2, 
idCmdSystem::ArgCompletion_Integer<0, 2> );
+ 
+ #ifndef ID_RETAIL
+-idCVar com_printFilter( "com_printFilter", "", CVAR_SYSTEM, "only print lines 
that contain this, add multiple filters with a ; delimeter" );
++idCVar com_printFilter( "com_printFilter", "", CVAR_SYSTEM, "only print lines 
that contain this, add multiple filters with a ; delimiter" );
+ #endif
+ 
+ /*
+--- a/neo/renderer/RenderProgs_embedded.h
++++ b/neo/renderer/RenderProgs_embedded.h
+@@ -465,7 +465,7 @@
+               " *     half-rate linear filtering on GCN.\n"
+               " *\n"
+               " *     If SMAA is applied to 64-bit color buffers, switching 
to point filtering\n"
+-              " *     when accesing them will increase the performance. 
Search for\n"
++              " *     when accessing them will increase the performance. 
Search for\n"
+               " *     'SMAASamplePoint' to see which textures may benefit 
from point\n"
+               " *     filtering, and where (which is basically the color 
input in the edge\n"
+               " *     detection and resolve passes).\n"
+@@ -580,14 +580,14 @@
+               " *      - DX10.1:   D3D10_STANDARD_MULTISAMPLE_PATTERN or\n"
+               " *      - DX11:     D3D11_STANDARD_MULTISAMPLE_PATTERN\n"
+               " *\n"
+-              " *    This allows to ensure that the subsample order matches 
the table in\n"
++              " *    This allows one to ensure that the subsample order 
matches the table in\n"
+               " *    @SUBSAMPLE_INDICES.\n"
+               " *\n"
+               " *    (*) In the case of DX10, we refer the reader to:\n"
+               " *      - SMAA::detectMSAAOrder and\n"
+               " *      - SMAA::msaaReorder\n"
+               " *\n"
+-              " *    These functions allow to match the standard multisample 
patterns by\n"
++              " *    These functions allow one to match the standard 
multisample patterns by\n"
+               " *    detecting the subsample order for a specific GPU, and 
reordering\n"
+               " *    them appropriately.\n"
+               " *\n"
+@@ -678,8 +678,8 @@
+               " * performance. \n"
+               " *\n"
+               " * Range: [0, 0.5]\n"
+-              " *   0.1 is a reasonable value, and allows to catch most 
visible edges.\n"
+-              " *   0.05 is a rather overkill value, that allows to catch 'em 
all.\n"
++              " *   0.1 is a reasonable value, and allows one to catch most 
visible edges.\n"
++              " *   0.05 is a rather overkill value, that allows one to catch 
'em all.\n"
+               " *\n"
+               " *   If temporal supersampling is used, 0.2 could be a 
reasonable value, as low\n"
+               " *   contrast edges are properly filtered by just 2x.\n"
+@@ -742,7 +742,7 @@
+               " * If there is an neighbor edge that has 
SMAA_LOCAL_CONTRAST_FACTOR times\n"
+               " * bigger contrast than current edge, current edge will be 
discarded.\n"
+               " *\n"
+-              " * This allows to eliminate spurious crossing edges, and is 
based on the fact\n"
++              " * This allows one to eliminate spurious crossing edges, and 
is based on the fact\n"
+               " * that, if there is too much contrast in a direction, that 
will hide\n"
+               " * perceptually contrast in the other neighbors.\n"
+               " */\n"
+@@ -751,7 +751,7 @@
+               "#endif\n"
+               "\n"
+               "/**\n"
+-              " * Predicated thresholding allows to better preserve texture 
details and to\n"
++              " * Predicated thresholding allows one to better preserve 
texture details and to\n"
+               " * improve performance, by decreasing the number of detected 
edges using an\n"
+               " * additional buffer like the light accumulation buffer, 
object ids or even the\n"
+               " * depth buffer (the depth buffer usage may be limited to 
indoor or short range\n"
+@@ -798,7 +798,7 @@
+               "#endif\n"
+               "\n"
+               "/**\n"
+-              " * Temporal reprojection allows to remove ghosting artifacts 
when using\n"
++              " * Temporal reprojection allows one to remove ghosting 
artifacts when using\n"
+               " * temporal supersampling. We use the CryEngine 3 method which 
also introduces\n"
+               " * velocity weighting. This feature is of extreme importance 
for totally\n"
+               " * removing ghosting. More information here:\n"
+@@ -813,7 +813,7 @@
+               "#endif\n"
+               "\n"
+               "/**\n"
+-              " * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity 
weighting. It allows to\n"
++              " * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity 
weighting. It allows one to\n"
+               " * remove ghosting trails behind the moving object, which are 
not removed by\n"
+               " * just using reprojection. Using low values will exhibit 
ghosting, while using\n"
+               " * high values will disable temporal supersampling under 
motion.\n"
+@@ -1195,7 +1195,7 @@
+               "#if !defined(SMAA_DISABLE_DIAG_DETECTION)\n"
+               "\n"
+               "/**\n"
+-              " * Allows to decode two binary values from a bilinear-filtered 
access.\n"
++              " * Allows one to decode two binary values from a 
bilinear-filtered access.\n"
+               " */\n"
+               "float2 SMAADecodeDiagBilinearAccess(float2 e) {\n"
+               "    // Bilinear access for fetching 'e' have a 0.25 offset, 
and we are\n"
+@@ -1221,7 +1221,7 @@
+               "}\n"
+               "\n"
+               "/**\n"
+-              " * These functions allows to perform diagonal pattern 
searches.\n"
++              " * These functions allows one to perform diagonal pattern 
searches.\n"
+               " */\n"
+               "float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 
texcoord, float2 dir, out float2 e) {\n"
+               "       dir.y = API_V_DIR(dir.y);\n"
+@@ -1357,7 +1357,7 @@
+               "// Horizontal/Vertical Search Functions\n"
+               "\n"
+               "/**\n"
+-              " * This allows to determine how much length should we add in 
the last step\n"
++              " * This allows one to determine how much length should we add 
in the last step\n"
+               " * of the searches. It takes the bilinearly interpolated edge 
(see \n"
+               " * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which 
edges and\n"
+               " * crossing edges are active.\n"
+@@ -1392,7 +1392,7 @@
+               "     * @PSEUDO_GATHER4\n"
+               "     * This texcoord has been offset by (-0.25, -0.125) in the 
vertex shader to\n"
+               "     * sample between edge, thus fetching four edges in a 
row.\n"
+-              "     * Sampling with different offsets in each direction 
allows to disambiguate\n"
++              "     * Sampling with different offsets in each direction 
allows one to disambiguate\n"
+               "     * which edges are active from the four fetched ones.\n"
+               "     */\n"
+               "    float2 e = float2(0.0, 1.0);\n"
+@@ -1556,7 +1556,7 @@
+               "        coords.z = 
SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), 
offset[0].zw, offset[2].y);\n"
+               "        d.y = coords.z;\n"
+               "\n"
+-              "        // We want the distances to be in pixel units (doing 
this here allow to\n"
++              "        // We want the distances to be in pixel units (doing 
this here allows one to\n"
+               "        // better interleave arithmetic and memory 
accesses):\n"
+               "        d = abs(round(mad(SMAA_RT_METRICS.zz, d, 
-pixcoord.xx)));\n"
+               "\n"
+@@ -10542,7 +10542,7 @@
+               "\n"
+               "Doom 3 BFG Edition GPL Source Code\n"
+               "Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media 
company. \n"
+-              "Coypright (C) 2014 Robert Beckebans\n"
++              "Copyright (C) 2014 Robert Beckebans\n"
+               "\n"
+               "This file is part of the Doom 3 BFG Edition GPL Source Code 
(\"Doom 3 BFG Edition Source Code\").  \n"
+               "\n"
+@@ -12320,7 +12320,7 @@
+               "       float L = ( 1.0 - exp( -Yr * exposure ) );\n"
+               "       color.rgb *= L;\n"
+               "       \n"
+-              "       // Kodak filmic tone mappping, includes gamma 
correction\n"
++              "       // Kodak filmic tone mapping, includes gamma 
correction\n"
+               "       //float3 rgb = max( float3( 0 ), color.rgb - float3( 
0.004 ) );\n"
+               "       //color.rgb = rgb * ( float3( 0.5 ) + 6.2 * rgb ) / ( 
float3( 0.06 ) + rgb * ( float3( 1.7 ) + 6.2 * rgb ) );\n"
+               "       \n"
+--- a/neo/sys/sys_lobby_snapshot.cpp
++++ b/neo/sys/sys_lobby_snapshot.cpp
+@@ -35,7 +35,7 @@
+ 
+ idCVar net_peer_throttle_mode( "net_peer_throttle_mode", "0", CVAR_INTEGER, 
"= 0 off, 1 = enable fixed, 2 = absolute, 3 = both" );
+ 
+-idCVar net_peer_throttle_minSnapSeq( "net_peer_throttle_minSnapSeq", "150", 
CVAR_INTEGER, "Minumum number of snapshot exchanges before throttling can be 
triggered" );
++idCVar net_peer_throttle_minSnapSeq( "net_peer_throttle_minSnapSeq", "150", 
CVAR_INTEGER, "Minimum number of snapshot exchanges before throttling can be 
triggered" );
+ 
+ idCVar net_peer_throttle_bps_peer_threshold_pct( 
"net_peer_throttle_bps_peer_threshold_pct", "0.60", CVAR_FLOAT, "Min reported 
incoming bps % of sent from host that a peer must maintain before throttling 
kicks in" );
+ idCVar net_peer_throttle_bps_host_threshold( 
"net_peer_throttle_bps_host_threshold", "1024", CVAR_FLOAT, "Min outgoing bps 
of host for bps based throttling to be considered" );
+--- a/neo/tools/compilers/aas/BrushBSP.cpp
++++ b/neo/tools/compilers/aas/BrushBSP.cpp
+@@ -87,7 +87,7 @@
+ {
+       if( nodes[0] || nodes[1] )
+       {
+-              common->Error( "AddToNode: allready included" );
++              common->Error( "AddToNode: already included" );
+       }
+       
+       assert( front && back );
+--- a/neo/tools/compilers/dmap/portals.cpp
++++ b/neo/tools/compilers/dmap/portals.cpp
+@@ -111,7 +111,7 @@
+ {
+       if( p->nodes[0] || p->nodes[1] )
+       {
+-              common->Error( "AddPortalToNode: allready included" );
++              common->Error( "AddPortalToNode: already included" );
+       }
+       
+       p->nodes[0] = front;
+@@ -877,7 +877,7 @@
+       
+       if( node->area != -1 )
+       {
+-              return;         // allready got it
++              return;         // already got it
+       }
+       if( node->opaque )
+       {
+@@ -939,7 +939,7 @@
+       
+       if( node->area != -1 )
+       {
+-              return;         // allready got it
++              return;         // already got it
+       }
+       
+       c_areaFloods = 0;
+--- a/neo/ui/GuiScript.cpp
++++ b/neo/ui/GuiScript.cpp
+@@ -426,7 +426,7 @@
+       
+       if( handler == NULL )
+       {
+-              src->Error( "Uknown script call %s", token.c_str() );
++              src->Error( "Unknown script call %s", token.c_str() );
+       }
+       // now read parms til ;
+       // all parms are read as idWinStr's but will be fixed up later
+--- a/README.txt
++++ b/README.txt
+@@ -324,7 +324,7 @@
+ r_useHDR [0 or 1] - Use High Dynamic Range lighting
+ 
+ r_hdrAutoExposure [0 or 1] - Adaptive tonemapping with HDR
+-      This allows to have very bright or very dark scenes but the camera will 
adopt to it so the scene won't loose details
++      This allows on to have very bright or very dark scenes but the camera 
will adopt to it so the scene won't loose details
+       
+ r_exposure [0 .. 1] - Default 0.5, Controls brightness and affects HDR 
exposure key
+       This is what you change in the video brightness options

-- 
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/srv/git.debian.org/git/pkg-games/rbdoom3bfg.git

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