fixed "rather then" -> "rather than" typos all over the place

This commit is contained in:
M.G. Kishalmi 2011-05-28 13:11:24 +00:00
parent 844d6f0ac0
commit 9b5800bcd7
33 changed files with 41 additions and 41 deletions

@ -88,7 +88,7 @@ option(WITH_INTERNATIONAL "Enable I18N (International fonts and text)" ON)
option(WITH_PYTHON "Enable Embedded Python API (only disable for development)" ON)
option(WITH_PYTHON_SECURITY "Disables execution of scripts within blend files by default (recommend to leave off)" OFF)
mark_as_advanced(WITH_PYTHON) # dont want people disabling this unless they really know what they are doing.
mark_as_advanced(WITH_PYTHON_SECURITY) # some distrobutions see this as a security issue, rather then have them patch it, make a build option.
mark_as_advanced(WITH_PYTHON_SECURITY) # some distrobutions see this as a security issue, rather than have them patch it, make a build option.
option(WITH_PYTHON_SAFETY "Enable internal API error checking to track invalid data to prevent crash on access (at the expense of some effeciency, only enable for development)." OFF)
option(WITH_PYTHON_MODULE "Enable building as a python module (experemental, only enable for development)" OFF)

@ -1026,7 +1026,7 @@ void btAxisSweep3Internal<BP_FP_INT_TYPE>::sortMaxUp(int axis, BP_FP_INT_TYPE ed
/// The btAxisSweep3 is an efficient implementation of the 3d axis sweep and prune broadphase.
/// It uses arrays rather then lists for storage of the 3 axis. Also it operates using 16 bit integer coordinates instead of floats.
/// It uses arrays rather than lists for storage of the 3 axis. Also it operates using 16 bit integer coordinates instead of floats.
/// For large worlds and many objects, use bt32BitAxisSweep3 or btDbvtBroadphase instead. bt32BitAxisSweep3 has higher precision and allows more then 16384 objects at the cost of more memory and bit of performance.
class btAxisSweep3 : public btAxisSweep3Internal<unsigned short int>
{
@ -1038,7 +1038,7 @@ public:
/// The bt32BitAxisSweep3 allows higher precision quantization and more objects compared to the btAxisSweep3 sweep and prune.
/// This comes at the cost of more memory per handle, and a bit slower performance.
/// It uses arrays rather then lists for storage of the 3 axis.
/// It uses arrays rather than lists for storage of the 3 axis.
class bt32BitAxisSweep3 : public btAxisSweep3Internal<unsigned int>
{
public:

@ -487,7 +487,7 @@ btScalar btConvexConvexAlgorithm::calculateTimeOfImpact(btCollisionObject* col0,
{
(void)resultOut;
(void)dispatchInfo;
///Rather then checking ALL pairs, only calculate TOI when motion exceeds threshold
///rather than checking ALL pairs, only calculate TOI when motion exceeds threshold
///Linear motion for one of objects needs to exceed m_ccdSquareMotionThreshold
///col0->m_worldTransform,

@ -42,7 +42,7 @@ extern "C" {
/* these lines are grep'd, watch out for our not-so-awesome regex
* and keep comment above the defines.
* Use STRINGIFY() rather then defining with quotes */
* Use STRINGIFY() rather than defining with quotes */
#define BLENDER_VERSION 257
#define BLENDER_SUBVERSION 1

@ -1859,7 +1859,7 @@ static void make_bevel_list_3D_minimum_twist(BevList *bl)
* do this by calculating the tilt angle difference, then apply
* the rotation gradually over the entire curve
*
* note that the split is between last and second last, rather then first/last as youd expect.
* note that the split is between last and second last, rather than first/last as youd expect.
*
* real order is like this
* 0,1,2,3,4 --> 1,2,3,4,0

@ -1029,7 +1029,7 @@ void BKE_stamp_buf(Scene *scene, Object *camera, unsigned char *rect, float *rec
BLF_buffer_col(mono, scene->r.fg_stamp[0], scene->r.fg_stamp[1], scene->r.fg_stamp[2], 1.0);
pad= BLF_width_max(mono);
/* use 'h_fixed' rather then 'h', aligns better */
/* use 'h_fixed' rather than 'h', aligns better */
h_fixed= BLF_height_max(mono);
y_ofs = -BLF_descender(mono);

@ -607,7 +607,7 @@ static int calc_curve_deform(Scene *scene, Object *par, float *co, short axis, C
if(cd->no_rot_axis) { /* set by caller */
/* this is not exactly the same as 2.4x, since the axis is having rotation removed rather then
/* this is not exactly the same as 2.4x, since the axis is having rotation removed rather than
* changing the axis before calculating the tilt but serves much the same purpose */
float dir_flat[3]={0,0,0}, q[4];
copy_v3_v3(dir_flat, dir);

@ -1764,7 +1764,7 @@ void object_apply_mat4(Object *ob, float mat[][4], const short use_compat, const
mul_m4_m4m4(rmat, mat, imat); /* get the parent relative matrix */
object_apply_mat4(ob, rmat, use_compat, FALSE);
/* same as below, use rmat rather then mat */
/* same as below, use rmat rather than mat */
mat4_to_loc_rot_size(ob->loc, rot, ob->size, rmat);
object_mat3_to_rot(ob, rot, use_compat);
}

@ -2414,7 +2414,7 @@ static int txt_add_char_intern (Text *text, char add, int replace_tabs)
return 1;
}
/* insert spaces rather then tabs */
/* insert spaces rather than tabs */
if (add == '\t' && replace_tabs) {
txt_convert_tab_to_spaces(text);
return 1;
@ -2512,7 +2512,7 @@ void txt_indent(Text *text)
/* hardcoded: TXT_TABSIZE = 4 spaces: */
int spaceslen = TXT_TABSIZE;
/* insert spaces rather then tabs */
/* insert spaces rather than tabs */
if (text->flags & TXT_TABSTOSPACES){
add = tab_to_spaces;
indentlen = spaceslen;
@ -2573,7 +2573,7 @@ void txt_unindent(Text *text)
/* hardcoded: TXT_TABSIZE = 4 spaces: */
int spaceslen = TXT_TABSIZE;
/* insert spaces rather then tabs */
/* insert spaces rather than tabs */
if (text->flags & TXT_TABSTOSPACES){
remove = tab_to_spaces;
indent = spaceslen;

@ -736,7 +736,7 @@ int BLI_path_cwd(char *path)
* cwd should contain c:\ etc on win32 so the relbase can be NULL
* relbase being NULL also prevents // being misunderstood as relative to the current
* blend file which isnt a feature we want to use in this case since were dealing
* with a path from the command line, rather then from inside Blender */
* with a path from the command line, rather than from inside Blender */
char origpath[FILE_MAXDIR + FILE_MAXFILE];
BLI_strncpy(origpath, path, FILE_MAXDIR + FILE_MAXFILE);

@ -9692,7 +9692,7 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
nu->radius_interp = 3;
/* resolu and resolv are now used differently for surfaces
* rather then using the resolution to define the entire number of divisions,
* rather than using the resolution to define the entire number of divisions,
* use it for the number of divisions per segment
*/
if (nu->pntsv > 1) {
@ -11497,7 +11497,7 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
do_version_bone_roll_256(bone);
/* fix for objects which have zero dquat's
* since this is multiplied with the quat rather then added */
* since this is multiplied with the quat rather than added */
for(ob= main->object.first; ob; ob= ob->id.next) {
if(is_zero_v4(ob->dquat)) {
unit_qt(ob->dquat);

@ -556,7 +556,7 @@ static int ui_but_update_from_old_block(const bContext *C, uiBlock *block, uiBut
// but->flag= oldbut->flag;
#else
/* exception! redalert flag can't be update from old button.
* perhaps it should only copy spesific flags rather then all. */
* perhaps it should only copy spesific flags rather than all. */
// but->flag= (oldbut->flag & ~UI_BUT_REDALERT) | (but->flag & UI_BUT_REDALERT);
#endif
// but->active= oldbut->active;

@ -5316,7 +5316,7 @@ void MESH_OT_blend_from_shape(wmOperatorType *ot)
prop= RNA_def_enum(ot->srna, "shape", shape_items, 0, "Shape", "Shape key to use for blending.");
RNA_def_enum_funcs(prop, shape_itemf);
RNA_def_float(ot->srna, "blend", 1.0f, -FLT_MAX, FLT_MAX, "Blend", "Blending factor.", -2.0f, 2.0f);
RNA_def_boolean(ot->srna, "add", 0, "Add", "Add rather then blend between shapes.");
RNA_def_boolean(ot->srna, "add", 0, "Add", "Add rather than blend between shapes.");
}
/************************ Merge Operator *************************/

@ -373,7 +373,7 @@ static void PE_set_view3d_data(bContext *C, PEData *data)
PE_set_data(C, data);
view3d_set_viewcontext(C, &data->vc);
/* note, the object argument means the modelview matrix does not account for the objects matrix, use viewmat rather then (obmat * viewmat) */
/* note, the object argument means the modelview matrix does not account for the objects matrix, use viewmat rather than (obmat * viewmat) */
view3d_get_transformation(data->vc.ar, data->vc.rv3d, NULL, &data->mats);
if((data->vc.v3d->drawtype>OB_WIRE) && (data->vc.v3d->flag & V3D_ZBUF_SELECT)) {

@ -1038,7 +1038,7 @@ static int weight_sample_group_exec(bContext *C, wmOperator *op)
return OPERATOR_FINISHED;
}
/* TODO, we could make this a menu into OBJECT_OT_vertex_group_set_active rather then its own operator */
/* TODO, we could make this a menu into OBJECT_OT_vertex_group_set_active rather than its own operator */
void PAINT_OT_weight_sample_group(wmOperatorType *ot)
{
PropertyRNA *prop= NULL;

@ -2651,7 +2651,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
else if(dt==OB_SOLID) {
if(ob==OBACT && ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
/* weight paint in solid mode, special case. focus on making the weights clear
* rather then the shading, this is also forced in wire view */
* rather than the shading, this is also forced in wire view */
GPU_enable_material(0, NULL);
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1, GPU_enable_material);

@ -445,7 +445,7 @@ static void viewops_data_create(bContext *C, wmOperator *op, wmEvent *event)
sub_v3_v3v3(my_pivot, rv3d->ofs, upvec);
negate_v3(my_pivot); /* ofs is flipped */
/* find a new ofs value that is allong the view axis (rather then the mouse location) */
/* find a new ofs value that is allong the view axis (rather than the mouse location) */
closest_to_line_v3(dvec, vod->dyn_ofs, my_pivot, my_origin);
vod->dist0 = rv3d->dist = len_v3v3(my_pivot, dvec);

@ -477,7 +477,7 @@ static void flyEvent(FlyInfo *fly, wmEvent *event)
/* impliment WASD keys */
case FLY_MODAL_DIR_FORWARD:
if (fly->speed < 0.0f) fly->speed= -fly->speed; /* flip speed rather then stopping, game like motion */
if (fly->speed < 0.0f) fly->speed= -fly->speed; /* flip speed rather than stopping, game like motion */
else if (fly->axis==2) fly->speed += fly->grid; /* increse like mousewheel if were already moving in that difection*/
fly->axis= 2;
break;

@ -1234,7 +1234,7 @@ static int mouse_select(bContext *C, const int mval[2], short extend, short obce
startbase= FIRSTBASE;
if(BASACT && BASACT->next) startbase= BASACT->next;
/* This block uses the control key to make the object selected by its center point rather then its contents */
/* This block uses the control key to make the object selected by its center point rather than its contents */
/* XXX later on, in editmode do not activate */
if(vc.obedit==NULL && obcenter) {

@ -344,7 +344,7 @@ void ED_OT_redo(wmOperatorType *ot)
}
/* ui callbacks should call this rather then calling WM_operator_repeat() themselves */
/* ui callbacks should call this rather than calling WM_operator_repeat() themselves */
int ED_undo_operator_repeat(bContext *C, struct wmOperator *op)
{
int ret= 0;

@ -1444,7 +1444,7 @@ static int mouse_select(bContext *C, float co[2], int extend, int loop)
* remove doubles and could annoying if it joined points when zoomed out.
* 'penalty' is in screen pixel space otherwise zooming in on a uv-vert and
* shift-selecting can consider an adjacent point close enough to add to
* the selection rather then de-selecting the closest. */
* the selection rather than de-selecting the closest. */
uvedit_pixel_to_float(sima, limit, 0.05f);
uvedit_pixel_to_float(sima, penalty, 5.0f / sima->zoom);

@ -315,7 +315,7 @@ void bilinear_interpolation_color(struct ImBuf *in, unsigned char *outI, float *
/* Note about wrapping, the u/v still needs to be within the image bounds,
* just the interpolation is wrapped.
* This the same as bilinear_interpolation_color except it wraps rather then using empty and emptyI */
* This the same as bilinear_interpolation_color except it wraps rather than using empty and emptyI */
void bilinear_interpolation_color_wrap(struct ImBuf *in, unsigned char *outI, float *outF, float u, float v)
{
float *row1, *row2, *row3, *row4, a, b;

@ -341,7 +341,7 @@ int rna_builtin_properties_lookup_string(PointerRNA *ptr, const char *key, Point
/* this was used pre 2.5beta0, now ID property access uses python's
* getitem style access
* - ob["foo"] rather then ob.foo */
* - ob["foo"] rather than ob.foo */
#if 0
if(ptr->data) {
IDProperty *group, *idp;

@ -452,7 +452,7 @@ static void rna_Sequence_filepath_set(PointerRNA *ptr, const char *value)
if(seq->type == SEQ_SOUND && seq->sound) {
/* for sound strips we need to update the sound as well.
* arguably, this could load in a new sound rather then modify an existing one.
* arguably, this could load in a new sound rather than modify an existing one.
* but while using the sequencer its most likely your not using the sound in the game engine too.
*/
PointerRNA id_ptr;

@ -2042,7 +2042,7 @@ static void rna_def_userdef_view(BlenderRNA *brna)
prop= RNA_def_property(srna, "use_camera_lock_parent", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "uiflag", USER_CAM_LOCK_NO_PARENT);
RNA_def_property_ui_text(prop, "Camera Parent Lock", "When the camera is locked to the view and in fly mode, transform the parent rather then the camera");
RNA_def_property_ui_text(prop, "Camera Parent Lock", "When the camera is locked to the view and in fly mode, transform the parent rather than the camera");
/* view zoom */
prop= RNA_def_property(srna, "use_zoom_to_mouse", PROP_BOOLEAN, PROP_NONE);

@ -114,7 +114,7 @@ PyObject *BPy_IDGroup_WrapData( ID *id, IDProperty *prop )
Py_RETURN_NONE;
}
#if 0 /* UNUSED, currenly assignment overwrites into new properties, rather then setting in-place */
#if 0 /* UNUSED, currenly assignment overwrites into new properties, rather than setting in-place */
static int BPy_IDGroup_SetData(BPy_IDProperty *self, IDProperty *prop, PyObject *value)
{
switch (prop->type) {

@ -59,7 +59,7 @@ void bpy_text_filename_get(char *fn, size_t fn_len, struct Text *text);
extern PyMethodDef bpy_import_meth;
extern PyMethodDef bpy_reload_meth;
/* The game engine has its own Main struct, if this is set search this rather then G.main */
/* The game engine has its own Main struct, if this is set search this rather than G.main */
struct Main *bpy_import_main_get(void);
void bpy_import_main_set(struct Main *maggie);

@ -3101,7 +3101,7 @@ static PyObject *pyrna_struct_meta_idprop_getattro(PyObject *cls, PyObject *attr
* >>> bpy.types.Scene.foo= BoolProperty()
* >>> bpy.types.Scene.foo
* <bpy_struct, BooleanProperty("foo")>
* ...rather then returning the deferred class register tuple as checked by pyrna_is_deferred_prop()
* ...rather than returning the deferred class register tuple as checked by pyrna_is_deferred_prop()
*
* Disable for now, this is faking internal behavior in a way thats too tricky to maintain well. */
#if 0
@ -5517,7 +5517,7 @@ PyObject *BPY_rna_module(void)
BPy_StructRNA *pyrna;
PointerRNA ptr;
/* for now, return the base RNA type rather then a real module */
/* for now, return the base RNA type rather than a real module */
RNA_main_pointer_create(G.main, &ptr);
pyrna= (BPy_StructRNA *)pyrna_struct_CreatePyObject(&ptr);
@ -5537,7 +5537,7 @@ PyObject *BPY_rna_doc(void)
{
PointerRNA ptr;
/* for now, return the base RNA type rather then a real module */
/* for now, return the base RNA type rather than a real module */
RNA_blender_rna_pointer_create(&ptr);
return pyrna_struct_CreatePyObject(&ptr);

@ -44,7 +44,7 @@
/* support for inter references, currently only needed for corner case */
#define USE_PYRNA_STRUCT_REFERENCE
/* use real collection iterators rather then faking with a list */
/* use real collection iterators rather than faking with a list */
#define USE_PYRNA_ITER
#else /* WITH_PYTHON_SAFETY */

@ -686,7 +686,7 @@ static void operator_enum_search_cb(const struct bContext *C, void *arg_ot, cons
RNA_property_enum_items((bContext *)C, &ptr, prop, &item_array, NULL, &do_free);
for(item= item_array; item->identifier; item++) {
/* note: need to give the intex rather then the dientifier because the enum can be freed */
/* note: need to give the intex rather than the dientifier because the enum can be freed */
if(BLI_strcasestr(item->name, str))
if(0==uiSearchItemAdd(items, item->name, SET_INT_IN_POINTER(item->value), 0))
break;
@ -1460,7 +1460,7 @@ static void open_set_load_ui(wmOperator *op)
static void open_set_use_scripts(wmOperator *op)
{
if(!RNA_property_is_set(op->ptr, "use_scripts")) {
/* use G_SCRIPT_AUTOEXEC rather then the userpref because this means if
/* use G_SCRIPT_AUTOEXEC rather than the userpref because this means if
* the flag has been disabled from the command line, then opening
* from the menu wont enable this setting. */
RNA_boolean_set(op->ptr, "use_scripts", (G.f & G_SCRIPT_AUTOEXEC));

@ -1047,7 +1047,7 @@ static void setupArguments(bContext *C, bArgs *ba, SYS_SystemHandle *syshandle)
static char debug_doc[] = "\n\tTurn debugging on\n"
"\n\t* Prints every operator call and their arguments"
"\n\t* Disables mouse grab (to interact with a debugger in some cases)"
"\n\t* Keeps python sys.stdin rather then setting it to None";
"\n\t* Keeps python sys.stdin rather than setting it to None";
//BLI_argsAdd(ba, pass, short_arg, long_arg, doc, cb, C);

@ -179,7 +179,7 @@ PyObject * PyObjectPlus::py_base_new(PyTypeObject *type, PyObject *args, PyObjec
return NULL;
}
/* use base_type rather then Py_TYPE(base) because we could already be subtyped */
/* use base_type rather than Py_TYPE(base) because we could already be subtyped */
if(!PyType_IsSubtype(type, base_type)) {
PyErr_Format(PyExc_TypeError, "can't subclass blender game type <%s> from <%s> because it is not a subclass", base_type->tp_name, type->tp_name);
return NULL;

@ -939,7 +939,7 @@ int CcdPhysicsEnvironment::createUniversalD6Constraint(
} else
{
// TODO: Implement single body case...
//No, we can use a fixed rigidbody in above code, rather then unnecessary duplation of code
//No, we can use a fixed rigidbody in above code, rather than unnecessary duplation of code
}
@ -2271,7 +2271,7 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::CreateSphereController(float radi
cinfo.m_collisionShape = new btSphereShape(radius); // memory leak! The shape is not deleted by Bullet and we cannot add it to the KX_Scene.m_shapes list
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
// declare this object as Dyamic rather then static!!
// declare this object as Dyamic rather than static!!
// The reason as it is designed to detect all type of object, including static object
// It would cause static-static message to be printed on the console otherwise
cinfo.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE | btCollisionObject::CF_STATIC_OBJECT;