Fix some duplicate words in docs/comments (#15980)

# Objective

Stumbled upon one of these, and set off in search of more, armed with my
trusty `\b(\w+)\s+\1\b`.

## Solution

Remove ~one~ one of them.
This commit is contained in:
Rob Parrett 2024-10-19 18:03:27 -07:00 committed by GitHub
parent 79e73738c7
commit da5d2fccf5
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
14 changed files with 20 additions and 20 deletions

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@ -441,7 +441,7 @@ impl AnimationGraph {
/// All of the animation clips will be direct children of the root with
/// weight 1.0.
///
/// Returns the the graph and indices of the new nodes.
/// Returns the graph and indices of the new nodes.
pub fn from_clips<'a, I>(clips: I) -> (Self, Vec<AnimationNodeIndex>)
where
I: IntoIterator<Item = Handle<AnimationClip>>,

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@ -859,7 +859,7 @@ impl AssetProcessor {
}
}
}
// Note: this lock must remain alive until all processed asset asset and meta writes have finished (or failed)
// Note: this lock must remain alive until all processed asset and meta writes have finished (or failed)
// See ProcessedAssetInfo::file_transaction_lock docs for more info
let _transaction_lock = {
let mut infos = self.data.asset_infos.write().await;

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@ -228,7 +228,7 @@ use derive_more::derive::{Display, Error};
///
/// In general, this shouldn't happen often, but when it does the algorithm is simple and predictable:
/// 1. Use all of the constructors (including default constructors) directly defined in the spawned component's require list
/// 2. In the order the requires are defined in `#[require()]`, recursively visit the require list of each of the components in the list (this is a depth Depth First Search). When a constructor is found, it will only be used if one has not already been found.
/// 2. In the order the requires are defined in `#[require()]`, recursively visit the require list of each of the components in the list (this is a Depth First Search). When a constructor is found, it will only be used if one has not already been found.
///
/// From a user perspective, just think about this as the following:
/// 1. Specifying a required component constructor for Foo directly on a spawned component Bar will result in that constructor being used (and overriding existing constructors lower in the inheritance tree). This is the classic "inheritance override" behavior people expect.

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@ -19,7 +19,7 @@ impl ReflectMapEntities {
/// A general method for remapping entities in a reflected value via an [`EntityMapper`].
///
/// # Panics
/// Panics if the the type of the reflected value doesn't match.
/// Panics if the type of the reflected value doesn't match.
pub fn map_entities(&self, reflected: &mut dyn PartialReflect, mapper: &mut dyn EntityMapper) {
(self.map_entities)(reflected, mapper);
}

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@ -1665,7 +1665,7 @@ pub struct EntityEntryCommands<'a, T> {
}
impl<'a, T: Component> EntityEntryCommands<'a, T> {
/// Modify the component `T` if it exists, using the the function `modify`.
/// Modify the component `T` if it exists, using the function `modify`.
pub fn and_modify(&mut self, modify: impl FnOnce(Mut<T>) + Send + Sync + 'static) -> &mut Self {
self.entity_commands
.queue(move |mut entity: EntityWorldMut| {

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@ -74,7 +74,7 @@ impl SystemMeta {
&self.name
}
/// Sets the name of of this system.
/// Sets the name of this system.
///
/// Useful to give closure systems more readable and unique names for debugging and tracing.
#[inline]

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@ -332,10 +332,10 @@ where
}
impl<T> UnevenSampleAutoCurve<T> {
/// Create a new [`UnevenSampleAutoCurve`] from a given set of timed samples, interpolated
/// using the The samples are filtered to finite times and
/// sorted internally; if there are not at least 2 valid timed samples, an error will be
/// returned.
/// Create a new [`UnevenSampleAutoCurve`] from a given set of timed samples.
///
/// The samples are filtered to finite times and sorted internally; if there are not
/// at least 2 valid timed samples, an error will be returned.
pub fn new(timed_samples: impl IntoIterator<Item = (f32, T)>) -> Result<Self, UnevenCoreError> {
Ok(Self {
core: UnevenCore::new(timed_samples)?,

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@ -70,11 +70,11 @@ pub struct Meshlet {
pub triangle_count: u8,
/// Unused.
pub padding: u16,
/// Number of bits used to to store the X channel of vertex positions within this meshlet.
/// Number of bits used to store the X channel of vertex positions within this meshlet.
pub bits_per_vertex_position_channel_x: u8,
/// Number of bits used to to store the Y channel of vertex positions within this meshlet.
/// Number of bits used to store the Y channel of vertex positions within this meshlet.
pub bits_per_vertex_position_channel_y: u8,
/// Number of bits used to to store the Z channel of vertex positions within this meshlet.
/// Number of bits used to store the Z channel of vertex positions within this meshlet.
pub bits_per_vertex_position_channel_z: u8,
/// Power of 2 factor used to quantize vertex positions within this meshlet.
pub vertex_position_quantization_factor: u8,

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@ -42,7 +42,7 @@ impl MeshletMesh {
///
/// # Vertex precision
///
/// `vertex_position_quantization_factor` is the amount of precision to to use when quantizing vertex positions.
/// `vertex_position_quantization_factor` is the amount of precision to use when quantizing vertex positions.
///
/// Vertices are snapped to the nearest (1/2^x)th of a centimeter, where x = `vertex_position_quantization_factor`.
/// E.g. if x = 4, then vertices are snapped to the nearest 1/2^4 = 1/16th of a centimeter.

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@ -254,7 +254,7 @@ pub struct DragEntry {
pub struct PointerState {
/// Stores the press location and start time for each button currently being pressed by the pointer.
pub pressing: HashMap<Entity, (Location, Instant, HitData)>,
/// Stores the the starting and current locations for each entity currently being dragged by the pointer.
/// Stores the starting and current locations for each entity currently being dragged by the pointer.
pub dragging: HashMap<Entity, DragEntry>,
/// Stores the hit data for each entity currently being dragged over by the pointer.
pub dragging_over: HashMap<Entity, HitData>,

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@ -144,7 +144,7 @@
//! a pointer hovers or clicks an entity. These simple events are then used to generate more complex
//! events for dragging and dropping.
//!
//! Because it is completely agnostic to the the earlier stages of the pipeline, you can easily
//! Because it is completely agnostic to the earlier stages of the pipeline, you can easily
//! extend the plugin with arbitrary backends and input methods, yet still use all the high level
//! features.

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@ -964,7 +964,7 @@ mod tests {
}
}
/// These tests just verify that that the [`assert_scene_eq`] function is working properly for our tests.
/// These tests just verify that the [`assert_scene_eq`] function is working properly for our tests.
mod assert_scene_eq_tests {
use super::*;

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@ -21,14 +21,14 @@ struct UiVertexOutput {
// w = distance of the bottom horizontal dividing line
@location(2) @interpolate(flat) texture_slices: vec4<f32>,
// Defines the dividing line that are used to split the render target into into corner, side and center slices
// Defines the dividing line that are used to split the render target into corner, side and center slices
// The distances are normalized and from the top left corner of the render target
// x = distance of left vertical dividing line
// y = distance of top horizontal dividing line
// z = distance of right vertical dividing line
// w = distance of bottom horizontal dividing line
@location(3) @interpolate(flat) target_slices: vec4<f32>,
// The number of times the side or center texture slices should be repeated when mapping them to the border slices
// x = number of times to repeat along the horizontal axis for the side textures
// y = number of times to repeat along the vertical axis for the side textures

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@ -28,7 +28,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let slicer = TextureSlicer {
// `numbered_slices.png` is 48 pixels square. `BorderRect::square(16.)` insets the slicing line from each edge by 16 pixels, resulting in nine slices that are each 16 pixels square.
border: BorderRect::square(16.),
// With `SliceScaleMode::Tile` the side and center slices are tiled to to fill the side and center sections of the target.
// With `SliceScaleMode::Tile` the side and center slices are tiled to fill the side and center sections of the target.
// And with a `stretch_value` of `1.` the tiles will have the same size as the corresponding slices in the source image.
center_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },