diff --git a/crates/bevy_audio/CONTRIBUTING.md b/crates/bevy_audio/CONTRIBUTING.md index 1920b1bbe0..043a7726f0 100644 --- a/crates/bevy_audio/CONTRIBUTING.md +++ b/crates/bevy_audio/CONTRIBUTING.md @@ -111,7 +111,7 @@ not run in the audio thread, but in the main game loop thread. ## Communication with the audio thread -To be able to to anything useful with audio, the thread has to be able to +To be able to do anything useful with audio, the thread has to be able to communicate with the rest of the system, ie. update parameters, send/receive audio data, etc., and all of that needs to be done within the constraints of real-time programming, of course. diff --git a/crates/bevy_core_pipeline/src/bloom/settings.rs b/crates/bevy_core_pipeline/src/bloom/settings.rs index d42cc412f2..055f66c8d2 100644 --- a/crates/bevy_core_pipeline/src/bloom/settings.rs +++ b/crates/bevy_core_pipeline/src/bloom/settings.rs @@ -79,7 +79,7 @@ pub struct BloomSettings { /// Somewhat comparable to the Q factor of an equalizer node. /// /// Valid range: - /// * 0.0 - base base intensity and boosted intensity are linearly interpolated + /// * 0.0 - base intensity and boosted intensity are linearly interpolated /// * 1.0 - all frequencies below maximum are at boosted intensity level pub low_frequency_boost_curvature: f32, diff --git a/crates/bevy_ecs/src/world/component_constants.rs b/crates/bevy_ecs/src/world/component_constants.rs index 640ff1929d..00dee01308 100644 --- a/crates/bevy_ecs/src/world/component_constants.rs +++ b/crates/bevy_ecs/src/world/component_constants.rs @@ -14,7 +14,7 @@ pub const ON_REMOVE: ComponentId = ComponentId::new(2); #[derive(Event)] pub struct OnAdd; -/// Trigger emitted when a component is inserted on to to an entity. +/// Trigger emitted when a component is inserted onto an entity. #[derive(Event)] pub struct OnInsert; diff --git a/crates/bevy_ecs/src/world/deferred_world.rs b/crates/bevy_ecs/src/world/deferred_world.rs index 71f5a059ae..4147d3644f 100644 --- a/crates/bevy_ecs/src/world/deferred_world.rs +++ b/crates/bevy_ecs/src/world/deferred_world.rs @@ -381,7 +381,7 @@ impl<'w> DeferredWorld<'w> { /// Gets an [`UnsafeWorldCell`] containing the underlying world. /// /// # Safety - /// - must only be used to to make non-structural ECS changes + /// - must only be used to make non-structural ECS changes #[inline] pub(crate) fn as_unsafe_world_cell(&mut self) -> UnsafeWorldCell { self.world diff --git a/crates/bevy_input/src/keyboard.rs b/crates/bevy_input/src/keyboard.rs index ba61ed7401..52fa9af807 100644 --- a/crates/bevy_input/src/keyboard.rs +++ b/crates/bevy_input/src/keyboard.rs @@ -156,7 +156,7 @@ pub fn keyboard_input_system( /// /// This enum is primarily used to store raw keycodes when Winit doesn't map a given native /// physical key identifier to a meaningful [`KeyCode`] variant. In the presence of identifiers we -/// haven't mapped for you yet, this lets you use use [`KeyCode`] to: +/// haven't mapped for you yet, this lets you use [`KeyCode`] to: /// /// - Correctly match key press and release events. /// - On non-web platforms, support assigning keybinds to virtually any key through a UI. diff --git a/crates/bevy_math/src/cubic_splines.rs b/crates/bevy_math/src/cubic_splines.rs index 71ce7c48b0..902f96fe5b 100644 --- a/crates/bevy_math/src/cubic_splines.rs +++ b/crates/bevy_math/src/cubic_splines.rs @@ -1190,7 +1190,7 @@ impl RationalCurve

{ } } - /// Returns the length of of the domain of the parametric curve. + /// Returns the length of the domain of the parametric curve. #[inline] pub fn domain(&self) -> f32 { self.segments.iter().map(|segment| segment.knot_span).sum() diff --git a/crates/bevy_pbr/src/render/gpu_preprocess.rs b/crates/bevy_pbr/src/render/gpu_preprocess.rs index 8e32e96678..67eca5df5e 100644 --- a/crates/bevy_pbr/src/render/gpu_preprocess.rs +++ b/crates/bevy_pbr/src/render/gpu_preprocess.rs @@ -90,7 +90,7 @@ pub struct PreprocessPipeline { pub bind_group_layout: BindGroupLayout, /// The pipeline ID for the compute shader. /// - /// This gets filled in in `prepare_preprocess_pipelines`. + /// This gets filled in `prepare_preprocess_pipelines`. pub pipeline_id: Option, } diff --git a/crates/bevy_pbr/src/render/parallax_mapping.wgsl b/crates/bevy_pbr/src/render/parallax_mapping.wgsl index 3d96163086..a375c83baf 100644 --- a/crates/bevy_pbr/src/render/parallax_mapping.wgsl +++ b/crates/bevy_pbr/src/render/parallax_mapping.wgsl @@ -56,7 +56,7 @@ fn parallaxed_uv( var texture_depth = sample_depth_map(uv); // texture_depth > current_layer_depth means the depth map depth is deeper - // than the depth the ray would be at at this UV offset so the ray has not + // than the depth the ray would be at this UV offset so the ray has not // intersected the surface for (var i: i32 = 0; texture_depth > current_layer_depth && i <= i32(layer_count); i++) { current_layer_depth += layer_depth; diff --git a/crates/bevy_ui/src/render/ui.wgsl b/crates/bevy_ui/src/render/ui.wgsl index cd30d4e363..91d22067a2 100644 --- a/crates/bevy_ui/src/render/ui.wgsl +++ b/crates/bevy_ui/src/render/ui.wgsl @@ -142,7 +142,7 @@ fn draw(in: VertexOutput, texture_color: vec4) -> vec4 { // Signed distance from the border's internal edge (the signed distance is negative if the point // is inside the rect but not on the border). - // If the border size is set to zero, this is the same as as the external distance. + // If the border size is set to zero, this is the same as the external distance. let internal_distance = sd_inset_rounded_box(in.point, in.size, in.radius, in.border); // Signed distance from the border (the intersection of the rect with its border). diff --git a/examples/3d/generate_custom_mesh.rs b/examples/3d/generate_custom_mesh.rs index 598fefcb23..7e90ad2c63 100644 --- a/examples/3d/generate_custom_mesh.rs +++ b/examples/3d/generate_custom_mesh.rs @@ -10,7 +10,8 @@ use bevy::render::{ }; // Define a "marker" component to mark the custom mesh. Marker components are often used in Bevy for -// filtering entities in queries with With, they're usually not queried directly since they don't contain information within them. +// filtering entities in queries with `With`, they're usually not queried directly since they don't +// contain information within them. #[derive(Component)] struct CustomUV; diff --git a/examples/state/computed_states.rs b/examples/state/computed_states.rs index 885c2f5801..38b0659d1c 100644 --- a/examples/state/computed_states.rs +++ b/examples/state/computed_states.rs @@ -141,7 +141,7 @@ impl ComputedStates for Tutorial { // effective to rely on the already derived states to avoid the logic drifting apart. // // Notice that you can wrap any of the [`States`] here in [`Option`]s. If you do so, - // the the computation will get called even if the state does not exist. + // the computation will get called even if the state does not exist. type SourceStates = (TutorialState, InGame, Option); // Notice that we aren't using InGame - we're just using it as a source state to