Fix a few "repeated word" typos (#13955)

# Objective

Stumbled on one of these and went digging for more

## Solution

```diff
- word word
+ word
```
This commit is contained in:
Rob Parrett 2024-06-20 14:35:20 -07:00 committed by GitHub
parent c66c2c7420
commit e46e246581
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GPG key ID: B5690EEEBB952194
11 changed files with 12 additions and 11 deletions

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@ -111,7 +111,7 @@ not run in the audio thread, but in the main game loop thread.
## Communication with the audio 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 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 audio data, etc., and all of that needs to be done within the constraints of
real-time programming, of course. real-time programming, of course.

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@ -79,7 +79,7 @@ pub struct BloomSettings {
/// Somewhat comparable to the Q factor of an equalizer node. /// Somewhat comparable to the Q factor of an equalizer node.
/// ///
/// Valid range: /// 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 /// * 1.0 - all frequencies below maximum are at boosted intensity level
pub low_frequency_boost_curvature: f32, pub low_frequency_boost_curvature: f32,

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@ -14,7 +14,7 @@ pub const ON_REMOVE: ComponentId = ComponentId::new(2);
#[derive(Event)] #[derive(Event)]
pub struct OnAdd; 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)] #[derive(Event)]
pub struct OnInsert; pub struct OnInsert;

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@ -381,7 +381,7 @@ impl<'w> DeferredWorld<'w> {
/// Gets an [`UnsafeWorldCell`] containing the underlying world. /// Gets an [`UnsafeWorldCell`] containing the underlying world.
/// ///
/// # Safety /// # Safety
/// - must only be used to to make non-structural ECS changes /// - must only be used to make non-structural ECS changes
#[inline] #[inline]
pub(crate) fn as_unsafe_world_cell(&mut self) -> UnsafeWorldCell { pub(crate) fn as_unsafe_world_cell(&mut self) -> UnsafeWorldCell {
self.world self.world

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@ -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 /// 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 /// 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. /// - Correctly match key press and release events.
/// - On non-web platforms, support assigning keybinds to virtually any key through a UI. /// - On non-web platforms, support assigning keybinds to virtually any key through a UI.

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@ -1190,7 +1190,7 @@ impl<P: VectorSpace> RationalCurve<P> {
} }
} }
/// Returns the length of of the domain of the parametric curve. /// Returns the length of the domain of the parametric curve.
#[inline] #[inline]
pub fn domain(&self) -> f32 { pub fn domain(&self) -> f32 {
self.segments.iter().map(|segment| segment.knot_span).sum() self.segments.iter().map(|segment| segment.knot_span).sum()

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@ -90,7 +90,7 @@ pub struct PreprocessPipeline {
pub bind_group_layout: BindGroupLayout, pub bind_group_layout: BindGroupLayout,
/// The pipeline ID for the compute shader. /// 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<CachedComputePipelineId>, pub pipeline_id: Option<CachedComputePipelineId>,
} }

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@ -56,7 +56,7 @@ fn parallaxed_uv(
var texture_depth = sample_depth_map(uv); var texture_depth = sample_depth_map(uv);
// texture_depth > current_layer_depth means the depth map depth is deeper // 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 // intersected the surface
for (var i: i32 = 0; texture_depth > current_layer_depth && i <= i32(layer_count); i++) { for (var i: i32 = 0; texture_depth > current_layer_depth && i <= i32(layer_count); i++) {
current_layer_depth += layer_depth; current_layer_depth += layer_depth;

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@ -142,7 +142,7 @@ fn draw(in: VertexOutput, texture_color: vec4<f32>) -> vec4<f32> {
// Signed distance from the border's internal edge (the signed distance is negative if the point // 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). // 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); 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). // Signed distance from the border (the intersection of the rect with its border).

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@ -10,7 +10,8 @@ use bevy::render::{
}; };
// Define a "marker" component to mark the custom mesh. Marker components are often used in Bevy for // 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)] #[derive(Component)]
struct CustomUV; struct CustomUV;

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@ -141,7 +141,7 @@ impl ComputedStates for Tutorial {
// effective to rely on the already derived states to avoid the logic drifting apart. // 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, // 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<IsPaused>); type SourceStates = (TutorialState, InGame, Option<IsPaused>);
// Notice that we aren't using InGame - we're just using it as a source state to // Notice that we aren't using InGame - we're just using it as a source state to