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Merge pull request #9811 from Piralein/spellcheck
Fix codespell path and spelling errors
2 parents f7d90c9 + 8229202 commit 7628f87

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.github/workflows/ci.yml

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@@ -26,7 +26,7 @@ jobs:
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- name: Linter checks
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run: |
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bash _tools/format.sh
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codespell -I _tools/codespell-ignore.txt -x _tools/codespell-ignore-lines.txt -S tutorials/i18n/locales.rst {about,community,development,getting_started,tutorials}/**/*.rst
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codespell -I _tools/codespell-ignore.txt -x _tools/codespell-ignore-lines.txt -S tutorials/i18n/locales.rst {about,community,contributing,getting_started,tutorials}/**/*.rst
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# Use dummy builder to improve performance as we don't need the generated HTML in this workflow.
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- name: Sphinx build

tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst

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@@ -160,7 +160,7 @@ exported from other tools such as Maya.
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**FBX**
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- **Importer** Which import method is used. ubfx handles fbx files as fbx files.
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FBX2glTF converts FBX files to glTF on import and requires additonal setup.
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FBX2glTF converts FBX files to glTF on import and requires additional setup.
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FBX2glTF is not recommended unless you have a specific rason to use it over
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ufbx or working with a different file format.
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- **Allow Geometry Helper Nodes** enables or disables geometry helper nodes

tutorials/scripting/c_sharp/c_sharp_global_classes.rst

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.. warning::
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The Godot editor will hide these custom classes with names that beging with the prefix
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The Godot editor will hide these custom classes with names that begin with the prefix
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"Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes
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are available for instantiation at runtime via their class names, but are
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automatically hidden by the editor windows along with the built-in editor nodes used

tutorials/scripting/gdextension/gdextension_cpp_example.rst

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@@ -348,11 +348,12 @@ When building for iOS, package the module as a static `.xcframework`, you can us
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following commands to do so:
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::
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# compile simulator and device modules
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scons arch=universal ios_simulator=yes platform=ios target=<target>
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scons arch=arm64 ios_simulator=no platform=ios target=<target>
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# assembe xcframeworks
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# assemble xcframeworks
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xcodebuild -create-xcframework -library demo/bin/libgdexample.ios.<target>.a -library demo/bin/libgdexample.ios.<target>.simulator.a -output demo/bin/libgdexample.ios.<target>.xcframework
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xcodebuild -create-xcframework -library godot-cpp/bin/libgodot-cpp.ios.<target>.arm64.a -library godot-cpp/bin/libgodot-cpp.ios.<target>.universal.simulator.a -output demo/bin/libgodot-cpp.ios.<target>.xcframework
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tutorials/troubleshooting.rst

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On Windows, when loading the project for the first time after the PC is turned on,
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Windows Defender will cause the filesystem cache validation on project startup
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to take significantly longer. This is especially noticable in projects with a
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to take significantly longer. This is especially noticeable in projects with a
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large number of files. Consinder adding the project folder to the list of exclusions
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by going to Virus & threat protection > Virus & threat protection settings >
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Add or remove exclusions.

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