diff --git a/CMakeLists.txt b/CMakeLists.txt index 1fdfa6e42..67aa312f7 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -347,8 +347,8 @@ if(NOT MSVC AND NOT HAIKU) add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wthread-safety-negative) add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wsuggest-override) add_linker_flag_if_supported(OUR_FLAGS_LINK -Wno-alloc-size-larger-than) # save.cpp with LTO - # add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wdouble-promotion) # Many occurences - # add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wnull-dereference) # Many occurences + # add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wdouble-promotion) # Many occurrences + # add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wnull-dereference) # Many occurrences # add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wuseless-cast) # TODO: Enable for C++ code except gtest endif() diff --git a/README.md b/README.md index 1cb8e7228..a4249b2e9 100644 --- a/README.md +++ b/README.md @@ -129,7 +129,7 @@ On Windows you need to install the Vulkan SDK and set the `VULKAN_SDK` environme Default value is ON for Windows x86\_64 and Linux, and OFF for Windows x86 and macOS. * **-GNinja**
-Use the Ninja build system instead of Make. This automatically parallizes the build and is generally faster. Compile with `ninja` instead of `make`. Install Ninja with `sudo apt install ninja-build` on Debian, `sudo pacman -S --needed ninja` on Arch Linux. +Use the Ninja build system instead of Make. This automatically parallelizes the build and is generally faster. Compile with `ninja` instead of `make`. Install Ninja with `sudo apt install ninja-build` on Debian, `sudo pacman -S --needed ninja` on Arch Linux. * **-DCMAKE_CXX_LINK_FLAGS=[FLAGS]**
Custom flags to set for compiler when linking. With clang++ as the compiler this can be [used to link](https://github.com/rui314/mold#how-to-use) with [mold](https://github.com/rui314/mold), speeds up linking by a factor of ~10: diff --git a/cmake/toolchains/Emscripten.toolchain b/cmake/toolchains/Emscripten.toolchain index 0ed57443b..30b1f8944 100644 --- a/cmake/toolchains/Emscripten.toolchain +++ b/cmake/toolchains/Emscripten.toolchain @@ -9,7 +9,7 @@ set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} --preload-file data") set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} --allow-multiple-definition -Wl,--shared-memory,--no-check-features") # TODO #set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} -lwebsocket.js -s PROXY_POSIX_SOCKETS=1") -# use Web Assmebly & a WebGL2 comptatible GLES3 implementation +# use Web Assembly & a WebGL2 compatible GLES3 implementation set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} -s WASM=1") set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} -s USE_WEBGL2=1") set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} -s FULL_ES3=1") diff --git a/data/shader/text.frag b/data/shader/text.frag index 5b0bf408d..526314087 100644 --- a/data/shader/text.frag +++ b/data/shader/text.frag @@ -17,7 +17,7 @@ void main() float OutlineBlend = (1.0 - textColor.a); // since the outline is always black, or even if it has decent colors, it can be just added to the actual color - // without loosing any or too much color + // without losing any or too much color // lerp isn't commutative, so add the color the fragment looses by lerping // this reduces the chance of false color calculation if the text is transparent diff --git a/data/shader/vulkan/text.frag b/data/shader/vulkan/text.frag index 44dc51433..dca356cb6 100644 --- a/data/shader/vulkan/text.frag +++ b/data/shader/vulkan/text.frag @@ -23,7 +23,7 @@ void main() float OutlineBlend = (1.0 - textColor.a); // since the outline is always black, or even if it has decent colors, it can be just added to the actual color - // without loosing any or too much color + // without losing any or too much color // lerp isn't commutative, so add the color the fragment looses by lerping // this reduces the chance of false color calculation if the text is transparent diff --git a/datasrc/content.py b/datasrc/content.py index 1c5ec50b1..4a43c20ec 100644 --- a/datasrc/content.py +++ b/datasrc/content.py @@ -582,7 +582,7 @@ weapon.visual_size.Set(64) weapon.offsetx.Set(32) weapon.offsety.Set(4) # the number after the plus sign is the sprite scale, which is calculated for all sprites ( w / sqrt(w² * h²) ) of the additionally added x offset, which is added now, -# since the muzzle image is 32 pixels bigger, devided by 2, because a sprite's position is always at the center of the sprite image itself +# since the muzzle image is 32 pixels bigger, divided by 2, because a sprite's position is always at the center of the sprite image itself # => the offset added, bcs the sprite is bigger now, but should not be shifted to the left # => 96 / sqrt(64×64+96×96) (the original sprite scale) # => 64 × original sprite scale (the actual size of the sprite ingame see weapon.visual_size above) diff --git a/other/emscripten/minimal.html b/other/emscripten/minimal.html index 2a5e51c57..969a6d130 100644 --- a/other/emscripten/minimal.html +++ b/other/emscripten/minimal.html @@ -17,7 +17,7 @@ - +