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Merge pull request godotengine#237 from Jason0214/fix_typos_2.8
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Fixing some typos.
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Jason0214 committed Jul 29, 2019
2 parents e5b6351 + 27cebc2 commit 5d0f5c7
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10 changes: 5 additions & 5 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -23,19 +23,19 @@ This repository includes a Makefile to assist with development. Running
`make` from the project root will:

1. Export all of the blend files from the `tests/scenes` directory.
If you add a feature, it is suggested that you add a new blend file to
If you add a feature, it is suggested that you add a new blend file to
the `tests/scenes` directory that uses this feature.
2. Runs `diff` on the output files conpared to the reference exports. This acts
2. Runs `diff` on the output files compared to the reference exports. This acts
as a regression test.
3. Runs [pycodestyle](http:https://pycodestyle.pycqa.org/en/latest/) and
[pylint](https://www.pylint.org/) style tests. Your code must pass these to
be elegible to merge.


Current regression tests use the daily build of blender 2.80 from blender [official
Current regression tests use the daily build of Blender 2.8 from Blender [official
site](https://builder.blender.org/download/) and runs on ubuntu 16.04. If you run
on different blender version or different platform, the output may differ slightly
mostly causing by different float precision.
the tests with different Blender version or on different platforms, the output may
slightly differ.


## License
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30 changes: 15 additions & 15 deletions io_scene_godot/__init__.py
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@
"blender": (2, 80, 0),
"location": "File > Import-Export",
"description": ("Export Godot Scenes to a format that can be efficiently "
"imported. "),
"imported."),
"warning": "",
"wiki_url": ("https://godotengine.org"),
"tracker_url": "https://github.com/godotengine/blender-exporter",
Expand Down Expand Up @@ -93,9 +93,9 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
use_export_animation: BoolProperty(
name="Export Animation",
description="Export all the animation actions (include actions "
"in nla_tracks), note that by default blender animation "
"is exported as actions, so every node would have their "
"own AnimationPlayer hold their actions",
"in nla_tracks), note that by default Blender animation "
"is exported as actions, so every node would have its "
"own AnimationPlayer holding its actions",
default=True,
)
use_export_material: BoolProperty(
Expand All @@ -121,41 +121,41 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
)
generate_external_material: BoolProperty(
name="Generate External Material",
description="If turned on, materials in the exported scene would "
description="If turned on, materials in the exported scene will "
"generate external .material files when imported to "
"godot, thus make it easy for material reusing",
"Godot, thus make it easy for material reusing",
default=False,
)
animation_modes: EnumProperty(
name="Animation Modes",
description="Configuration of how blender animation data being "
"exported to godot AnimationPlayer as well as the "
description="Configuration of how Blender animation data is "
"exported to Godot AnimationPlayer as well as the "
"placement of AnimationPlayers in the node tree.",
default="ACTIONS",
items=(
(
"ACTIONS", "Animation as Actions",
"Each animated node would have their own AnimationPlayer"
"Each animated node will have its own AnimationPlayer"
),
(
"SCENE_ANIMATION", "Scene Animation",
"All the animations of the whole scene would be placed "
"All the animations of the whole scene will be placed "
"into one AnimationPlayer at scene root"
),
(
"SQUASHED_ACTIONS", "Animation as Actions with Squash",
"Animation is exported as actions of nodes, but instead "
"of having an individual AnimationPlayer for each node, "
"this configuration would squash children nodes' actions "
"this configuration will squash children nodes' actions "
"to their parents"
)
)
)
material_search_paths: EnumProperty(
name="Material Search Paths",
description="Search for existing godot materials with names that match"
"the blender material names (ie the file <matname>.tres"
"containing a material resource)",
description="Search for existing Godot materials with names that "
"match the Blender material names (i.e. the file "
"<matname>.tres containing a material resource)",
default="PROJECT_DIR",
items=(
(
Expand All @@ -168,7 +168,7 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
),
(
"PROJECT_DIR", "Project Directory",
"Search for materials in the godot project directory"
"Search for materials in the Godot project directory"
),
)
)
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6 changes: 3 additions & 3 deletions io_scene_godot/export_godot.py
Original file line number Diff line number Diff line change
Expand Up @@ -51,10 +51,10 @@ def find_godot_project_dir(export_path):
project_dir = os.path.split(project_dir)[0]
if project_dir in ("/", last):
raise structures.ValidationError(
"Unable to find godot project file"
"Unable to find Godot project file"
)
last = project_dir
logging.info("Found godot project directory at %s", project_dir)
logging.info("Found Godot project directory at %s", project_dir)
return project_dir


Expand Down Expand Up @@ -86,7 +86,7 @@ def export_object(self, obj, parent_gd_node):
if obj not in self.valid_objects:
return

logging.info("Exporting Blender Object: %s", obj.name)
logging.info("Exporting Blender object: %s", obj.name)

prev_node = bpy.context.view_layer.objects.active
bpy.context.view_layer.objects.active = obj
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