Skip to content

Commit

Permalink
Fix typos. (#580)
Browse files Browse the repository at this point in the history
  • Loading branch information
waywardmonkeys authored Aug 26, 2024
1 parent c2bed72 commit 030dc61
Show file tree
Hide file tree
Showing 6 changed files with 12 additions and 12 deletions.
10 changes: 5 additions & 5 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -153,14 +153,14 @@ performance of the other parts of the simulation.

- Add a joint for simulating ropes: the `RopeJoint`.
- Add `Velocity::linear_velocity_at_point` to calculate the linear velocity at the given world-space point.
- Add the `ComputedColliderShape::ConvexHull` variant to automatcially calculate the convex-hull of an imported mesh.
- Add the `ComputedColliderShape::ConvexHull` variant to automatically calculate the convex-hull of an imported mesh.
- Implement `Reflect` for the debug-renderer.

### Fix

- Fix broken interpolation for rigid-bodies with the `TransformInterpolation` component.
- Fix compilation when `bevy_rapier` is being used with headless bevy.
- Improved performance of the writeback system by not iterting on non-rigid-body entities.
- Improved performance of the writeback system by not iterating on non-rigid-body entities.
- Fix typo by renaming `CuboidViewMut::sed_half_extents` to `set_half_extents`.
- Properly scale parented collider’s offset based on changes on its `ColliderScale`.

Expand All @@ -170,7 +170,7 @@ performance of the other parts of the simulation.

- Update to Bevy 0.10.
- The `PhysicsHooksWithQuery` trait has been renamed to by the `BevyPhysicsHooks`.
- Bevy resources and queries accessed by the physics hook are now specified by the implementor of `BevyPhysicsHooks`
- Bevy resources and queries accessed by the physics hook are now specified by the implementer of `BevyPhysicsHooks`
which must derive Bevy’s `SystemParam` trait. This implies that the physics hook’s `filter_contact_pair` (and
all its other methods) no longer take the Bevy `Query` as argument. Queries and resources are accessed through
`self`.
Expand Down Expand Up @@ -461,7 +461,7 @@ Finally, there is now a prelude: `use bevy_rapier2d::prelude::*`.
is used. It will silently ignore the shape instead.
- The crate has now a `render` feature that allows building it without any
rendering support (avoiding some dependencies that may not compile when
targetting WASM).
targeting WASM).

## 0.7.0

Expand Down Expand Up @@ -491,7 +491,7 @@ Finally, there is now a prelude: `use bevy_rapier2d::prelude::*`.

- It is now possible to attach multiple colliders to a single
rigid-body by using Bevy hierarchy: an entity contains
the `RigidBodyBuider` whereas its children contain the `ColliderBuilder`.
the `RigidBodyBuilder` whereas its children contain the `ColliderBuilder`.

### Changed

Expand Down
4 changes: 2 additions & 2 deletions src/control/character_controller.rs
Original file line number Diff line number Diff line change
Expand Up @@ -81,7 +81,7 @@ pub struct MoveShapeOptions {
/// Increase this number if your character appears to get stuck when sliding against surfaces.
///
/// This is a small distance applied to the movement toward the contact normals of shapes hit
/// by the character controller. This helps shape-casting not getting stuck in an alway-penetrating
/// by the character controller. This helps shape-casting not getting stuck in an always-penetrating
/// state during the sliding calculation.
///
/// This value should remain fairly small since it can introduce artificial "bumps" when sliding
Expand Down Expand Up @@ -151,7 +151,7 @@ pub struct KinematicCharacterController {
/// Increase this number if your character appears to get stuck when sliding against surfaces.
///
/// This is a small distance applied to the movement toward the contact normals of shapes hit
/// by the character controller. This helps shape-casting not getting stuck in an alway-penetrating
/// by the character controller. This helps shape-casting not getting stuck in an always-penetrating
/// state during the sliding calculation.
///
/// This value should remain fairly small since it can introduce artificial "bumps" when sliding
Expand Down
2 changes: 1 addition & 1 deletion src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
//! physics simulation. Its target application include video games, animation, robotics, etc.
//!
//! The `bevy_rapier` projects implements two other crates `bevy_rapier2d` and `bevy_rapier3d` which
//! defines physics plugins for the Bevy game engine.
//! define physics plugins for the Bevy game engine.
//!
//! User documentation for `bevy_rapier` is on [the official Rapier site](https://rapier.rs/docs/).
//!
Expand Down
4 changes: 2 additions & 2 deletions src/plugin/context.rs
Original file line number Diff line number Diff line change
Expand Up @@ -339,8 +339,8 @@ impl RapierContext {
}
}

/// This method makes sure tha the rigid-body positions have been propagated to
/// their attached colliders, without having to perform a srimulation step.
/// This method makes sure that the rigid-body positions have been propagated to
/// their attached colliders, without having to perform a stimulation step.
pub fn propagate_modified_body_positions_to_colliders(&mut self) {
self.bodies
.propagate_modified_body_positions_to_colliders(&mut self.colliders);
Expand Down
2 changes: 1 addition & 1 deletion src/plugin/plugin.rs
Original file line number Diff line number Diff line change
Expand Up @@ -96,7 +96,7 @@ where
systems::init_colliders,
systems::init_joints,
systems::sync_removals,
// Run this here so the folowwing systems do not have a 1 frame delay.
// Run this here so the following systems do not have a 1 frame delay.
apply_deferred,
systems::apply_scale,
systems::apply_collider_user_changes,
Expand Down
2 changes: 1 addition & 1 deletion src/render/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -85,7 +85,7 @@ pub struct DebugRenderContext {
pub enabled: bool,
/// Whether to show debug gizmos for all colliders.
///
/// Can be overriden for individual colliders by adding a [`ColliderDebug`] component.
/// Can be overridden for individual colliders by adding a [`ColliderDebug`] component.
pub default_collider_debug: ColliderDebug,
/// Pipeline responsible for rendering. Access `pipeline.mode` and `pipeline.style`
/// to modify the set of rendered elements, and modify the default coloring rules.
Expand Down

0 comments on commit 030dc61

Please sign in to comment.