Cleanup: spelling in comments
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@@ -88,11 +88,11 @@ void BKE_animdata_foreach_id(AnimData *adt, LibraryForeachIDData *data);
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/**
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* Make a copy of the given AnimData - to be used when copying data-blocks.
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*
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* \note: Regarding handling of IDs managed by the #AnimData struct, this function follows the
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* behaviors of the generic #BKE_id_copy_ex, please see its documetation for more details.
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* \note Regarding handling of IDs managed by the #AnimData struct, this function follows the
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* behaviors of the generic #BKE_id_copy_ex, please see its documentation for more details.
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*
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* \param flag: Control ID pointers management, see LIB_ID_CREATE_.../LIB_ID_COPY_... flags in
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* #BKE_lib_id.hh
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* `BKE_lib_id.hh`.
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*
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* \return The copied animdata.
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*/
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@@ -128,7 +128,7 @@ void BKE_lib_libblock_session_uid_renew(ID *id);
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*/
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void *BKE_id_new(Main *bmain, short type, const char *name);
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/**
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* Same as for #BKE_id_new, but allows creating a data-block for (whithin) a given owner library.
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* Same as for #BKE_id_new, but allows creating a data-block for (within) a given owner library.
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*
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* \param owner_library the Library to 'assign' the newly created ID to. Use `nullptr` to make ID
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* not use any library (i.e. become a local ID). Use `std::nullopt` for default behavior (i.e.
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@@ -395,8 +395,10 @@ class ShadowPunctual : public NonCopyable, NonMovable {
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int tilemaps_needed_;
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/** Scaling factor to the light shape for shadow ray casting. */
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float softness_factor_;
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/** radius * softness_factor (Bypasses LightModule radius modifications to avoid unnecesary
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* padding in the shadow projection). */
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/**
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* `radius * softness_factor` (Bypasses LightModule radius modifications
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* to avoid unnecessary padding in the shadow projection).
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*/
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float shadow_radius_;
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public:
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@@ -326,7 +326,7 @@ bool RNA_property_anim_editable(const PointerRNA *ptr, PropertyRNA *prop);
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bool RNA_property_animated(PointerRNA *ptr, PropertyRNA *prop);
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/**
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* With LibOverrides, a property may be animatable and anim-editable, but not driver-editable (in
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* case the reference data already has an animation data, its Action can ba an editable local ID,
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* case the reference data already has an animation data, its Action can be an editable local ID,
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* but the drivers are directly stored in the animdata, overriding these is not supported
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* currently).
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*
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