diff --git a/desktop/src/window/win/native_handle.rs b/desktop/src/window/win/native_handle.rs index 89f062690c..f7070b7db2 100644 --- a/desktop/src/window/win/native_handle.rs +++ b/desktop/src/window/win/native_handle.rs @@ -225,7 +225,7 @@ unsafe extern "system" fn main_window_handle_message(hwnd: HWND, msg: u32, wpara params.rgrc[0].bottom -= inset; } - // Return 0 to to tell Windows to skip the default non-client area calculation and drawing. + // Return 0 to tell Windows to skip the default non-client area calculation and drawing. return LRESULT(0); } diff --git a/editor/src/messages/tool/common_functionality/shapes/shape_utility.rs b/editor/src/messages/tool/common_functionality/shapes/shape_utility.rs index 5f0d6da016..aa24799f71 100644 --- a/editor/src/messages/tool/common_functionality/shapes/shape_utility.rs +++ b/editor/src/messages/tool/common_functionality/shapes/shape_utility.rs @@ -491,7 +491,7 @@ pub fn arc_outline(layer: Option, document: &DocumentMessag overlay_context.outline(subpath.iter(), viewport, None); } -/// Check if the the cursor is inside the geometric star shape made by the Star node without any upstream node modifications +/// Check if the cursor is inside the geometric star shape made by the Star node without any upstream node modifications pub fn inside_star(viewport: DAffine2, n: u32, radius1: f64, radius2: f64, mouse_position: DVec2) -> bool { let mut paths = Vec::new(); @@ -520,7 +520,7 @@ pub fn inside_star(viewport: DAffine2, n: u32, radius1: f64, radius2: f64, mouse winding != 0 } -/// Check if the the cursor is inside the geometric polygon shape made by the Polygon node without any upstream node modifications +/// Check if the cursor is inside the geometric polygon shape made by the Polygon node without any upstream node modifications pub fn inside_polygon(viewport: DAffine2, n: u32, radius: f64, mouse_position: DVec2) -> bool { let mut paths = Vec::new(); diff --git a/node-graph/libraries/rendering/src/renderer.rs b/node-graph/libraries/rendering/src/renderer.rs index 6a6ca7c82b..1234b5656f 100644 --- a/node-graph/libraries/rendering/src/renderer.rs +++ b/node-graph/libraries/rendering/src/renderer.rs @@ -1797,7 +1797,7 @@ impl Render for List> { // Since colors and gradients are technically infinitely big, we have to implement // workarounds for rendering them correctly in a way which still allows us // to cache the intermediate render data (SVG string/Vello scene). -// For SVG, this is is achived by creating a truly giant rectangle. +// For SVG, this is achieved by creating a truly giant rectangle. // For Vello, we create a layer with a placeholder transform which we // later replace with the current viewport transform before each render. impl Render for List { diff --git a/node-graph/libraries/vector-types/src/vector/algorithms/poisson_disk.rs b/node-graph/libraries/vector-types/src/vector/algorithms/poisson_disk.rs index 7a3445f10b..505f9d3e66 100644 --- a/node-graph/libraries/vector-types/src/vector/algorithms/poisson_disk.rs +++ b/node-graph/libraries/vector-types/src/vector/algorithms/poisson_disk.rs @@ -150,7 +150,7 @@ fn target_active_square(active_list_levels: &[ActiveListLevel], rng: &mut impl F return (level, active_square_index_in_level); } - panic!("index_into_area couldn't be be mapped to a square in any level of the active lists"); + panic!("index_into_area couldn't be mapped to a square in any level of the active lists"); } fn point_not_covered_by_poisson_points(point: DVec2, diameter_squared: f64, points_grid: &AccelerationGrid) -> bool { diff --git a/node-graph/libraries/vector-types/src/vector/algorithms/spline.rs b/node-graph/libraries/vector-types/src/vector/algorithms/spline.rs index 27011013b2..08f7c056fb 100644 --- a/node-graph/libraries/vector-types/src/vector/algorithms/spline.rs +++ b/node-graph/libraries/vector-types/src/vector/algorithms/spline.rs @@ -21,7 +21,7 @@ pub fn solve_spline_first_handle_open(points: &[DVec2]) -> Vec { let mut c = vec![DVec2::new(1., 1.); len_points]; - // 'd' is the the second point in a cubic bezier, which is what we solve for + // 'd' is the second point in a cubic bezier, which is what we solve for let mut d = vec![DVec2::ZERO; len_points]; d[0] = DVec2::new(2. * points[1].x + points[0].x, 2. * points[1].y + points[0].y);