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4 changes: 2 additions & 2 deletions Makefile.in
Original file line number Diff line number Diff line change
Expand Up @@ -544,7 +544,7 @@ VKD3D_CONFIGURE_ARGS = \
--without-ncurses \
SONAME_LIBVULKAN=vulkan-1 \

# LTO is enabled by default, but causes the build to fail. I havent't
# LTO is enabled by default, but causes the build to fail. I haven't
# investigated this yet.
VKD3D_CFLAGS = -fno-lto
VKD3D_LDFLAGS = -static-libgcc $(CROSSLDFLAGS)
Expand Down Expand Up @@ -1235,7 +1235,7 @@ targets:
$(info make - create a normal proton build in dist/)
$(info make install - install the proton build locally in $(STEAM_DIR))
$(info make deploy - create a build ready to be uploaded to steamworks in deploy/)
$(info make redist - create an easily sharable proton redistributable in redist/)
$(info make redist - create an easily shareable proton redistributable in redist/)
$(info make module=xyz module - build the selected wine dll)


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2 changes: 1 addition & 1 deletion docs/DEBUGGING.md
Original file line number Diff line number Diff line change
Expand Up @@ -169,7 +169,7 @@ is to set the launch option to:

`PRESSURE_VESSEL_SHELL=instead %command%`

The original coommand is then contained in `$@`, e.g.:
The original command is then contained in `$@`, e.g.:

```
/home/ivyl/.local/share/Steam/steamapps/common/SteamLinuxRuntime_sniper/pressure-vessel/bin/steam-runtime-launcher-interface-0 container-runtime /home/ivyl/.local/share/Steam/steamapps/common/Proton - Experimental/proton waitforexitandrun /home/ivyl/.local/share/Steam/steamapps/common/Game/Game.exe
Expand Down
2 changes: 1 addition & 1 deletion filelock.py
Original file line number Diff line number Diff line change
Expand Up @@ -294,7 +294,7 @@ def release(self, force = False):
"""
Releases the file lock.

Please note, that the lock is only completly released, if the lock
Please note, that the lock is only completely released, if the lock
counter is 0.

Also note, that the lock file itself is not automatically deleted.
Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_099y/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -109,7 +109,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_100/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -107,7 +107,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_101/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -107,7 +107,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_101x/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -119,7 +119,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_101x/isteamuser.h
Original file line number Diff line number Diff line change
Expand Up @@ -73,7 +73,7 @@ class ISteamUser
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
// this will usually be something like "C:\Program Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

// Starts voice recording. Once started, use GetCompressedVoice() to get the data
Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_102/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -119,7 +119,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_102/isteamuser.h
Original file line number Diff line number Diff line change
Expand Up @@ -73,7 +73,7 @@ class ISteamUser
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
// this will usually be something like "C:\Program Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

// Starts voice recording. Once started, use GetCompressedVoice() to get the data
Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_102x/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -130,7 +130,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_102x/isteamuser.h
Original file line number Diff line number Diff line change
Expand Up @@ -73,7 +73,7 @@ class ISteamUser
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
// this will usually be something like "C:\Program Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

// Starts voice recording. Once started, use GetCompressedVoice() to get the data
Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_103/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -130,7 +130,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_103/isteamuser.h
Original file line number Diff line number Diff line change
Expand Up @@ -73,7 +73,7 @@ class ISteamUser
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
// this will usually be something like "C:\Program Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

// Starts voice recording. Once started, use GetCompressedVoice() to get the data
Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_104/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -130,7 +130,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_104/isteamuser.h
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ class ISteamUser
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
// this will usually be something like "C:\Program Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

// Starts voice recording. Once started, use GetCompressedVoice() to get the data
Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_105/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -131,7 +131,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_105/isteamuser.h
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ class ISteamUser
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
// this will usually be something like "C:\Program Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

// Starts voice recording. Once started, use GetCompressedVoice() to get the data
Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_106/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -131,7 +131,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_106/isteamuser.h
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ class ISteamUser
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
// this will usually be something like "C:\Program Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

// Starts voice recording. Once started, use GetVoice() to get the data
Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_107/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -131,7 +131,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_107/isteamuser.h
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ class ISteamUser
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
// this will usually be something like "C:\Program Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

// Starts voice recording. Once started, use GetVoice() to get the data
Expand Down
4 changes: 2 additions & 2 deletions lsteamclient/steamworks_sdk_108/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -86,7 +86,7 @@ struct FriendGameInfo_t


// maximum number of characters in a user's name. Two flavors; one for UTF-8 and one for UTF-16.
// The UTF-8 version has to be very generous to accomodate characters that get large when encoded
// The UTF-8 version has to be very generous to accommodate characters that get large when encoded
// in UTF-8.
enum
{
Expand Down Expand Up @@ -137,7 +137,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_108/isteamuser.h
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ class ISteamUser
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
// this will usually be something like "C:\Program Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

// Starts voice recording. Once started, use GetVoice() to get the data
Expand Down
4 changes: 2 additions & 2 deletions lsteamclient/steamworks_sdk_109/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -88,7 +88,7 @@ struct FriendGameInfo_t


// maximum number of characters in a user's name. Two flavors; one for UTF-8 and one for UTF-16.
// The UTF-8 version has to be very generous to accomodate characters that get large when encoded
// The UTF-8 version has to be very generous to accommodate characters that get large when encoded
// in UTF-8.
enum
{
Expand Down Expand Up @@ -139,7 +139,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_109/isteamuser.h
Original file line number Diff line number Diff line change
Expand Up @@ -74,7 +74,7 @@ class ISteamUser
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
// this will usually be something like "C:\Program Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

// Starts voice recording. Once started, use GetVoice() to get the data
Expand Down
4 changes: 2 additions & 2 deletions lsteamclient/steamworks_sdk_110/isteamfriends.h
Original file line number Diff line number Diff line change
Expand Up @@ -88,7 +88,7 @@ struct FriendGameInfo_t


// maximum number of characters in a user's name. Two flavors; one for UTF-8 and one for UTF-16.
// The UTF-8 version has to be very generous to accomodate characters that get large when encoded
// The UTF-8 version has to be very generous to accommodate characters that get large when encoded
// in UTF-8.
enum
{
Expand Down Expand Up @@ -139,7 +139,7 @@ class ISteamFriends

// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asynchronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;

Expand Down
2 changes: 1 addition & 1 deletion lsteamclient/steamworks_sdk_110/isteamuser.h
Original file line number Diff line number Diff line change
Expand Up @@ -74,7 +74,7 @@ class ISteamUser
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
// this will usually be something like "C:\Program Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

// Starts voice recording. Once started, use GetVoice() to get the data
Expand Down
4 changes: 2 additions & 2 deletions lsteamclient/steamworks_sdk_110/steamclientpublic.h
Original file line number Diff line number Diff line change
Expand Up @@ -641,12 +641,12 @@ inline bool CSteamID::IsValid() const
// generic invalid CSteamID
const CSteamID k_steamIDNil;

// This steamID comes from a user game connection to an out of date GS that hasnt implemented the protocol
// This steamID comes from a user game connection to an out of date GS that hasn't implemented the protocol
// to provide its steamID
const CSteamID k_steamIDOutofDateGS( 0, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
// This steamID comes from a user game connection to an sv_lan GS
const CSteamID k_steamIDLanModeGS( 0, 0, k_EUniversePublic, k_EAccountTypeInvalid );
// This steamID can come from a user game connection to a GS that has just booted but hasnt yet even initialized
// This steamID can come from a user game connection to a GS that has just booted but hasn't yet even initialized
// its steam3 component and started logging on.
const CSteamID k_steamIDNotInitYetGS( 1, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
// This steamID can come from a user game connection to a GS that isn't using the steam authentication system but still
Expand Down
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