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Fix 27 apparent spelling mistakes
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mark-wiemer committed Feb 12, 2025
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2 changes: 1 addition & 1 deletion content/engine/network-protocol.md
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Expand Up @@ -60,7 +60,7 @@ The actual SRP exchange is done in accordance with [RFC 2945](https://tools.ietf
##### FAQ design choices

* **Why two srp auth methods? Why not just one, that's also working with the legacy hash?**: Its correct, that both LEGACY and modern login methods allow to prevent replay attacks, and give men in the middle no way to offline brute-force the password, serving the two main srp advantages. However, if you look at the differences between the modern and the legacy auth mechanisms, you will notice that the new method has case insensitivity baked in.
* **Why these needless 'auth mechanism' abstractions? You are using three different types of auth mechanism support (login, sudo mode login, setting password from sudo mode)**: The abstractions are neccessary for future extensibility. Also they make sense, as even for setting up passwords you will want to make authentication failable. Think of additional e-mail verification steps at account setup, but we are using this already inside current protocol, when the server checks the is\_empty value sent by the client to match with non empty password policies. And third, the abstractions come at very low cost, check how lightweight it is by having a look at the "setting password from sudo mode".
* **Why these needless 'auth mechanism' abstractions? You are using three different types of auth mechanism support (login, sudo mode login, setting password from sudo mode)**: The abstractions are necessary for future extensibility. Also they make sense, as even for setting up passwords you will want to make authentication failable. Think of additional e-mail verification steps at account setup, but we are using this already inside current protocol, when the server checks the is\_empty value sent by the client to match with non empty password policies. And third, the abstractions come at very low cost, check how lightweight it is by having a look at the "setting password from sudo mode".

Low-level protocol
------------------
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4 changes: 2 additions & 2 deletions content/for-players/chat.md
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Expand Up @@ -60,7 +60,7 @@ You can send a direct message (DM) to someone by using the `/msg` [server comman
/msg <player> <message>
```

Replace `<message>` by your actual message and `<player>` by the name of the player you want to send the message to. The message won’t be publicly visible in the chatlog and only appears to you and the other player. Be aware that direct messages are not _really_ secret, some people could still, in principle, intercept them.
Replace `<message>` by your actual message and `<player>` by the name of the player you want to send the message to. The message won’t be publicly visible in the chat log and only appears to you and the other player. Be aware that direct messages are not _really_ secret, some people could still, in principle, intercept them.

Example: If your name is “Alberto” and you entered `/msg Presto I want to show you my hidden chest.`, then this will appear in the chat log of Presto:

Expand All @@ -72,7 +72,7 @@ DM from Alberto: I want to show you my hidden chest.

The chat log’s primary function is to log and show the chat messages in the order of appearance. The latest message appears at the lowest line.

You see the chat log on the [HUD](/hud/) at the upper left part of the screen and in the console. You need to have the HUD enabled or the console opened in order to see the chat log. You can toggle the HUD on and off with F1 (default key binding). The chatlog you see on the HUD is somewhat short and only shows the messages for a limited time. Use the console for a full scrollable chat log.
You see the chat log on the [HUD](/hud/) at the upper left part of the screen and in the console. You need to have the HUD enabled or the console opened in order to see the chat log. You can toggle the HUD on and off with F1 (default key binding). The chat log you see on the HUD is somewhat short and only shows the messages for a limited time. Use the console for a full scrollable chat log.

These are the following types of messages which can appear in the chat log:

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2 changes: 1 addition & 1 deletion content/for-players/getting-started.md
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Expand Up @@ -30,7 +30,7 @@ Welcome to Luanti! This page explains what Luanti is all about, how to get it, a

### macOS

* [Download Luanti for macOS](http://www.luanti.org/downloads/). You can pick the official .app, Homebrew or the Macports version.
* [Download Luanti for macOS](http://www.luanti.org/downloads/). You can pick the official .app, Homebrew or the MacPorts version.

### Linux

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8 changes: 4 additions & 4 deletions content/for-players/installing-mods.md
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Expand Up @@ -9,7 +9,7 @@ aliases:
Security considerations
-----------------------

**Mods are by default run in a secure environment that restricts access to the filesystem and execution of external programs, however not all sandboxes are 100% secure. Additionally do not mark mods as trusted or disable mod security altogether if you are not aware of what you are doing, as they will run unsandboxed at the same privileges as Luanti. This applies not only to malicious mods but benign ones with security vulnerabilities. Exercise caution when downloading mods outside of official channels such as ContentDB where mods are vetted by the community for safety and security.**
**Mods are by default run in a secure environment that restricts access to the filesystem and execution of external programs, however not all sandboxes are 100% secure. Additionally do not mark mods as trusted or disable mod security altogether if you are not aware of what you are doing, as they will run un-sandboxed at the same privileges as Luanti. This applies not only to malicious mods but benign ones with security vulnerabilities. Exercise caution when downloading mods outside of official channels such as ContentDB where mods are vetted by the community for safety and security.**

Installing a mod
----------------
Expand All @@ -36,14 +36,14 @@ Differences between the three kinds of places mods can be loaded from:

* In the `/mods` folder technically parallel to the `/bin` folder the executable is in.

On different installations this may very well also be in some other Luanti location such as a shared, `system/game`, user or hidden folder. Only mods in this place are **togglable**. Mods in this folder can be run with any world created by any game. This is therefore an easy place to create mod conflicts that might even crash Luanti.
On different installations this may very well also be in some other Luanti location such as a shared, `system/game`, user or hidden folder. Only mods in this place are **toggle-able**. Mods in this folder can be run with any world created by any game. This is therefore an easy place to create mod conflicts that might even crash Luanti.

* In a `/games/<some_game>/mods` folder.

In case of "Minetest Game", this could be a sub-folder of `<someplace>/minetest/games/minetest_game/mods` or `<some_other_place>/minetest(or ~/.minetest)/games/minetest_game/mods`.

Mods loaded from such locations are considered to be an essential part of said game and are **not togglable**. These mods apply to all worlds created with this game but not to any world created by another game (although many games may include the same mods)
Mods loaded from such locations are considered to be an essential part of said game and are **not toggle-able**. These mods apply to all worlds created with this game but not to any world created by another game (although many games may include the same mods)

* In a `/worlds/<name_of_some_world>/worldmods` folder inside the sub-folder of a specific world.

Mods in a worldmods folder are **not togglable** and will run on and only on that specific world, and cannot be accessed from any other world.
Mods in a worldmods folder are **not toggle-able** and will run on and only on that specific world, and cannot be accessed from any other world.
4 changes: 2 additions & 2 deletions content/for-players/nodes.md
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Expand Up @@ -15,12 +15,12 @@ Usually games and mods register their own nodes, but the engine also registers s
## Built-in nodes

### Air
Air (itemstring `air`, `CONTENT_AIR` in C++) is a technical node that exists in every generated area that no other node exists in. It is a fully transparent node, using the airlike drawtype and being unpointable.
Air (itemstring `air`, `CONTENT_AIR` in C++) is a technical node that exists in every generated area that no other node exists in. It is a fully transparent node, using the airlike drawtype and being un-pointable.

There is a node in every position of the voxel grid, i.e. there cannot be "nothing" somewhere. If it looks like nothing, it's usually Air. When the player digs a node, that node is usually replaced by Air.

### Ignore
Ignore (itemstring `ignore`, `CONTENT_IGNORE` in C++) is an airlike technical node that exists in place of ungenerated and unloaded mapblocks. If `core.get_node` is called on an unloaded mapblock, it will return Ignore.
Ignore (itemstring `ignore`, `CONTENT_IGNORE` in C++) is an airlike technical node that exists in place of un-generated and unloaded mapblocks. If `core.get_node` is called on an unloaded mapblock, it will return Ignore.

### Unknown Node
An unknown node takes the place of any node that exists in the world that is no longer being registered, whether it be due to a mod being removed of updates to a game changing itemstrings. Unknown Node is not a node in itself, but can be any node with an unregistered itemstring. If you have disabled mods that provided the nodes then enabling the mod again will make the node reappear just like how it was before, as all metadata is preserved even in its unknown state.
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2 changes: 1 addition & 1 deletion content/for-players/pointing.md
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Expand Up @@ -5,7 +5,7 @@ aliases:
---

# Pointing
**Pointing** means to look at something with the crosshair (which is in the center of your screen) on it while being close enough to it. When something is pointed, it is highlighted, either by a wireframe or by some sort of “halo”. Pointing things is neccessary for tasks like mining, [building](/building "Building"), using …
**Pointing** means to look at something with the crosshair (which is in the center of your screen) on it while being close enough to it. When something is pointed, it is highlighted, either by a wireframe or by some sort of “halo”. Pointing things is necessary for tasks like mining, [building](/building "Building"), using …

The default distance for pointing is less than 4 blocks away. In Minetest Game, this distance increases to 10 when using creative mode. It is possible for items and held nodes to have their own pointing range.

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6 changes: 3 additions & 3 deletions content/for-players/privileges.md
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Expand Up @@ -36,12 +36,12 @@ As of version 5.0.0, Luanti comes with the following privileges:
* **server**—can do server maintenance stuff such as `/shutdown`, `/clearobjects`, `/set`, …
* **debug**—can access advanced [debug](/content-dev/debug "Debug") features and information, such as the wirewrame in the debug screens (F5). It also prevents the game from restricting information in the debug screen and from restricting the “toggle block bounds” key.

Irrevokable privileges
Irrevocable privileges
----------------------

A player’s privileges may be irrevokable in certain situations. It is not possible to revoke these privileges with `/revoke` then.
A player’s privileges may be irrevocable in certain situations. It is not possible to revoke these privileges with `/revoke` then.

In multiplayer [servers](/server "Server"), the player whose name equals the [minetest.conf](/for-players/minetest-conf "Minetest.conf") setting “name” automatically has all privileges and all of these are irrevokable. This is also the case for players who started a server (not a dedicated server). In singleplayer, you start with **interact**, **shout**, **privs** and **basic\_privs**. These privileges are irrevokable.
In multiplayer [servers](/server "Server"), the player whose name equals the [minetest.conf](/for-players/minetest-conf "Minetest.conf") setting “name” automatically has all privileges and all of these are irrevocable. This is also the case for players who started a server (not a dedicated server). In singleplayer, you start with **interact**, **shout**, **privs** and **basic\_privs**. These privileges are irrevocable.

Privileges from mods and games
-----------------------------------------------------------------------
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2 changes: 1 addition & 1 deletion content/old-changelog.md
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Expand Up @@ -482,7 +482,7 @@ No official changelog exists yet, however you can find an unofficial one here: [
* (Android) Only simulate holding down fast key if fast\_move is toggled to true (Zeno)
* dofile error reporting for syntax errors (est31)
* Don't crash when saplings try to grow on unknown nodes (y.st, ShadowNinja)
* Remove unneccessary space for tab completion (Nathaniel Olsen)
* Remove unnecessary space for tab completion (Nathaniel Olsen)
* Fix some issues with animations, and allow non-looped animations to be defined (MirceaKitsune)
* Fix bug when craft input isn't replaced (TeTpaAka)
* Fix string conversion error message (est31)
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5 changes: 5 additions & 0 deletions cspell.json
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Expand Up @@ -68,6 +68,7 @@
"colorstring",
"colour",
"colours",
"Configurator",
"contentdb",
"coredev",
"coredevs",
Expand Down Expand Up @@ -198,6 +199,7 @@
"Lapsley",
"Lejo",
"lhofhansl",
"Libera",
"lifecycles",
"liquidtype",
"lisacvuk",
Expand Down Expand Up @@ -347,6 +349,7 @@
"Rudin",
"runsy",
"ryvnf",
"Ryzen",
"s-l-teichmann",
"Sailly",
"sandboxed",
Expand Down Expand Up @@ -446,6 +449,7 @@
"Voxelibre",
"wallmounted",
"Warr",
"WASD",
"Weblate",
"weblinks",
"wielditem",
Expand All @@ -454,6 +458,7 @@
"Wireshark",
"WLAN",
"worldlist",
"worldmods",
"Wstringop",
"Wuzzy",
"Xeno",
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