Index: doc/TODO.BREP
===================================================================
--- doc/TODO.BREP	(revision 54028)
+++ doc/TODO.BREP	(working copy)
@@ -254,7 +254,7 @@
  *       Point 2, it finds that it overlaps and may intersect Point 1, but it does NOT overlap Point 3.  This means
  *       that Point 1 may intersect Point 2 OR Point 3, but NOT both at the same time.  Any assumption of equality
  *       involving any of these three points must decide how to handle this situation, and the decision must be both
- *       consistent and reproduceable.  The possible decisions are:
+ *       consistent and reproducible.  The possible decisions are:
  *
  *       1 = 2, 1 != 3
  *       1 != 2, 1 = 3
Index: doc/description.txt
===================================================================
--- doc/description.txt	(revision 54028)
+++ doc/description.txt	(working copy)
@@ -63,7 +63,7 @@
 Incorrect albeit perhaps humorous mispronunciations overheard include
 "burl cad", "burly cad", "brill cad", "brail cad", just "be are el"
 and other variations without the "cad" designation, and of course
-"brazilian real canadian dollars".
+"Brazilian real Canadian dollars".
 
 BRL-CAD is correctly pronounced as "be are el cad".
 
Index: doc/html/manuals/mged/animmate/anim_orient.html
===================================================================
--- doc/html/manuals/mged/animmate/anim_orient.html	(revision 54028)
+++ doc/html/manuals/mged/animmate/anim_orient.html	(working copy)
@@ -85,7 +85,7 @@
 Quaternions, in the order x,y,z,w. This is the default input and
 output format. The output will
 always be unit quaternions. For a unit quaternion, the
-xyz-vector represents an axis of rotation and and w represents
+xyz-vector represents an axis of rotation and w represents
 cos(omega/2), where
 omega is the angle to be rotated about the given axis.
 <dt>
Index: doc/html/manuals/mged/animmate/animate.html
===================================================================
--- doc/html/manuals/mged/animmate/animate.html	(revision 54028)
+++ doc/html/manuals/mged/animmate/animate.html	(working copy)
@@ -259,7 +259,7 @@
 <var>n-1</var>.
 <p>
 <dt><b>Clone</b>
-<dd>This button creates a normal table editor containing a copy of the
+<dd>This button creates a normal table editor containing a copy of
 the parameters of the view curve. This table editor can be used for
 all of the table editor operations such as
 keyboard editing, interpolation, column editing, and time estimation,
@@ -586,7 +586,7 @@
 Next, the user must specify an initial position and orientation for the
 eye. For each frame of the output view script,
 AnimMate moves the view to where the eye would be if it were rigidly
-attached to the object, and the object were moved to the
+attached to the object, and the object were moved to
 the position and orientation specified in the animation table.
 <p>
 The eye position and eye yaw, pitch, and roll can be keyboard-edited
@@ -909,7 +909,7 @@
 names in the list box immediately below the entry box. File names can be
 removed from the list box by clicking on the name with the left mouse button.
 <p>
-On the right side of the widget is an entry box which contains a
+On the right side of the widget is an entry box which contains
 a filter string. By default,
 the filter string is <code>./*.script</code>, specifying the files in the
 current directory with the <code>.script</code> suffix.
@@ -966,7 +966,7 @@
 <dd>The name of the file containing the animation script
 <p><dt><b>Max frames per second</b>
 <dd>The maximum rate at which frames will be shown in the display
-window. The display will try to run an the maximum rate, or as fast as
+window. The display will try to run at the maximum rate, or as fast as
 MGED knows how if if no maximum rate is specified.
 <p><dt><b>Start frame</b>
 <dd>The frame number of the first frame in the script to be shown.
Index: doc/html/manuals/mged/animmate/combine_doc.html
===================================================================
--- doc/html/manuals/mged/animmate/combine_doc.html	(revision 54028)
+++ doc/html/manuals/mged/animmate/combine_doc.html	(working copy)
@@ -16,7 +16,7 @@
 names in the list box immediately below the entry box. File names can be
 removed from the list box by clicking on the name with the left mouse button.
 <p>
-On the right side of the window is an entry box which contains a
+On the right side of the window is an entry box which contains
 a filter string. By default,
 the filter string is <code>./*.script</code>, identifying all files in the
 current directory with the <code>.script</code> suffix.
Index: doc/html/manuals/mged/animmate/tabinterp.html
===================================================================
--- doc/html/manuals/mged/animmate/tabinterp.html	(revision 54028)
+++ doc/html/manuals/mged/animmate/tabinterp.html	(working copy)
@@ -74,7 +74,7 @@
 After all the
 <b>file</b>
 commands have been given, it is necessary to define over what range of
-time all the values just read into the
+time all the values just read into
 the raw output table will be sent on to the interpolators, and
 how many rows of interpolated output should be produced for each second
 (time unit) in the input file.
Index: doc/html/manuals/mged/animmate/track_tut.html
===================================================================
--- doc/html/manuals/mged/animmate/track_tut.html	(revision 54028)
+++ doc/html/manuals/mged/animmate/track_tut.html	(working copy)
@@ -32,7 +32,7 @@
 geometry file to make it animation-ready. The names of the wheels must
 be changed to share a common base name, with indexes from zero to six. A
 prototype track pad must be created, and sixty copies of the pad must be made
-for the left and and right tracks. Save the following file as
+for the left and right tracks. Save the following file as
 <em>track.txt</em>, and then run it using the command:
 <pre>
 mged> <b>source track.txt</b>
@@ -350,7 +350,7 @@
 It may appear to you that the left track stops and moves backwards
 during the animation. There are two possible explanations for this
 behavior. One is that the left track may need to turn backwards while
-the right track is turning forward, if the tank's movement contains a a
+the right track is turning forward, if the tank's movement contains a
 very sharp left turn. The other possibility is that although the track
 is actually moving forward, it appears to be rolling backward due to a
 strobing effect. This is the same effect which causes wagon wheels to
Index: doc/html/manuals/mged/animmate/vcurve_doc.html
===================================================================
--- doc/html/manuals/mged/animmate/vcurve_doc.html	(revision 54028)
+++ doc/html/manuals/mged/animmate/vcurve_doc.html	(working copy)
@@ -282,7 +282,7 @@
 <var>n-1</var>.
 <p>
 <dt><b><a name="Clone">Clone</a></b>
-<dd>This button creates a normal table editor containing a copy of the
+<dd>This button creates a normal table editor containing a copy of
 the current view curve parameters. This table editor can be used for
 all of the table editor operations such as
 keyboard editing, interpolation, column editing, and time estimation.
Index: m4/ax_boost_base.m4
===================================================================
--- m4/ax_boost_base.m4	(revision 54028)
+++ m4/ax_boost_base.m4	(working copy)
@@ -10,7 +10,7 @@
 #
 #   Test for the Boost C++ libraries of a particular version (or newer)
 #
-#   If no path to the installed boost library is given the macro searchs
+#   If no path to the installed boost library is given the macro searches
 #   under /usr, /usr/local, /opt and /opt/local and evaluates the
 #   $BOOST_ROOT environment variable. Further documentation is available at
 #   <http://randspringer.de/boost/index.html>.
@@ -81,7 +81,7 @@
 	succeeded=no
 
 	dnl first we check the system location for boost libraries
-	dnl this location ist chosen if boost libraries are installed with the --layout=system option
+	dnl this location is chosen if boost libraries are installed with the --layout=system option
 	dnl or if you install boost with RPM
 	if test "$ac_boost_path" != ""; then
 		BOOST_LDFLAGS="-L$ac_boost_path/lib"
Index: misc/NIST_DENSITIES
===================================================================
--- misc/NIST_DENSITIES	(revision 54028)
+++ misc/NIST_DENSITIES	(working copy)
@@ -111,7 +111,7 @@
 11063	5.24300		Europium
 11064	7.90040		Gadolinium
 11065	8.22900		Terbium
-11066	8.55000		Dysporosium
+11066	8.55000		Dysprosium
 11067	8.79500		Holmium
 11068	9.06600		Erbium
 11069	9.32100		Thulium
Index: src/other/openNURBS/opennurbs_array.h
===================================================================
--- src/other/openNURBS/opennurbs_array.h	(revision 54028)
+++ src/other/openNURBS/opennurbs_array.h	(working copy)
@@ -138,7 +138,7 @@
   // successful, then Search() returns -1.  For Search(T) to work 
   // correctly, T must be a simple type.  Use Search(p,compare())
   // for Ts that are structs/classes that contain pointers.  Search()
-  // is only suitable for performing infrequent searchs of small 
+  // is only suitable for performing infrequent searches of small 
   // arrays.  Sort the array and use BinarySearch() for performing
   // efficient searches.
   int Search( const T& ) const;
Index: src/other/openNURBS/opennurbs_brep_tools.cpp
===================================================================
--- src/other/openNURBS/opennurbs_brep_tools.cpp	(revision 54028)
+++ src/other/openNURBS/opennurbs_brep_tools.cpp	(working copy)
@@ -18,7 +18,7 @@
 static
 const ON_BrepEdge* FindLinearEdge( const ON_Brep& brep, int vi0, int vi1 )
 {
-  // searchs for a linear edge connecting the vertices
+  // searches for a linear edge connecting the vertices
   // brep.m_V[vi0] and brep.m_V[vi1].
   if ( vi0 < 0 || vi0 >= brep.m_V.Count() )
     return NULL;
