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authorHugo Locurcio <hugo.locurcio@hugo.pro>2019-06-22 01:04:47 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2019-06-27 22:30:19 +0200
commitf7f6115f7627df24a08a9a0882b2f573cc838eb1 (patch)
tree03fd75145084c88702dbbb7e54c42c7c02d54fa6 /doc/classes/RayShape2D.xml
parent538c8eec15d72b67e102f47f9df7624c29d14607 (diff)
Proofread and improve the whole class reference
- Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
Diffstat (limited to 'doc/classes/RayShape2D.xml')
-rw-r--r--doc/classes/RayShape2D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/RayShape2D.xml b/doc/classes/RayShape2D.xml
index e0ef01bd2a..23cb06f57a 100644
--- a/doc/classes/RayShape2D.xml
+++ b/doc/classes/RayShape2D.xml
@@ -4,7 +4,7 @@
Ray shape for 2D collisions.
</brief_description>
<description>
- Ray shape for 2D collisions. A ray is not really a collision body, instead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
+ Ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
</description>
<tutorials>
</tutorials>