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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2019-06-22 01:04:47 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2019-06-27 22:30:19 +0200 |
commit | f7f6115f7627df24a08a9a0882b2f573cc838eb1 (patch) | |
tree | 03fd75145084c88702dbbb7e54c42c7c02d54fa6 /doc/classes/RayShape2D.xml | |
parent | 538c8eec15d72b67e102f47f9df7624c29d14607 (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.xml | 2 |
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> |