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authorRémi Verschelde <rverschelde@gmail.com>2020-01-28 10:58:48 +0100
committerRémi Verschelde <rverschelde@gmail.com>2020-01-28 10:58:48 +0100
commit658e44ee010f0ee9e348843b7cf1b1b548088464 (patch)
treee8e3cb20a99300a7ee3c28e8d361b22c95327406 /doc/classes
parent50830632c95cf8e3169a950fc0dc4d23819994de (diff)
doc: Sync classref with current source
Fix a few typos.
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/GraphNode.xml2
-rw-r--r--doc/classes/SpatialMaterial.xml2
-rw-r--r--doc/classes/TileSet.xml2
-rw-r--r--doc/classes/Viewport.xml2
-rw-r--r--doc/classes/VisualShaderNodeGlobalExpression.xml2
5 files changed, 5 insertions, 5 deletions
diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml
index 30cf1d01bc..fe2d5d4d86 100644
--- a/doc/classes/GraphNode.xml
+++ b/doc/classes/GraphNode.xml
@@ -4,7 +4,7 @@
A GraphNode is a container with potentially several input and output slots allowing connections between GraphNodes. Slots can have different, incompatible types.
</brief_description>
<description>
- A GraphNode is a container. Each GraphNode can have several input and output slots, sometimes refered to as ports, allowing connections between GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node to it.
+ A GraphNode is a container. Each GraphNode can have several input and output slots, sometimes referred to as ports, allowing connections between GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node to it.
After adding at least one child to GraphNode new sections will be automatically created in the Inspector called 'Slot'. When 'Slot' is expanded you will see list with index number for each slot. You can click on each of them to expand further.
In the Inspector you can enable (show) or disable (hide) slots. By default all slots are disabled so you may not see any slots on your GraphNode initially. You can assign a type to each slot. Only slots of the same type will be able to connect to each other. You can also assign colors to slots. A tuple of input and output slots is defined for each GUI element included in the GraphNode. Input connections are on the left and output connections are on the right side of GraphNode. Only enabled slots are counted as connections.
</description>
diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml
index 500e89e19b..6eeb10b660 100644
--- a/doc/classes/SpatialMaterial.xml
+++ b/doc/classes/SpatialMaterial.xml
@@ -16,7 +16,7 @@
<argument index="0" name="feature" type="int" enum="SpatialMaterial.Feature">
</argument>
<description>
- Returns [code]true[/code], if the specifed [enum Feature] is enabled.
+ Returns [code]true[/code], if the specified [enum Feature] is enabled.
</description>
</method>
<method name="get_flag" qualifiers="const">
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index c978f0a444..0c7a68339b 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -749,6 +749,8 @@
</constant>
<constant name="BIND_LEFT" value="8" enum="AutotileBindings">
</constant>
+ <constant name="BIND_CENTER" value="16" enum="AutotileBindings">
+ </constant>
<constant name="BIND_RIGHT" value="32" enum="AutotileBindings">
</constant>
<constant name="BIND_BOTTOMLEFT" value="64" enum="AutotileBindings">
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 0b50e1b4b7..c9afc9b1bf 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -253,7 +253,7 @@
If [code]true[/code], the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output.
</member>
<member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0">
- The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targetting very high-end systems.
+ The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.
</member>
<member name="own_world" type="bool" setter="set_use_own_world" getter="is_using_own_world" default="false">
If [code]true[/code], the viewport will use [World] defined in [code]world[/code] property.
diff --git a/doc/classes/VisualShaderNodeGlobalExpression.xml b/doc/classes/VisualShaderNodeGlobalExpression.xml
index d9ceffe15f..7245b121a0 100644
--- a/doc/classes/VisualShaderNodeGlobalExpression.xml
+++ b/doc/classes/VisualShaderNodeGlobalExpression.xml
@@ -10,8 +10,6 @@
</tutorials>
<methods>
</methods>
- <members>
- </members>
<constants>
</constants>
</class>