diff options
author | Yuri Sizov <11782833+YuriSizov@users.noreply.github.com> | 2023-02-17 20:04:58 +0300 |
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committer | GitHub <noreply@github.com> | 2023-02-17 20:04:58 +0300 |
commit | e57aeb49e94a77d9220817709ea198800eac9b5f (patch) | |
tree | 1cd2d3f8782877597ba70c70f6904a7a8237bbd4 /doc/classes | |
parent | c6b5b7d40d0c2eef16fcad4cb974929d274ec5db (diff) | |
parent | dd5acde28505dca0053ea61f8248d357b3175b33 (diff) |
Merge pull request #73507 from YuriSizov/docs-are-neat
Remove extra spaces and correct crosslinks in some documentation
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/AStar2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/Animation.xml | 2 | ||||
-rw-r--r-- | doc/classes/Bone2D.xml | 4 | ||||
-rw-r--r-- | doc/classes/BoneAttachment3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/EditorNode3DGizmoPlugin.xml | 4 | ||||
-rw-r--r-- | doc/classes/GeometryInstance3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/NavigationLink2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/NavigationLink3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/NavigationPathQueryResult2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/NavigationPathQueryResult3D.xml | 2 |
10 files changed, 14 insertions, 14 deletions
diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml index 2414b068e6..d80d784366 100644 --- a/doc/classes/AStar2D.xml +++ b/doc/classes/AStar2D.xml @@ -175,7 +175,7 @@ <method name="get_point_capacity" qualifiers="const"> <return type="int" /> <description> - Returns the capacity of the structure backing the points, useful in conjunction with [code]reserve_space[/code]. + Returns the capacity of the structure backing the points, useful in conjunction with [method reserve_space]. </description> </method> <method name="get_point_connections"> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 74ee13a3d2..9b834f2635 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -108,7 +108,7 @@ <return type="bool" /> <param index="0" name="track_idx" type="int" /> <description> - Returns [code]true[/code] if the track at [code]idx[/code] will be blended with other animations. + Returns [code]true[/code] if the track at [param track_idx] will be blended with other animations. </description> </method> <method name="audio_track_set_key_end_offset"> diff --git a/doc/classes/Bone2D.xml b/doc/classes/Bone2D.xml index d452edd1aa..81999cebab 100644 --- a/doc/classes/Bone2D.xml +++ b/doc/classes/Bone2D.xml @@ -34,7 +34,7 @@ <method name="get_default_length" qualifiers="const"> <return type="float" /> <description> - Deprecated. Please use [code]get_length[/code] instead. + Deprecated. Please use [method get_length] instead. </description> </method> <method name="get_index_in_skeleton" qualifiers="const"> @@ -74,7 +74,7 @@ <return type="void" /> <param index="0" name="default_length" type="float" /> <description> - Deprecated. Please use [code]set_length[/code] instead. + Deprecated. Please use [method set_length] instead. </description> </method> <method name="set_length"> diff --git a/doc/classes/BoneAttachment3D.xml b/doc/classes/BoneAttachment3D.xml index dd01de3607..850aa4c2f2 100644 --- a/doc/classes/BoneAttachment3D.xml +++ b/doc/classes/BoneAttachment3D.xml @@ -33,14 +33,14 @@ <return type="void" /> <param index="0" name="external_skeleton" type="NodePath" /> <description> - Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. The external [Skeleton3D] node is only used when [code]use_external_skeleton[/code] is set to [code]true[/code]. + Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. See [method set_use_external_skeleton] to enable the external [Skeleton3D] node. </description> </method> <method name="set_use_external_skeleton"> <return type="void" /> <param index="0" name="use_external_skeleton" type="bool" /> <description> - Sets whether the BoneAttachment3D node will use an extenral [Skeleton3D] node rather than attenpting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [code]set_external_skeleton[/code]. + Sets whether the BoneAttachment3D node will use an extenral [Skeleton3D] node rather than attenpting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [method set_external_skeleton]. </description> </method> </methods> diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index 3ab13ec5c0..7c012f8ef6 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -138,7 +138,7 @@ <param index="1" name="subgizmo_id" type="int" /> <param index="2" name="transform" type="Transform3D" /> <description> - Override this method to update the node properties during subgizmo editing (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). The [param transform] is given in the Node3D's local coordinate system. Called for this plugin's active gizmos. + Override this method to update the node properties during subgizmo editing (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). The [param transform] is given in the Node3D's local coordinate system. Called for this plugin's active gizmos. </description> </method> <method name="_subgizmos_intersect_frustum" qualifiers="virtual const"> @@ -147,7 +147,7 @@ <param index="1" name="camera" type="Camera3D" /> <param index="2" name="frustum_planes" type="Plane[]" /> <description> - Override this method to allow selecting subgizmos using mouse drag box selection. Given a [param camera] and [param frustum_planes], this method should return which subgizmos are contained within the frustums. The [param frustum_planes] argument consists of an [code]Array[/code] with all the [code]Plane[/code]s that make up the selection frustum. The returned value should contain a list of unique subgizmo identifiers, these identifiers can have any non-negative value and will be used in other virtual methods like [method _get_subgizmo_transform] or [method _commit_subgizmos]. Called for this plugin's active gizmos. + Override this method to allow selecting subgizmos using mouse drag box selection. Given a [param camera] and [param frustum_planes], this method should return which subgizmos are contained within the frustums. The [param frustum_planes] argument consists of an [code]Array[/code] with all the [code]Plane[/code]s that make up the selection frustum. The returned value should contain a list of unique subgizmo identifiers, these identifiers can have any non-negative value and will be used in other virtual methods like [method _get_subgizmo_transform] or [method _commit_subgizmos]. Called for this plugin's active gizmos. </description> </method> <method name="_subgizmos_intersect_ray" qualifiers="virtual const"> diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index 127c5daf95..2bb55a1f40 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -46,10 +46,10 @@ [b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode]. </member> <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false"> - If [code]true[/code], disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use. + If [code]true[/code], disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use. </member> <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0"> - Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances. + Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances. Useful for testing level of detail transitions in the editor. </member> <member name="material_overlay" type="Material" setter="set_material_overlay" getter="get_material_overlay"> diff --git a/doc/classes/NavigationLink2D.xml b/doc/classes/NavigationLink2D.xml index 3f5b1fb184..b3768c357c 100644 --- a/doc/classes/NavigationLink2D.xml +++ b/doc/classes/NavigationLink2D.xml @@ -4,7 +4,7 @@ Creates a link between two positions that [NavigationServer2D] can route agents through. </brief_description> <description> - Creates a link between two positions that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. + Creates a link between two positions that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. </description> <tutorials> <link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link> diff --git a/doc/classes/NavigationLink3D.xml b/doc/classes/NavigationLink3D.xml index 4081426dcd..63abecf631 100644 --- a/doc/classes/NavigationLink3D.xml +++ b/doc/classes/NavigationLink3D.xml @@ -4,7 +4,7 @@ Creates a link between two positions that [NavigationServer3D] can route agents through. </brief_description> <description> - Creates a link between two positions that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. + Creates a link between two positions that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. </description> <tutorials> <link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link> diff --git a/doc/classes/NavigationPathQueryResult2D.xml b/doc/classes/NavigationPathQueryResult2D.xml index 7bc588619d..2bf7961b35 100644 --- a/doc/classes/NavigationPathQueryResult2D.xml +++ b/doc/classes/NavigationPathQueryResult2D.xml @@ -13,7 +13,7 @@ <method name="reset"> <return type="void" /> <description> - Reset the result object to its initial state. This is useful to reuse the object across multiple queries. + Reset the result object to its initial state. This is useful to reuse the object across multiple queries. </description> </method> </methods> diff --git a/doc/classes/NavigationPathQueryResult3D.xml b/doc/classes/NavigationPathQueryResult3D.xml index 118a597b6c..a49eb14b67 100644 --- a/doc/classes/NavigationPathQueryResult3D.xml +++ b/doc/classes/NavigationPathQueryResult3D.xml @@ -13,7 +13,7 @@ <method name="reset"> <return type="void" /> <description> - Reset the result object to its initial state. This is useful to reuse the object across multiple queries. + Reset the result object to its initial state. This is useful to reuse the object across multiple queries. </description> </method> </methods> |