summaryrefslogtreecommitdiff
path: root/doc
diff options
context:
space:
mode:
authorHaoyu Qiu <timothyqiu32@gmail.com>2023-04-18 19:53:47 +0800
committerYuri Sizov <yuris@humnom.net>2023-04-24 17:08:56 +0200
commit2eb29d0684dd57212a33856a147ef59408d6ce26 (patch)
tree9b5d75264c81005c22fba2f681ef0c643f11de46 /doc
parent32dc3b66ab6453d2ab1863b40d03aa8a776d27d8 (diff)
Fix various typos in the classref
(cherry picked from commit 766807506c4f40bca1fafd16ac467a33694f6269)
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/DisplayServer.xml2
-rw-r--r--doc/classes/RenderingServer.xml6
-rw-r--r--doc/classes/ScriptLanguageExtension.xml2
-rw-r--r--doc/classes/ShapeCast2D.xml2
-rw-r--r--doc/classes/ShapeCast3D.xml2
-rw-r--r--doc/classes/SkeletonModification2DFABRIK.xml2
-rw-r--r--doc/classes/SkeletonModification2DPhysicalBones.xml2
-rw-r--r--doc/classes/TextServer.xml2
-rw-r--r--doc/classes/TileSet.xml4
-rw-r--r--doc/classes/Viewport.xml4
-rw-r--r--doc/classes/VisualInstance3D.xml2
-rw-r--r--doc/classes/VisualShaderNodeTextureParameter.xml2
-rw-r--r--doc/classes/Window.xml2
-rw-r--r--doc/classes/XRInterface.xml4
-rw-r--r--doc/classes/XRInterfaceExtension.xml4
15 files changed, 21 insertions, 21 deletions
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 6586d9b314..5e898de976 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -1711,7 +1711,7 @@
The window can't be focused. No-focus window will ignore all input, except mouse clicks.
</constant>
<constant name="WINDOW_FLAG_POPUP" value="5" enum="WindowFlags">
- Window is part of menu or [OptionButton] dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have [code]transient parent[/code] set (see [method window_set_transient]).
+ Window is part of menu or [OptionButton] dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have transient parent set (see [method window_set_transient]).
</constant>
<constant name="WINDOW_FLAG_EXTEND_TO_TITLE" value="6" enum="WindowFlags">
Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons.
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index ec338cb729..08c1cc4bd3 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1852,7 +1852,7 @@
<method name="lightmap_create">
<return type="RID" />
<description>
- Creates a lightmap GI and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]instance_*[/code] RenderingServer functions.
+ Creates a lightmap GI and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]lightmap_*[/code] RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method.
This is the internal equivalent of the [LightmapGI] node.
</description>
@@ -4171,10 +4171,10 @@
<constant name="FOG_VOLUME_SHAPE_MAX" value="5" enum="FogVolumeShape">
</constant>
<constant name="VIEWPORT_SCALING_3D_MODE_BILINEAR" value="0" enum="ViewportScaling3DMode">
- Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
+ Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="VIEWPORT_SCALING_3D_MODE_FSR" value="1" enum="ViewportScaling3DMode">
- Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
+ Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="VIEWPORT_SCALING_3D_MODE_MAX" value="2" enum="ViewportScaling3DMode">
</constant>
diff --git a/doc/classes/ScriptLanguageExtension.xml b/doc/classes/ScriptLanguageExtension.xml
index d67fe5d255..00adbba1ad 100644
--- a/doc/classes/ScriptLanguageExtension.xml
+++ b/doc/classes/ScriptLanguageExtension.xml
@@ -361,7 +361,7 @@
The option is local to the location of the code completion query - e.g. a local variable.
</constant>
<constant name="LOCATION_PARENT_MASK" value="256" enum="CodeCompletionLocation">
- The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, etc) to store the depth of an option in a the class or a parent class.
+ The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, etc) to store the depth of an option in the class or a parent class.
</constant>
<constant name="LOCATION_OTHER_USER_CODE" value="512" enum="CodeCompletionLocation">
The option is from user code which is not local and not in a derived class (e.g. Autoload Singletons).
diff --git a/doc/classes/ShapeCast2D.xml b/doc/classes/ShapeCast2D.xml
index 5a8eec3921..22894380ab 100644
--- a/doc/classes/ShapeCast2D.xml
+++ b/doc/classes/ShapeCast2D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
- Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area2D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area2D] nodes, and when using the signals creates unnecessary complexity.
+ Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics frame[/b]. This also helps to overcome some limitations of [Area2D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area2D] nodes, and when using the signals creates unnecessary complexity.
The node can detect multiple collision objects, but it's usually used to detect the first collision.
[b]Note:[/b] shape casting is more computationally expensive compared to ray casting.
</description>
diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml
index 907ae73055..6adf033528 100644
--- a/doc/classes/ShapeCast3D.xml
+++ b/doc/classes/ShapeCast3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
- Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity.
+ Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity.
The node can detect multiple collision objects, but it's usually used to detect the first collision.
[b]Note:[/b] Shape casting is more computationally expensive compared to ray casting.
</description>
diff --git a/doc/classes/SkeletonModification2DFABRIK.xml b/doc/classes/SkeletonModification2DFABRIK.xml
index 8d1cd4b4d4..f4cd3302ee 100644
--- a/doc/classes/SkeletonModification2DFABRIK.xml
+++ b/doc/classes/SkeletonModification2DFABRIK.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
This [SkeletonModification2D] uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target.
- FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other.
+ FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. Then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other.
Because of how FABRIK works, it often gives more natural results than those seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle constraints, which are fully taken into account when solving.
[b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are the data objects that hold the data for each joint in the FABRIK chain. This is different from [Bone2D] nodes! FABRIK joints hold the data needed for each [Bone2D] in the bone chain used by FABRIK.
To help control how the FABRIK joints move, a magnet vector can be passed, which can nudge the bones in a certain direction prior to solving, giving a level of control over the final result.
diff --git a/doc/classes/SkeletonModification2DPhysicalBones.xml b/doc/classes/SkeletonModification2DPhysicalBones.xml
index 209602e974..2513b5e622 100644
--- a/doc/classes/SkeletonModification2DPhysicalBones.xml
+++ b/doc/classes/SkeletonModification2DPhysicalBones.xml
@@ -13,7 +13,7 @@
<method name="fetch_physical_bones">
<return type="void" />
<description>
- Empties the list of [PhysicalBone2D] nodes and populates it will all [PhysicalBone2D] nodes that are children of the [Skeleton2D].
+ Empties the list of [PhysicalBone2D] nodes and populates it with all [PhysicalBone2D] nodes that are children of the [Skeleton2D].
</description>
</method>
<method name="get_physical_bone_node" qualifiers="const">
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 608fef8f37..98f08f23a0 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -1007,7 +1007,7 @@
<return type="bool" />
<param index="0" name="string" type="String" />
<description>
- Returns [code]true[/code] is [param string] is a valid identifier.
+ Returns [code]true[/code] if [param string] is a valid identifier.
If the text server supports the [constant FEATURE_UNICODE_IDENTIFIERS] feature, a valid identifier must:
- Conform to normalization form C.
- Begin with a Unicode character of class XID_Start or [code]"_"[/code].
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index c371fc3ca2..23f2623cff 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -67,7 +67,7 @@
<param index="1" name="atlas_source_id_override" type="int" default="-1" />
<description>
Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] is not -1, also set its source ID. Otherwise, a unique identifier is automatically generated.
- The function returns the added source source ID or -1 if the source could not be added.
+ The function returns the added source ID or -1 if the source could not be added.
</description>
</method>
<method name="add_terrain">
@@ -578,7 +578,7 @@
<param index="0" name="source_from" type="int" />
<param index="1" name="source_to" type="int" />
<description>
- Creates a source-level proxy for the given source ID. A proxy will map set of tile identifiers to another set of identifiers. Both the atlac coordinates ID and the alternative tile ID are kept the same when using source-level proxies.
+ Creates a source-level proxy for the given source ID. A proxy will map set of tile identifiers to another set of identifiers. Both the atlas coordinates ID and the alternative tile ID are kept the same when using source-level proxies.
This can be used to replace a source in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target source when one is available.
Proxied tiles can be automatically replaced in TileMap nodes using the editor.
</description>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 1a2d0a1a98..35253dc9ef 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -410,10 +410,10 @@
Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum.
</constant>
<constant name="SCALING_3D_MODE_BILINEAR" value="0" enum="Scaling3DMode">
- Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
+ Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="SCALING_3D_MODE_FSR" value="1" enum="Scaling3DMode">
- Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
+ Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="SCALING_3D_MODE_MAX" value="2" enum="Scaling3DMode">
Represents the size of the [enum Scaling3DMode] enum.
diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml
index b2bc6709a0..3713ca48c6 100644
--- a/doc/classes/VisualInstance3D.xml
+++ b/doc/classes/VisualInstance3D.xml
@@ -58,7 +58,7 @@
<members>
<member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask" default="1">
The render layer(s) this [VisualInstance3D] is drawn on.
- This object will only be visible for [Camera3D]s whose cull mask includes the render object this [VisualInstance3D] is set to.
+ This object will only be visible for [Camera3D]s whose cull mask includes any of the render layers this [VisualInstance3D] is set to.
For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal.
</member>
<member name="sorting_offset" type="float" setter="set_sorting_offset" getter="get_sorting_offset" default="0.0">
diff --git a/doc/classes/VisualShaderNodeTextureParameter.xml b/doc/classes/VisualShaderNodeTextureParameter.xml
index 8a08bea659..76a46ea313 100644
--- a/doc/classes/VisualShaderNodeTextureParameter.xml
+++ b/doc/classes/VisualShaderNodeTextureParameter.xml
@@ -19,7 +19,7 @@
Sets the texture repeating mode. See [enum TextureRepeat] for options.
</member>
<member name="texture_source" type="int" setter="set_texture_source" getter="get_texture_source" enum="VisualShaderNodeTextureParameter.TextureSource" default="0">
- Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. see [enum TextureSource] for options.
+ Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. See [enum TextureSource] for options.
</member>
<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureParameter.TextureType" default="0">
Defines the type of data provided by the source texture. See [enum TextureType] for options.
diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml
index a8237efd16..deef703e0d 100644
--- a/doc/classes/Window.xml
+++ b/doc/classes/Window.xml
@@ -730,7 +730,7 @@
The window can't be focused. No-focus window will ignore all input, except mouse clicks. Set with [member unfocusable].
</constant>
<constant name="FLAG_POPUP" value="5" enum="Flags">
- Window is part of menu or [OptionButton] dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have [code]transient parent[/code] set (see [member transient]).
+ Window is part of menu or [OptionButton] dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have transient parent set (see [member transient]).
</constant>
<constant name="FLAG_EXTEND_TO_TITLE" value="6" enum="Flags">
Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons. Set with [member extend_to_title].
diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml
index 96a6f5decd..223953ff79 100644
--- a/doc/classes/XRInterface.xml
+++ b/doc/classes/XRInterface.xml
@@ -70,7 +70,7 @@
<description>
Returns the transform for a view/eye.
[param view] is the view/eye index.
- [param cam_transform] is the transform that maps device coordinates to scene coordinates, typically the global_transform of the current XROrigin3D.
+ [param cam_transform] is the transform that maps device coordinates to scene coordinates, typically the [member Node3D.global_transform] of the current XROrigin3D.
</description>
</method>
<method name="get_view_count">
@@ -246,7 +246,7 @@
Player is free to move around, full positional tracking.
</constant>
<constant name="XR_PLAY_AREA_STAGE" value="4" enum="PlayAreaMode">
- Same as roomscale but origin point is fixed to the center of the physical space, XRServer.center_on_hmd disabled.
+ Same as [constant XR_PLAY_AREA_ROOMSCALE] but origin point is fixed to the center of the physical space, [method XRServer.center_on_hmd] disabled.
</constant>
<constant name="XR_ENV_BLEND_MODE_OPAQUE" value="0" enum="EnvironmentBlendMode">
Opaque blend mode. This is typically used for VR devices.
diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml
index b74ac1e469..a2ef6f6437 100644
--- a/doc/classes/XRInterfaceExtension.xml
+++ b/doc/classes/XRInterfaceExtension.xml
@@ -159,13 +159,13 @@
<method name="_pre_render" qualifiers="virtual">
<return type="void" />
<description>
- Called if this [XRInterfaceExtension] is active before rendering starts, most XR interfaces will sync tracking at this point in time.
+ Called if this [XRInterfaceExtension] is active before rendering starts. Most XR interfaces will sync tracking at this point in time.
</description>
</method>
<method name="_process" qualifiers="virtual">
<return type="void" />
<description>
- Called if this [XRInterfaceExtension] is active before our physics and game process is called. most XR interfaces will update its [XRPositionalTracker]s at this point in time.
+ Called if this [XRInterfaceExtension] is active before our physics and game process is called. Most XR interfaces will update its [XRPositionalTracker]s at this point in time.
</description>
</method>
<method name="_set_anchor_detection_is_enabled" qualifiers="virtual">