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author | Rémi Verschelde <rverschelde@gmail.com> | 2018-12-20 13:46:54 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-12-20 13:47:12 +0100 |
commit | 6cdcde7114a7b12063d2d4b720583d6094d66c85 (patch) | |
tree | 18e5a9d0a612b99f61bf4324afa52fae28953a53 /modules | |
parent | d8067e905c031df9abe475c966fe389b03036036 (diff) |
doc: Add missing commas after "If true/false"
Diffstat (limited to 'modules')
4 files changed, 6 insertions, 6 deletions
diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index 9b9088dd82..dd2628a7fd 100644 --- a/modules/gridmap/doc_classes/GridMap.xml +++ b/modules/gridmap/doc_classes/GridMap.xml @@ -192,13 +192,13 @@ </methods> <members> <member name="cell_center_x" type="bool" setter="set_center_x" getter="get_center_x"> - If [code]true[/code] grid items are centered on the X axis. + If [code]true[/code], grid items are centered on the X axis. </member> <member name="cell_center_y" type="bool" setter="set_center_y" getter="get_center_y"> - If [code]true[/code] grid items are centered on the Y axis. + If [code]true[/code], grid items are centered on the Y axis. </member> <member name="cell_center_z" type="bool" setter="set_center_z" getter="get_center_z"> - If [code]true[/code] grid items are centered on the Z axis. + If [code]true[/code], grid items are centered on the Z axis. </member> <member name="cell_octant_size" type="int" setter="set_octant_size" getter="get_octant_size"> The size of each octant measured in number of cells. This applies to all three axis. diff --git a/modules/visual_script/doc_classes/VisualScriptCondition.xml b/modules/visual_script/doc_classes/VisualScriptCondition.xml index 353898c93a..4657436c8f 100644 --- a/modules/visual_script/doc_classes/VisualScriptCondition.xml +++ b/modules/visual_script/doc_classes/VisualScriptCondition.xml @@ -4,7 +4,7 @@ A Visual Script node which branches the flow. </brief_description> <description> - A Visual Script node that checks a [bool] input port. If [code]true[/code] it will exit via the “true” sequence port. If [code]false[/code] it will exit via the "false" sequence port. After exiting either, it exits via the “done” port. Sequence ports may be left disconnected. + A Visual Script node that checks a [bool] input port. If [code]true[/code], it will exit via the “true” sequence port. If [code]false[/code], it will exit via the "false" sequence port. After exiting either, it exits via the “done” port. Sequence ports may be left disconnected. [b]Input Ports:[/b] - Sequence: [code]if (cond) is[/code] - Data (boolean): [code]cond[/code] diff --git a/modules/visual_script/doc_classes/VisualScriptReturn.xml b/modules/visual_script/doc_classes/VisualScriptReturn.xml index 6095520eff..0ca3e3b612 100644 --- a/modules/visual_script/doc_classes/VisualScriptReturn.xml +++ b/modules/visual_script/doc_classes/VisualScriptReturn.xml @@ -19,7 +19,7 @@ </methods> <members> <member name="return_enabled" type="bool" setter="set_enable_return_value" getter="is_return_value_enabled"> - If [code]true[/code] the [code]return[/code] input port is available. + If [code]true[/code], the [code]return[/code] input port is available. </member> <member name="return_type" type="int" setter="set_return_type" getter="get_return_type" enum="Variant.Type"> The return value's data type. diff --git a/modules/websocket/doc_classes/WebSocketClient.xml b/modules/websocket/doc_classes/WebSocketClient.xml index b3ea535495..6b73b80350 100644 --- a/modules/websocket/doc_classes/WebSocketClient.xml +++ b/modules/websocket/doc_classes/WebSocketClient.xml @@ -25,7 +25,7 @@ </argument> <description> Connect to the given URL requesting one of the given [code]protocols[/code] as sub-protocol. - If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will behave like a network peer for the [MultiplayerAPI]. Note: connections to non Godot servers will not work, and [signal data_received] will not be emitted when this option is true. + If [code]true[/code], is passed as [code]gd_mp_api[/code], the client will behave like a network peer for the [MultiplayerAPI]. Note: connections to non Godot servers will not work, and [signal data_received] will not be emitted when this option is true. </description> </method> <method name="disconnect_from_host"> |