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-rw-r--r--doc/classes/Control.xml4
-rw-r--r--doc/classes/Generic6DOFJoint.xml14
-rw-r--r--doc/classes/Node.xml2
-rw-r--r--doc/classes/PackedScene.xml9
-rw-r--r--doc/classes/VehicleWheel.xml12
5 files changed, 24 insertions, 17 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 722bb5d258..95e8622cf4 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -158,7 +158,7 @@
</argument>
<description>
Forces drag and bypasses [method get_drag_data] and [method set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. Drag will start even if the mouse is neither over nor pressed on this control.
- The methods [method can_drop_data] and [method drop_data] must be implemented on controls that want to recieve drop data.
+ The methods [method can_drop_data] and [method drop_data] must be implemented on controls that want to receive drop data.
</description>
</method>
<method name="get_begin" qualifiers="const">
@@ -208,7 +208,7 @@
<argument index="0" name="position" type="Vector2">
</argument>
<description>
- Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Return null if there is no data to drag. Controls that want to recieve drop data should implement [method can_drop_data] and [method drop_data]. [code]position[/code] is local to this control. Drag may be forced with [method force_drag].
+ Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Return null if there is no data to drag. Controls that want to receive drop data should implement [method can_drop_data] and [method drop_data]. [code]position[/code] is local to this control. Drag may be forced with [method force_drag].
A preview that will follow the mouse that should represent the data can be set with [method set_drag_preview]. A good time to set the preview is in this method.
[codeblock]
extends Control
diff --git a/doc/classes/Generic6DOFJoint.xml b/doc/classes/Generic6DOFJoint.xml
index f49f4231ef..2aec6d7f4e 100644
--- a/doc/classes/Generic6DOFJoint.xml
+++ b/doc/classes/Generic6DOFJoint.xml
@@ -4,7 +4,7 @@
The generic 6 degrees of freedom joint can implement a variety of joint-types by locking certain axes' rotation or translation.
</brief_description>
<description>
- The first 3 dof axes are linear axes, which represent translation of Bodies, and the latter 3 dof axes represent the angular motion. Each axis can be either locked, or limited.
+ The first 3 DOF axes are linear axes, which represent translation of Bodies, and the latter 3 DOF axes represent the angular motion. Each axis can be either locked, or limited.
</description>
<tutorials>
</tutorials>
@@ -18,7 +18,7 @@
The lower, the longer an impulse from one side takes to travel to the other side.
</member>
<member name="angular_limit_x/enabled" type="bool" setter="set_flag_x" getter="get_flag_x">
- If [code]true[/code] rotation across the x-axis is enabled.
+ If [code]true[/code] rotation across the x-axis is limited.
</member>
<member name="angular_limit_x/erp" type="float" setter="set_param_x" getter="get_param_x">
When rotating across x-axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
@@ -42,7 +42,7 @@
The amount of rotational damping across the y-axis. The lower, the more dampening occurs.
</member>
<member name="angular_limit_y/enabled" type="bool" setter="set_flag_y" getter="get_flag_y">
- If [code]true[/code] rotation across the y-axis is enabled.
+ If [code]true[/code] rotation across the y-axis is limited.
</member>
<member name="angular_limit_y/erp" type="float" setter="set_param_y" getter="get_param_y">
When rotating across y-axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
@@ -66,7 +66,7 @@
The amount of rotational damping across the z-axis. The lower, the more dampening occurs.
</member>
<member name="angular_limit_z/enabled" type="bool" setter="set_flag_z" getter="get_flag_z">
- If [code]true[/code] rotation across the z-axis is enabled.
+ If [code]true[/code] rotation across the z-axis is limited.
</member>
<member name="angular_limit_z/erp" type="float" setter="set_param_z" getter="get_param_z">
When rotating across z-axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
@@ -117,7 +117,7 @@
The amount of damping that happens at the x-motion.
</member>
<member name="linear_limit_x/enabled" type="bool" setter="set_flag_x" getter="get_flag_x">
- If [code]true[/code] the linear motion across the x-axis is enabled.
+ If [code]true[/code] the linear motion across the x-axis is limited.
</member>
<member name="linear_limit_x/lower_distance" type="float" setter="set_param_x" getter="get_param_x">
The minimum difference between the pivot points' x-axis.
@@ -135,7 +135,7 @@
The amount of damping that happens at the y-motion.
</member>
<member name="linear_limit_y/enabled" type="bool" setter="set_flag_y" getter="get_flag_y">
- If [code]true[/code] the linear motion across the y-axis is enabled.
+ If [code]true[/code] the linear motion across the y-axis is limited.
</member>
<member name="linear_limit_y/lower_distance" type="float" setter="set_param_y" getter="get_param_y">
The minimum difference between the pivot points' y-axis.
@@ -153,7 +153,7 @@
The amount of damping that happens at the z-motion.
</member>
<member name="linear_limit_z/enabled" type="bool" setter="set_flag_z" getter="get_flag_z">
- If [code]true[/code] the linear motion across the z-axis is enabled.
+ If [code]true[/code] the linear motion across the z-axis is limited.
</member>
<member name="linear_limit_z/lower_distance" type="float" setter="set_param_z" getter="get_param_z">
The minimum difference between the pivot points' z-axis.
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 97d09a66c4..9129f64340 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -746,7 +746,7 @@
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed
</member>
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
- The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using SceneSaver) all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
+ The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]) all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
</member>
<member name="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode">
Pause mode. How the node will behave if the [SceneTree] is paused.
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index cf89e6a2df..8d810bc9c4 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -5,7 +5,14 @@
</brief_description>
<description>
A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
- TODO: explain ownership, and that node does not need to own itself
+ Can be used to save a node to a file. When saving, the node as well as all the node it owns get saved (see [code]owner[/code] property on [Node]). Note that the node doesn't need to own itself.
+ Example of saving a node:
+ [codeblock]
+ var scene = PackedScene.new()
+ var result = scene.pack(child)
+ if result == OK:
+ ResourceSaver.save("res://path/name.scn", scene) // or user://...
+ [/codeblock]
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VehicleWheel.xml b/doc/classes/VehicleWheel.xml
index 6f9f5ea2c5..f2c6f5f287 100644
--- a/doc/classes/VehicleWheel.xml
+++ b/doc/classes/VehicleWheel.xml
@@ -31,16 +31,16 @@
The damping applied to the spring when the spring is being compressed. This value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the car will keep bouncing as the spring keeps its energy. A good value for this is around 0.3 for a normal car, 0.5 for a race car.
</member>
<member name="damping_relaxation" type="float" setter="set_damping_relaxation" getter="get_damping_relaxation">
- The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slighly higher then the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5
+ The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5
</member>
<member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force">
- The maximum force the spring can resist. This value should be higher then a quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3x to 4x this number.
+ The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3x to 4x this number.
</member>
<member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness">
- This value defines the stiffness of the suspension. Use a value lower then 50 for an offroad car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.
+ This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.
</member>
<member name="suspension_travel" type="float" setter="set_suspension_travel" getter="get_suspension_travel">
- This is the distance the suspension can travel. As Godots measures are in meters keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car .
+ This is the distance the suspension can travel. As Godot measures are in meters keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car .
</member>
<member name="use_as_steering" type="bool" setter="set_use_as_steering" getter="is_used_as_steering">
If true this wheel will be turned when the car steers.
@@ -49,14 +49,14 @@
If true this wheel transfers engine force to the ground to propel the vehicle forward.
</member>
<member name="wheel_friction_slip" type="float" setter="set_friction_slip" getter="get_friction_slip">
- This determines how much grip this wheel has. It is combined with the friction setting of the surface the wheel is in contact with. 0.0 means no grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the rear wheels slightly lower then the front wheels, or use a lower value to simulate tire wear.
+ This determines how much grip this wheel has. It is combined with the friction setting of the surface the wheel is in contact with. 0.0 means no grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the rear wheels slightly lower than the front wheels, or use a lower value to simulate tire wear.
It's best to set this to 1.0 when starting out.
</member>
<member name="wheel_radius" type="float" setter="set_radius" getter="get_radius">
The radius of the wheel in meters.
</member>
<member name="wheel_rest_length" type="float" setter="set_suspension_rest_length" getter="get_suspension_rest_length">
- This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest lenght to move the wheel down to the position it should be in when the car is in rest.
+ This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest length to move the wheel down to the position it should be in when the car is in rest.
</member>
<member name="wheel_roll_influence" type="float" setter="set_roll_influence" getter="get_roll_influence">
This value effects the roll of your vehicle. If set to 0.0 for all wheels your vehicle will be prone to rolling over while a value of 1.0 will resist body roll.