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-rw-r--r--doc/classes/Node3D.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 581cb68c92..07ab6a8b49 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -105,7 +105,7 @@
<method name="is_visible_in_tree" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.
+ Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree.
</description>
</method>
<method name="look_at">
@@ -315,7 +315,7 @@
Defines the visibility range parent for this node and its subtree. The visibility parent must be a GeometryInstance3D. Any visual instance will only be visible if the visibility parent (and all of its visibility ancestors) is hidden by being closer to the camera than its own [member GeometryInstance3D.visibility_range_begin]. Nodes hidden via the [member Node3D.visible] property are essentially removed from the visibility dependency tree, so dependent instances will not take the hidden node or its ancestors into account.
</member>
<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
- If [code]true[/code], this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
+ If [code]true[/code], this node is drawn. The node is only visible if all of its ancestors are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
</member>
</members>
<signals>