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-rw-r--r--doc/classes/ResourceFormatSaver.xml8
1 files changed, 3 insertions, 5 deletions
diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml
index d50027ef8e..caa05dce26 100644
--- a/doc/classes/ResourceFormatSaver.xml
+++ b/doc/classes/ResourceFormatSaver.xml
@@ -1,16 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="ResourceFormatSaver" inherits="Reference" category="Core" version="3.1">
+<class name="ResourceFormatSaver" inherits="Reference" category="Core" version="3.2">
<brief_description>
Saves a specific resource type to a file.
</brief_description>
<description>
- The engine can save resources when you do it from the editor, or when you call [method ResourceSaver.save]. This is accomplished with multiple [code]ResourceFormatSaver[/code]s, each handling its own format.
+ The engine can save resources when you do it from the editor, or when you call [method ResourceSaver.save]. This is accomplished with multiple [ResourceFormatSaver]s, each handling its own format.
By default, Godot saves resources as [code].tres[/code], [code].res[/code] or another built-in format, but you can choose to create your own format by extending this class. You should give it a global class name with [code]class_name[/code] for it to be registered. You may as well implement a [ResourceFormatLoader].
</description>
<tutorials>
</tutorials>
- <demos>
- </demos>
<methods>
<method name="get_recognized_extensions" qualifiers="virtual">
<return type="PoolStringArray">
@@ -27,7 +25,7 @@
<argument index="0" name="resource" type="Resource">
</argument>
<description>
- Returns true if the given resource object can be saved by this saver.
+ Returns [code]true[/code] if the given resource object can be saved by this saver.
</description>
</method>
<method name="save" qualifiers="virtual">