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-rw-r--r--doc/classes/Navigation.xml2
-rw-r--r--doc/classes/ProjectSettings.xml2
-rw-r--r--doc/classes/String.xml21
3 files changed, 13 insertions, 12 deletions
diff --git a/doc/classes/Navigation.xml b/doc/classes/Navigation.xml
index 3690c1d682..f0ae3fef99 100644
--- a/doc/classes/Navigation.xml
+++ b/doc/classes/Navigation.xml
@@ -59,7 +59,7 @@
<argument index="2" name="optimize" type="bool" default="true">
</argument>
<description>
- Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the agent properties associated with each [NavigationMesh] (raidus, height, etc.) are considered in the path calculation, otherwise they are ignored.
+ Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the agent properties associated with each [NavigationMesh] (radius, height, etc.) are considered in the path calculation, otherwise they are ignored.
</description>
</method>
<method name="navmesh_add">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 5bcd39a8d6..460db5e792 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -723,7 +723,7 @@
Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
</member>
<member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="">
- Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913][/url] for details.
+ Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms.
</member>
<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="">
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index a5a8766ca0..af7e5a395a 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -662,16 +662,17 @@
<method name="rsplit">
<return type="PoolStringArray">
</return>
- <argument index="0" name="divisor" type="String">
+ <argument index="0" name="delimiter" type="String">
</argument>
<argument index="1" name="allow_empty" type="bool" default="True">
</argument>
<argument index="2" name="maxsplit" type="int" default="0">
</argument>
<description>
- Splits the string by a [code]divisor[/code] string and returns an array of the substrings, starting from right.
- [b]Example:[/b] [code]"One,Two,Three"[/code] will return [code]["One","Two","Three"][/code] if split by [code]","[/code].
- If [code]maxsplit[/code] is specified, then it is number of splits to do, default is 0 which splits all the items.
+ Splits the string by a [code]delimiter[/code] string and returns an array of the substrings, starting from right.
+ The splits in the returned array are sorted in the same order as the original string, from left to right.
+ If [code]maxsplit[/code] is specified, it defines the number of splits to do from the right up to [code]maxsplit[/code]. The default value of 0 means that all items are split, thus giving the same result as [method split].
+ [b]Example:[/b] [code]"One,Two,Three,Four"[/code] will return [code]["Three","Four"][/code] if split by [code]","[/code] with [code]maxsplit[/code] of 2.
</description>
</method>
<method name="rstrip">
@@ -709,27 +710,27 @@
<method name="split">
<return type="PoolStringArray">
</return>
- <argument index="0" name="divisor" type="String">
+ <argument index="0" name="delimiter" type="String">
</argument>
<argument index="1" name="allow_empty" type="bool" default="True">
</argument>
<argument index="2" name="maxsplit" type="int" default="0">
</argument>
<description>
- Splits the string by a divisor string and returns an array of the substrings.
- [b]Example:[/b] [code]"One,Two,Three"[/code] will return [code]["One","Two","Three"][/code] if split by [code]","[/code].
- If [code]maxsplit[/code] is given, at most maxsplit number of splits occur, and the remainder of the string is returned as the final element of the list (thus, the list will have at most maxsplit+1 elements)
+ Splits the string by a [code]delimiter[/code] string and returns an array of the substrings.
+ If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of 0 means that all items are split.
+ [b]Example:[/b] [code]"One,Two,Three"[/code] will return [code]["One","Two"][/code] if split by [code]","[/code] with [code]maxsplit[/code] of 2.
</description>
</method>
<method name="split_floats">
<return type="PoolRealArray">
</return>
- <argument index="0" name="divisor" type="String">
+ <argument index="0" name="delimiter" type="String">
</argument>
<argument index="1" name="allow_empty" type="bool" default="True">
</argument>
<description>
- Splits the string in floats by using a divisor string and returns an array of the substrings.
+ Splits the string in floats by using a delimiter string and returns an array of the substrings.
[b]Example:[/b] [code]"1,2.5,3"[/code] will return [code][1,2.5,3][/code] if split by [code]","[/code].
</description>
</method>