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-rw-r--r--doc/classes/Array.xml4
-rw-r--r--doc/classes/CharFXTransform.xml2
-rw-r--r--doc/classes/MeshDataTool.xml4
-rw-r--r--doc/classes/OS.xml2
-rw-r--r--doc/classes/ProjectSettings.xml2
-rw-r--r--doc/classes/RigidBody3D.xml2
6 files changed, 8 insertions, 8 deletions
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 624b51e463..879b61a880 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -333,14 +333,14 @@
[gdscript]
# Will evaluate to `true`.
if 2 in [2, 4, 6, 8]:
- print("Containes!")
+ print("Contains!")
[/gdscript]
[csharp]
// As there is no "in" keyword in C#, you have to use Contains
var array = new Godot.Collections.Array{2, 4, 6, 8};
if (array.Contains(2))
{
- GD.Print("Containes!");
+ GD.Print("Contains!");
}
[/csharp]
[/codeblocks]
diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml
index 850098f741..7b57dc05f8 100644
--- a/doc/classes/CharFXTransform.xml
+++ b/doc/classes/CharFXTransform.xml
@@ -37,7 +37,7 @@
The position offset the character will be drawn with (in pixels).
</member>
<member name="outline" type="bool" setter="set_outline" getter="is_outline" default="false">
- If [code]ture[/code], FX transform is called for outline drawing. Setting this property won't affect drawing.
+ If [code]true[/code], FX transform is called for outline drawing. Setting this property won't affect drawing.
</member>
<member name="range" type="Vector2i" setter="set_range" getter="get_range" default="Vector2i( 0, 0 )">
Absolute character range in the string, corresponding to the glyph. Setting this property won't affect drawing.
diff --git a/doc/classes/MeshDataTool.xml b/doc/classes/MeshDataTool.xml
index db7a3187f0..3c679047a0 100644
--- a/doc/classes/MeshDataTool.xml
+++ b/doc/classes/MeshDataTool.xml
@@ -15,7 +15,7 @@
mdt.create_from_surface(mesh, 0)
for i in range(mdt.get_vertex_count()):
var vertex = mdt.get_vertex(i)
- # In this example we extend the mesh by one unit, which results in seperated faces as it is flat shaded.
+ # In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
vertex += mdt.get_vertex_normal(i)
# Save your change.
mdt.set_vertex(i, vertex)
@@ -33,7 +33,7 @@
for (var i = 0; i &lt; mdt.GetVertexCount(); i++)
{
Vector3 vertex = mdt.GetVertex(i);
- // In this example we extend the mesh by one unit, which results in seperated faces as it is flat shaded.
+ // In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
vertex += mdt.GetVertexNormal(i);
// Save your change.
mdt.SetVertex(i, vertex);
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index cb95deb9a0..05826ecbf0 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -357,7 +357,7 @@
</return>
<description>
Returns the current UNIX epoch timestamp in seconds.
- [b]Important:[/b] This is the system clock that the user can manully set. [b]Never use[/b] this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. [b]Always use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).
+ [b]Important:[/b] This is the system clock that the user can manually set. [b]Never use[/b] this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. [b]Always use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).
</description>
</method>
<method name="get_unix_time_from_datetime" qualifiers="const">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 6855eb4bae..24d4a8a46e 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -6,7 +6,7 @@
<description>
Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.
When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog.
- [b]Feature tags:[/b] Project settings can be overriden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url].
+ [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url].
[b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
</description>
<tutorials>
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 2920c27a7a..2ee8e2697c 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -103,7 +103,7 @@
[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
</description>
</method>
- <method name="get_inverse_inertia_tensor">
+ <method name="get_inverse_inertia_tensor" qualifiers="const">
<return type="Basis">
</return>
<description>