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-rw-r--r--doc/classes/KinematicBody2D.xml5
-rw-r--r--doc/classes/KinematicBody3D.xml5
-rw-r--r--doc/classes/OptimizedTranslation.xml (renamed from doc/classes/PHashTranslation.xml)2
-rw-r--r--doc/classes/ProjectSettings.xml2
-rw-r--r--doc/classes/SurfaceTool.xml16
5 files changed, 18 insertions, 12 deletions
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 476b64a336..fdd4db6115 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -162,7 +162,10 @@
</methods>
<members>
<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08">
- If the body is at least this close to another body, this body will consider them to be colliding.
+ Extra margin used for collision recovery in motion functions (see [method move_and_collide], [method move_and_slide], [method move_and_slide_with_snap]).
+ If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
+ A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
+ A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.
</member>
<member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method move_and_collide] functions.
diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml
index a21496de54..efd3f58f88 100644
--- a/doc/classes/KinematicBody3D.xml
+++ b/doc/classes/KinematicBody3D.xml
@@ -177,7 +177,10 @@
Lock the body's Z axis movement.
</member>
<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001">
- If the body is at least this close to another body, this body will consider them to be colliding.
+ Extra margin used for collision recovery in motion functions (see [method move_and_collide], [method move_and_slide], [method move_and_slide_with_snap]).
+ If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
+ A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
+ A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.
</member>
</members>
<constants>
diff --git a/doc/classes/PHashTranslation.xml b/doc/classes/OptimizedTranslation.xml
index 30194e9495..a5ca93c7ff 100644
--- a/doc/classes/PHashTranslation.xml
+++ b/doc/classes/OptimizedTranslation.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="PHashTranslation" inherits="Translation" version="4.0">
+<class name="OptimizedTranslation" inherits="Translation" version="4.0">
<brief_description>
Optimized translation.
</brief_description>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index d7ccb03d04..5b9150ab04 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -734,7 +734,7 @@
<member name="input_devices/pen_tablet/driver" type="String" setter="" getter="">
Specifies the tablet driver to use. If left empty, the default driver will be used.
</member>
- <member name="input_devices/pen_tablet/driver.windows" type="String" setter="" getter="">
+ <member name="input_devices/pen_tablet/driver.Windows" type="String" setter="" getter="">
Override for [member input_devices/pen_tablet/driver] on Windows.
</member>
<member name="input_devices/pointing/emulate_mouse_from_touch" type="bool" setter="" getter="" default="true">
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index d145b4ce97..f5d83c0c46 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -199,7 +199,7 @@
<return type="void">
</return>
<description>
- Shrinks the vertex array by creating an index array (avoids reusing vertices).
+ Shrinks the vertex array by creating an index array. This can improve performance by avoiding vertex reuse.
</description>
</method>
<method name="optimize_indices_for_cache">
@@ -214,7 +214,7 @@
<argument index="0" name="bones" type="PackedInt32Array">
</argument>
<description>
- Specifies an array of bones for the next vertex to use. [code]bones[/code] must contain 4 integers.
+ Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/code] must contain 4 integers.
</description>
</method>
<method name="set_color">
@@ -223,7 +223,7 @@
<argument index="0" name="color" type="Color">
</argument>
<description>
- Specifies a [Color] for the next vertex to use.
+ Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
[b]Note:[/b] The material must have [member BaseMaterial3D.vertex_color_use_as_albedo] enabled for the vertex color to be visible.
</description>
</method>
@@ -262,7 +262,7 @@
<argument index="0" name="normal" type="Vector3">
</argument>
<description>
- Specifies a normal for the next vertex to use.
+ Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
</description>
</method>
<method name="set_skin_weight_count">
@@ -288,7 +288,7 @@
<argument index="0" name="tangent" type="Plane">
</argument>
<description>
- Specifies a tangent for the next vertex to use.
+ Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
</description>
</method>
<method name="set_uv">
@@ -297,7 +297,7 @@
<argument index="0" name="uv" type="Vector2">
</argument>
<description>
- Specifies a set of UV coordinates to use for the next vertex.
+ Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
</description>
</method>
<method name="set_uv2">
@@ -306,7 +306,7 @@
<argument index="0" name="uv2" type="Vector2">
</argument>
<description>
- Specifies an optional second set of UV coordinates to use for the next vertex.
+ Specifies an optional second set of UV coordinates to use for the [i]next[/i] vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
</description>
</method>
<method name="set_weights">
@@ -315,7 +315,7 @@
<argument index="0" name="weights" type="PackedFloat32Array">
</argument>
<description>
- Specifies weight values for next vertex to use. [code]weights[/code] must contain 4 values.
+ Specifies weight values to use for the [i]next[/i] vertex. [code]weights[/code] must contain 4 values. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
</description>
</method>
</methods>