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-rw-r--r--doc/classes/AStar2D.xml2
-rw-r--r--doc/classes/Animation.xml2
-rw-r--r--doc/classes/Bone2D.xml13
-rw-r--r--doc/classes/BoneAttachment3D.xml4
-rw-r--r--doc/classes/BoxMesh.xml2
-rw-r--r--doc/classes/EditorInspectorPlugin.xml2
-rw-r--r--doc/classes/EditorNode3DGizmoPlugin.xml4
-rw-r--r--doc/classes/EditorPlugin.xml4
-rw-r--r--doc/classes/GeometryInstance3D.xml4
-rw-r--r--doc/classes/NavigationLink2D.xml2
-rw-r--r--doc/classes/NavigationLink3D.xml2
-rw-r--r--doc/classes/NavigationPathQueryResult2D.xml2
-rw-r--r--doc/classes/NavigationPathQueryResult3D.xml2
13 files changed, 16 insertions, 29 deletions
diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml
index 2414b068e6..d80d784366 100644
--- a/doc/classes/AStar2D.xml
+++ b/doc/classes/AStar2D.xml
@@ -175,7 +175,7 @@
<method name="get_point_capacity" qualifiers="const">
<return type="int" />
<description>
- Returns the capacity of the structure backing the points, useful in conjunction with [code]reserve_space[/code].
+ Returns the capacity of the structure backing the points, useful in conjunction with [method reserve_space].
</description>
</method>
<method name="get_point_connections">
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index 74ee13a3d2..9b834f2635 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -108,7 +108,7 @@
<return type="bool" />
<param index="0" name="track_idx" type="int" />
<description>
- Returns [code]true[/code] if the track at [code]idx[/code] will be blended with other animations.
+ Returns [code]true[/code] if the track at [param track_idx] will be blended with other animations.
</description>
</method>
<method name="audio_track_set_key_end_offset">
diff --git a/doc/classes/Bone2D.xml b/doc/classes/Bone2D.xml
index d452edd1aa..c421fe1543 100644
--- a/doc/classes/Bone2D.xml
+++ b/doc/classes/Bone2D.xml
@@ -31,12 +31,6 @@
[b]Note:[/b] This is different from the [code]Bone2D[/code]'s rotation. The bone angle is the rotation of the bone shown by the [code]Bone2D[/code] gizmo, and because [code]Bone2D[/code] bones are based on positions, this can vary from the actual rotation of the [code]Bone2D[/code] node.
</description>
</method>
- <method name="get_default_length" qualifiers="const">
- <return type="float" />
- <description>
- Deprecated. Please use [code]get_length[/code] instead.
- </description>
- </method>
<method name="get_index_in_skeleton" qualifiers="const">
<return type="int" />
<description>
@@ -70,13 +64,6 @@
[b]Note:[/b] This is different from the [code]Bone2D[/code]'s rotation. The bone angle is the rotation of the bone shown by the [code]Bone2D[/code] gizmo, and because [code]Bone2D[/code] bones are based on positions, this can vary from the actual rotation of the [code]Bone2D[/code] node.
</description>
</method>
- <method name="set_default_length">
- <return type="void" />
- <param index="0" name="default_length" type="float" />
- <description>
- Deprecated. Please use [code]set_length[/code] instead.
- </description>
- </method>
<method name="set_length">
<return type="void" />
<param index="0" name="length" type="float" />
diff --git a/doc/classes/BoneAttachment3D.xml b/doc/classes/BoneAttachment3D.xml
index dd01de3607..850aa4c2f2 100644
--- a/doc/classes/BoneAttachment3D.xml
+++ b/doc/classes/BoneAttachment3D.xml
@@ -33,14 +33,14 @@
<return type="void" />
<param index="0" name="external_skeleton" type="NodePath" />
<description>
- Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. The external [Skeleton3D] node is only used when [code]use_external_skeleton[/code] is set to [code]true[/code].
+ Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. See [method set_use_external_skeleton] to enable the external [Skeleton3D] node.
</description>
</method>
<method name="set_use_external_skeleton">
<return type="void" />
<param index="0" name="use_external_skeleton" type="bool" />
<description>
- Sets whether the BoneAttachment3D node will use an extenral [Skeleton3D] node rather than attenpting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [code]set_external_skeleton[/code].
+ Sets whether the BoneAttachment3D node will use an extenral [Skeleton3D] node rather than attenpting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [method set_external_skeleton].
</description>
</method>
</methods>
diff --git a/doc/classes/BoxMesh.xml b/doc/classes/BoxMesh.xml
index 84e6d6f87d..f8cae0fc72 100644
--- a/doc/classes/BoxMesh.xml
+++ b/doc/classes/BoxMesh.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Generate an axis-aligned box [PrimitiveMesh].
- The box's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to [code]Vector3(3, 2, 1)[/code].
+ The box's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.
[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth], [member subdivide_height] and [member subdivide_width] until you no longer notice UV jittering.
</description>
<tutorials>
diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml
index 7ffd7f9426..bbd383edc0 100644
--- a/doc/classes/EditorInspectorPlugin.xml
+++ b/doc/classes/EditorInspectorPlugin.xml
@@ -18,7 +18,7 @@
<methods>
<method name="_can_handle" qualifiers="virtual const">
<return type="bool" />
- <param index="0" name="object" type="Variant" />
+ <param index="0" name="object" type="Object" />
<description>
Returns [code]true[/code] if this object can be handled by this plugin.
</description>
diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml
index 3ab13ec5c0..7c012f8ef6 100644
--- a/doc/classes/EditorNode3DGizmoPlugin.xml
+++ b/doc/classes/EditorNode3DGizmoPlugin.xml
@@ -138,7 +138,7 @@
<param index="1" name="subgizmo_id" type="int" />
<param index="2" name="transform" type="Transform3D" />
<description>
- Override this method to update the node properties during subgizmo editing (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). The [param transform] is given in the Node3D's local coordinate system. Called for this plugin's active gizmos.
+ Override this method to update the node properties during subgizmo editing (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). The [param transform] is given in the Node3D's local coordinate system. Called for this plugin's active gizmos.
</description>
</method>
<method name="_subgizmos_intersect_frustum" qualifiers="virtual const">
@@ -147,7 +147,7 @@
<param index="1" name="camera" type="Camera3D" />
<param index="2" name="frustum_planes" type="Plane[]" />
<description>
- Override this method to allow selecting subgizmos using mouse drag box selection. Given a [param camera] and [param frustum_planes], this method should return which subgizmos are contained within the frustums. The [param frustum_planes] argument consists of an [code]Array[/code] with all the [code]Plane[/code]s that make up the selection frustum. The returned value should contain a list of unique subgizmo identifiers, these identifiers can have any non-negative value and will be used in other virtual methods like [method _get_subgizmo_transform] or [method _commit_subgizmos]. Called for this plugin's active gizmos.
+ Override this method to allow selecting subgizmos using mouse drag box selection. Given a [param camera] and [param frustum_planes], this method should return which subgizmos are contained within the frustums. The [param frustum_planes] argument consists of an [code]Array[/code] with all the [code]Plane[/code]s that make up the selection frustum. The returned value should contain a list of unique subgizmo identifiers, these identifiers can have any non-negative value and will be used in other virtual methods like [method _get_subgizmo_transform] or [method _commit_subgizmos]. Called for this plugin's active gizmos.
</description>
</method>
<method name="_subgizmos_intersect_ray" qualifiers="virtual const">
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index f4b912de9e..95c0f8efe1 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -38,7 +38,7 @@
</method>
<method name="_edit" qualifiers="virtual">
<return type="void" />
- <param index="0" name="object" type="Variant" />
+ <param index="0" name="object" type="Object" />
<description>
This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
[param object] can be [code]null[/code] if the plugin was editing an object, but there is no longer any selected object handled by this plugin. It can be used to cleanup editing state.
@@ -295,7 +295,7 @@
</method>
<method name="_handles" qualifiers="virtual const">
<return type="bool" />
- <param index="0" name="object" type="Variant" />
+ <param index="0" name="object" type="Object" />
<description>
Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method _edit] and [method _make_visible] called when the editor requests them. If you have declared the methods [method _forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be called too.
</description>
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index 127c5daf95..2bb55a1f40 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -46,10 +46,10 @@
[b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode].
</member>
<member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false">
- If [code]true[/code], disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use.
+ If [code]true[/code], disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use.
</member>
<member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
- Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances.
+ Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances.
Useful for testing level of detail transitions in the editor.
</member>
<member name="material_overlay" type="Material" setter="set_material_overlay" getter="get_material_overlay">
diff --git a/doc/classes/NavigationLink2D.xml b/doc/classes/NavigationLink2D.xml
index 3f5b1fb184..b3768c357c 100644
--- a/doc/classes/NavigationLink2D.xml
+++ b/doc/classes/NavigationLink2D.xml
@@ -4,7 +4,7 @@
Creates a link between two positions that [NavigationServer2D] can route agents through.
</brief_description>
<description>
- Creates a link between two positions that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
+ Creates a link between two positions that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
</description>
<tutorials>
<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link>
diff --git a/doc/classes/NavigationLink3D.xml b/doc/classes/NavigationLink3D.xml
index 4081426dcd..63abecf631 100644
--- a/doc/classes/NavigationLink3D.xml
+++ b/doc/classes/NavigationLink3D.xml
@@ -4,7 +4,7 @@
Creates a link between two positions that [NavigationServer3D] can route agents through.
</brief_description>
<description>
- Creates a link between two positions that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
+ Creates a link between two positions that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
</description>
<tutorials>
<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link>
diff --git a/doc/classes/NavigationPathQueryResult2D.xml b/doc/classes/NavigationPathQueryResult2D.xml
index 7bc588619d..2bf7961b35 100644
--- a/doc/classes/NavigationPathQueryResult2D.xml
+++ b/doc/classes/NavigationPathQueryResult2D.xml
@@ -13,7 +13,7 @@
<method name="reset">
<return type="void" />
<description>
- Reset the result object to its initial state. This is useful to reuse the object across multiple queries.
+ Reset the result object to its initial state. This is useful to reuse the object across multiple queries.
</description>
</method>
</methods>
diff --git a/doc/classes/NavigationPathQueryResult3D.xml b/doc/classes/NavigationPathQueryResult3D.xml
index 118a597b6c..a49eb14b67 100644
--- a/doc/classes/NavigationPathQueryResult3D.xml
+++ b/doc/classes/NavigationPathQueryResult3D.xml
@@ -13,7 +13,7 @@
<method name="reset">
<return type="void" />
<description>
- Reset the result object to its initial state. This is useful to reuse the object across multiple queries.
+ Reset the result object to its initial state. This is useful to reuse the object across multiple queries.
</description>
</method>
</methods>