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-rw-r--r--doc/classes/@GDScript.xml7
-rw-r--r--doc/classes/ARVRServer.xml2
-rw-r--r--doc/classes/KinematicBody.xml2
-rw-r--r--doc/classes/KinematicBody2D.xml2
-rw-r--r--doc/classes/Shape2D.xml4
5 files changed, 10 insertions, 7 deletions
diff --git a/doc/classes/@GDScript.xml b/doc/classes/@GDScript.xml
index 601b1385ae..072eec800f 100644
--- a/doc/classes/@GDScript.xml
+++ b/doc/classes/@GDScript.xml
@@ -539,7 +539,7 @@
</description>
</method>
<method name="lerp">
- <return type="float">
+ <return type="Variant">
</return>
<argument index="0" name="from" type="Variant">
</argument>
@@ -549,8 +549,11 @@
</argument>
<description>
Linearly interpolates between two values by a normalized value.
+ If the [code]from[/code] and [code]to[/code] arguments are of type [int] or [float], the return value is a [float].
+ If both are of the same vector type ([Vector2], [Vector3] or [Color]), the return value will be of the same type ([code]lerp[/code] then calls the vector type's [code]linear_interpolate[/code] method).
[codeblock]
- lerp(1, 3, 0.5) # returns 2
+ lerp(0, 4, 0.75) # returns 3.0
+ lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # returns Vector2(2, 3.5)
[/codeblock]
</description>
</method>
diff --git a/doc/classes/ARVRServer.xml b/doc/classes/ARVRServer.xml
index a7d3e46684..e089360c46 100644
--- a/doc/classes/ARVRServer.xml
+++ b/doc/classes/ARVRServer.xml
@@ -56,7 +56,7 @@
<return type="int">
</return>
<description>
- Get the number of interfaces currently registered with the AR/VR server. If you're game supports multiple AR/VR platforms you can look through the available interface and either present the user with a selection or simply try an initialize each interface and use the first one that returns true.
+ Get the number of interfaces currently registered with the AR/VR server. If your game supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try an initialize each interface and use the first one that returns true.
</description>
</method>
<method name="get_interfaces" qualifiers="const">
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index ad41f48ddd..a4fade6ab2 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -89,7 +89,7 @@
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody[/code] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
- [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — this is done by the method.
+ [code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
[i]TODO: Update for new stop_on_slode argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 986010f832..b94304b9a8 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -89,7 +89,7 @@
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
- [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — this is done by the method.
+ [code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
[i]TODO: Update for stop_on_slope argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml
index 96b8a77d9e..fc773faf5e 100644
--- a/doc/classes/Shape2D.xml
+++ b/doc/classes/Shape2D.xml
@@ -27,7 +27,7 @@
</description>
</method>
<method name="collide_and_get_contacts">
- <return type="Variant">
+ <return type="Array">
</return>
<argument index="0" name="local_xform" type="Transform2D">
</argument>
@@ -59,7 +59,7 @@
</description>
</method>
<method name="collide_with_motion_and_get_contacts">
- <return type="Variant">
+ <return type="Array">
</return>
<argument index="0" name="local_xform" type="Transform2D">
</argument>