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-rw-r--r--doc/classes/@GDScript.xml1
-rw-r--r--doc/classes/JSON.xml2
-rw-r--r--doc/classes/JSONParseResult.xml3
-rw-r--r--doc/classes/KinematicBody.xml2
4 files changed, 5 insertions, 3 deletions
diff --git a/doc/classes/@GDScript.xml b/doc/classes/@GDScript.xml
index d4bd937f49..4e9a6a5fc0 100644
--- a/doc/classes/@GDScript.xml
+++ b/doc/classes/@GDScript.xml
@@ -608,6 +608,7 @@
<description>
Parse JSON text to a Variant (use [method typeof] to check if it is what you expect).
Be aware that the JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to [float] types.
+ Note that JSON objects do not preserve key order like Godot dictionaries, thus you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements:
[codeblock]
p = parse_json('["a", "b", "c"]')
if typeof(p) == TYPE_ARRAY:
diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml
index e69c05c3df..078c293fc0 100644
--- a/doc/classes/JSON.xml
+++ b/doc/classes/JSON.xml
@@ -4,7 +4,7 @@
Helper class for parsing JSON data.
</brief_description>
<description>
- Helper class for parsing JSON data. For usage example, see [JSONParseResult].
+ Helper class for parsing JSON data. For usage example and other important hints, see [JSONParseResult].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/JSONParseResult.xml b/doc/classes/JSONParseResult.xml
index 424720a871..0e8d9b66fa 100644
--- a/doc/classes/JSONParseResult.xml
+++ b/doc/classes/JSONParseResult.xml
@@ -24,7 +24,8 @@
</member>
<member name="result" type="Variant" setter="set_result" getter="get_result">
A [Variant] containing the parsed JSON. Use typeof() to check if it is what you expect. For example, if JSON source starts with curly braces ([code]{}[/code]) a [Dictionary] will be returned, if JSON source starts with braces ([code][][/code]) an [Array] will be returned.
- [i]Be aware that the JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to float types.[/i]
+ [i]Be aware that the JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to float types.
+ Note that JSON objects do not preserve key order like Godot dictionaries, thus you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements:[/i]
[codeblock]
p = JSON.parse('["hello", "world", "!"]')
if typeof(p) == TYPE_ARRAY:
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index 2c22ae4f93..1735501a47 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -85,7 +85,7 @@
[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 with [code]delta[/code] — this is done by the method.
[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.
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_bounces[/code] times before it stops.
+ If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision].
</description>