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-rw-r--r--doc/classes/CanvasItem.xml1
-rw-r--r--doc/classes/Node2D.xml2
2 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index d74f49c897..947e6a3d4c 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -536,6 +536,7 @@
</methods>
<members>
<member name="clip_children" type="bool" setter="set_clip_children" getter="is_clipping_children" default="false">
+ Allows the current node to clip children nodes, essentially acting as a mask.
</member>
<member name="light_mask" type="int" setter="set_light_mask" getter="get_light_mask" default="1">
The rendering layers in which this [CanvasItem] responds to [Light2D] nodes.
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index a587811260..054ab532af 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -119,6 +119,8 @@
[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
</member>
<member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
+ Slants the node.
+ [b]Note:[/b] Skew is X axis only.
</member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
Local [Transform2D].