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-rw-r--r--doc/classes/@GlobalScope.xml6
-rw-r--r--doc/classes/Camera2D.xml2
-rw-r--r--doc/classes/CodeEdit.xml6
-rw-r--r--doc/classes/CodeHighlighter.xml6
-rw-r--r--doc/classes/Control.xml2
-rw-r--r--doc/classes/CryptoKey.xml2
-rw-r--r--doc/classes/DisplayServer.xml4
-rw-r--r--doc/classes/EditorImportPlugin.xml2
-rw-r--r--doc/classes/Font.xml6
-rw-r--r--doc/classes/FontData.xml8
-rw-r--r--doc/classes/ItemList.xml2
-rw-r--r--doc/classes/MultiplayerReplicator.xml4
-rw-r--r--doc/classes/ParticlesMaterial.xml6
-rw-r--r--doc/classes/PhysicsTestMotionResult2D.xml20
-rw-r--r--doc/classes/PhysicsTestMotionResult3D.xml20
-rw-r--r--doc/classes/RichTextLabel.xml2
-rw-r--r--doc/classes/ScrollContainer.xml4
-rw-r--r--doc/classes/Skeleton3D.xml4
-rw-r--r--doc/classes/SkeletonModification3D.xml2
-rw-r--r--doc/classes/SkeletonModification3DCCDIK.xml2
-rw-r--r--doc/classes/SkeletonModification3DFABRIK.xml4
-rw-r--r--doc/classes/SkeletonModification3DJiggle.xml4
-rw-r--r--doc/classes/SkeletonModification3DTwoBoneIK.xml2
-rw-r--r--doc/classes/SkeletonModificationStack3D.xml2
-rw-r--r--doc/classes/String.xml2
-rw-r--r--doc/classes/TextEdit.xml2
-rw-r--r--doc/classes/TextParagraph.xml2
-rw-r--r--doc/classes/TextServer.xml14
-rw-r--r--doc/classes/TextServerExtension.xml6
-rw-r--r--doc/classes/TileMap.xml10
-rw-r--r--doc/classes/TileSet.xml4
-rw-r--r--doc/classes/TileSetScenesCollectionSource.xml6
-rw-r--r--doc/classes/UndoRedo.xml2
-rw-r--r--doc/classes/Vector2.xml2
-rw-r--r--doc/translations/ar.po4
-rw-r--r--doc/translations/ca.po4
-rw-r--r--doc/translations/classes.pot18
-rw-r--r--doc/translations/cs.po4
-rw-r--r--doc/translations/de.po4
-rw-r--r--doc/translations/el.po4
-rw-r--r--doc/translations/es.po4
-rw-r--r--doc/translations/extract.py4
-rw-r--r--doc/translations/fa.po4
-rw-r--r--doc/translations/fi.po4
-rw-r--r--doc/translations/fil.po4
-rw-r--r--doc/translations/fr.po4
-rw-r--r--doc/translations/gl.po4
-rw-r--r--doc/translations/hi.po4
-rw-r--r--doc/translations/hu.po4
-rw-r--r--doc/translations/id.po4
-rw-r--r--doc/translations/is.po4
-rw-r--r--doc/translations/it.po4
-rw-r--r--doc/translations/ja.po4
-rw-r--r--doc/translations/ko.po4
-rw-r--r--doc/translations/lv.po4
-rw-r--r--doc/translations/mr.po4
-rw-r--r--doc/translations/nb.po4
-rw-r--r--doc/translations/nl.po4
-rw-r--r--doc/translations/pl.po4
-rw-r--r--doc/translations/pt.po4
-rw-r--r--doc/translations/pt_BR.po4
-rw-r--r--doc/translations/ro.po4
-rw-r--r--doc/translations/ru.po4
-rw-r--r--doc/translations/sk.po4
-rw-r--r--doc/translations/sr_Cyrl.po4
-rw-r--r--doc/translations/sv.po4
-rw-r--r--doc/translations/th.po4
-rw-r--r--doc/translations/tl.po4
-rw-r--r--doc/translations/tr.po4
-rw-r--r--doc/translations/uk.po4
-rw-r--r--doc/translations/vi.po4
-rw-r--r--doc/translations/zh_CN.po4
-rw-r--r--doc/translations/zh_TW.po4
73 files changed, 171 insertions, 171 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 161e6278a2..e874bcc0f3 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -1256,13 +1256,13 @@
Aligns inline object (e.g. image, table) to the bottom of the text.
</constant>
<constant name="INLINE_ALIGNMENT_TOP" value="0" enum="InlineAlignment">
- Aligns top of the inline object (e.g. image, table) to the top of the text. Equvalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code].
+ Aligns top of the inline object (e.g. image, table) to the top of the text. Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code].
</constant>
<constant name="INLINE_ALIGNMENT_CENTER" value="5" enum="InlineAlignment">
- Aligns center of the inline object (e.g. image, table) to the center of the text. Equvalent to [code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code].
+ Aligns center of the inline object (e.g. image, table) to the center of the text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code].
</constant>
<constant name="INLINE_ALIGNMENT_BOTTOM" value="14" enum="InlineAlignment">
- Aligns bottom of the inline object (e.g. image, table) to the bottom of the text. Equvalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code].
+ Aligns bottom of the inline object (e.g. image, table) to the bottom of the text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code].
</constant>
<constant name="KEY_SPECIAL" value="16777216" enum="Key">
Keycodes with this bit applied are non-printable.
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml
index 1bcc9689aa..90663bfaa5 100644
--- a/doc/classes/Camera2D.xml
+++ b/doc/classes/Camera2D.xml
@@ -142,7 +142,7 @@
Top scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
- The camera's relative offset. Useful for looking around or camera shake animations. The offseted camera can go past the limits defined in [member limit_top], [member limit_bottom], [member limit_left] and [member limit_right].
+ The camera's relative offset. Useful for looking around or camera shake animations. The offsetted camera can go past the limits defined in [member limit_top], [member limit_bottom], [member limit_left] and [member limit_right].
</member>
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="Camera2D.Camera2DProcessCallback" default="1">
The camera's process callback. See [enum Camera2DProcessCallback].
diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml
index 59da64314b..697b0443f1 100644
--- a/doc/classes/CodeEdit.xml
+++ b/doc/classes/CodeEdit.xml
@@ -234,7 +234,7 @@
<method name="get_folded_lines" qualifiers="const">
<return type="int[]" />
<description>
- Return all lines that are current folded.
+ Returns all lines that are current folded.
</description>
</method>
<method name="get_text_for_code_completion" qualifiers="const">
@@ -288,7 +288,7 @@
<argument index="0" name="line" type="int" />
<argument index="1" name="column" type="int" default="-1" />
<description>
- Return delimiter index if [code]line[/code] [code]column[/code] is in a comment. If [code]column[/code] is not provided, will return delimiter index if the entire [code]line[/code] is a comment. Otherwise [code]-1[/code].
+ Returns delimiter index if [code]line[/code] [code]column[/code] is in a comment. If [code]column[/code] is not provided, will return delimiter index if the entire [code]line[/code] is a comment. Otherwise [code]-1[/code].
</description>
</method>
<method name="is_in_string" qualifiers="const">
@@ -296,7 +296,7 @@
<argument index="0" name="line" type="int" />
<argument index="1" name="column" type="int" default="-1" />
<description>
- Return the delimiter index if [code]line[/code] [code]column[/code] is in a string. If [code]column[/code] is not provided, will return the delimiter index if the entire [code]line[/code] is a string. Otherwise [code]-1[/code].
+ Returns the delimiter index if [code]line[/code] [code]column[/code] is in a string. If [code]column[/code] is not provided, will return the delimiter index if the entire [code]line[/code] is a string. Otherwise [code]-1[/code].
</description>
</method>
<method name="is_line_bookmarked" qualifiers="const">
diff --git a/doc/classes/CodeHighlighter.xml b/doc/classes/CodeHighlighter.xml
index 064be0c29d..efd8f618e7 100644
--- a/doc/classes/CodeHighlighter.xml
+++ b/doc/classes/CodeHighlighter.xml
@@ -76,21 +76,21 @@
<return type="bool" />
<argument index="0" name="start_key" type="String" />
<description>
- Return [code]true[/code] if the start key exists, else [code]false[/code].
+ Returns [code]true[/code] if the start key exists, else [code]false[/code].
</description>
</method>
<method name="has_keyword_color" qualifiers="const">
<return type="bool" />
<argument index="0" name="keyword" type="String" />
<description>
- Return [code]true[/code] if the keyword exists, else [code]false[/code].
+ Returns [code]true[/code] if the keyword exists, else [code]false[/code].
</description>
</method>
<method name="has_member_keyword_color" qualifiers="const">
<return type="bool" />
<argument index="0" name="member_keyword" type="String" />
<description>
- Return [code]true[/code] if the member keyword exists, else [code]false[/code].
+ Returns [code]true[/code] if the member keyword exists, else [code]false[/code].
</description>
</method>
<method name="remove_color_region">
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 39f8980b2c..3d8199831d 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -201,7 +201,7 @@
<argument index="1" name="text" type="String" />
<description>
User defined BiDi algorithm override function.
- Return [code]Array[/code] of [code]Vector2i[/code] text ranges, in the left-to-right order. Ranges should cover full source [code]text[/code] without overlaps. BiDi algorithm will be used on each range separately.
+ Returns [code]Array[/code] of [code]Vector2i[/code] text ranges, in the left-to-right order. Ranges should cover full source [code]text[/code] without overlaps. BiDi algorithm will be used on each range separately.
</description>
</method>
<method name="accept_event">
diff --git a/doc/classes/CryptoKey.xml b/doc/classes/CryptoKey.xml
index 111da858ea..9e56a41fee 100644
--- a/doc/classes/CryptoKey.xml
+++ b/doc/classes/CryptoKey.xml
@@ -14,7 +14,7 @@
<method name="is_public_only" qualifiers="const">
<return type="bool" />
<description>
- Return [code]true[/code] if this CryptoKey only has the public part, and not the private one.
+ Returns [code]true[/code] if this CryptoKey only has the public part, and not the private one.
</description>
</method>
<method name="load">
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 1ca69057b4..a41875385c 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -392,7 +392,7 @@
<method name="screen_get_max_scale" qualifiers="const">
<return type="float" />
<description>
- Return the greatest scale factor of all screens.
+ Returns the greatest scale factor of all screens.
[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all other cases.
[b]Note:[/b] This method is implemented on macOS.
</description>
@@ -413,7 +413,7 @@
<return type="float" />
<argument index="0" name="screen" type="int" default="-1" />
<description>
- Return the scale factor of the specified screen by index.
+ Returns the scale factor of the specified screen by index.
[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) screen, and [code]1.0[/code] for all other cases.
[b]Note:[/b] This method is implemented on macOS.
</description>
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index 1f98781bbd..50c227dc0a 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -163,7 +163,7 @@
}
[/csharp]
[/codeblocks]
- Return [code]true[/code] to make all options always visible.
+ Returns [code]true[/code] to make all options always visible.
</description>
</method>
<method name="_get_preset_count" qualifiers="virtual const">
diff --git a/doc/classes/Font.xml b/doc/classes/Font.xml
index 275d6b6577..3537fc0b66 100644
--- a/doc/classes/Font.xml
+++ b/doc/classes/Font.xml
@@ -222,7 +222,7 @@
<return type="float" />
<argument index="0" name="size" type="int" default="16" />
<description>
- Return average pixel offset of the underline below the baseline.
+ Returns average pixel offset of the underline below the baseline.
[b]Note:[/b] Real underline position of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.
</description>
</method>
@@ -230,7 +230,7 @@
<return type="float" />
<argument index="0" name="size" type="int" default="16" />
<description>
- Return average thickness of the underline.
+ Returns average thickness of the underline.
[b]Note:[/b] Real underline thickness of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.
</description>
</method>
@@ -238,7 +238,7 @@
<return type="bool" />
<argument index="0" name="char" type="int" />
<description>
- Return [code]true[/code] if a Unicode [code]char[/code] is available in the font.
+ Returns [code]true[/code] if a Unicode [code]char[/code] is available in the font.
</description>
</method>
<method name="remove_data">
diff --git a/doc/classes/FontData.xml b/doc/classes/FontData.xml
index c403d238c5..0c8386784e 100644
--- a/doc/classes/FontData.xml
+++ b/doc/classes/FontData.xml
@@ -259,7 +259,7 @@
<return type="Array" />
<argument index="0" name="cache_index" type="int" />
<description>
- Return list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
+ Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
</description>
</method>
<method name="get_spacing" qualifiers="const">
@@ -343,7 +343,7 @@
<return type="bool" />
<argument index="0" name="char" type="int" />
<description>
- Return [code]true[/code] if a Unicode [code]char[/code] is available in the font.
+ Returns [code]true[/code] if a Unicode [code]char[/code] is available in the font.
</description>
</method>
<method name="is_antialiased" qualifiers="const">
@@ -355,7 +355,7 @@
<method name="is_force_autohinter" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if auto-hinting is supported and preffered over font built-in hinting. Used by dynamic fonts only.
+ Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
</description>
</method>
<method name="is_language_supported" qualifiers="const">
@@ -519,7 +519,7 @@
<return type="void" />
<argument index="0" name="force_autohinter" type="bool" />
<description>
- If set to [code]true[/code] auto-hinting is preffered over font built-in hinting.
+ If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
</description>
</method>
<method name="set_glyph_advance">
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 7263687ea8..7af19301f6 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -155,7 +155,7 @@
Returns an array with the indexes of the selected items.
</description>
</method>
- <method name="get_v_scroll">
+ <method name="get_v_scroll_bar">
<return type="VScrollBar" />
<description>
Returns the [Object] ID associated with the list.
diff --git a/doc/classes/MultiplayerReplicator.xml b/doc/classes/MultiplayerReplicator.xml
index 0f97cc1d0a..7bf40f860b 100644
--- a/doc/classes/MultiplayerReplicator.xml
+++ b/doc/classes/MultiplayerReplicator.xml
@@ -106,8 +106,8 @@
<argument index="3" name="custom_send" type="Callable" />
<argument index="4" name="custom_receive" type="Callable" />
<description>
- Configures the MultiplayerReplicator to sync instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication at the desired [code]interval[/code] (in milliseconds). The specified [code]properties[/code] will be part of the state sync. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the syncronization proecess.
- Tip: You can use a custom property in the scene main script to return a customly optimized state representation (having a single property that returns a PackedByteArray is higly recommended when dealing with many instances).
+ Configures the MultiplayerReplicator to sync instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication at the desired [code]interval[/code] (in milliseconds). The specified [code]properties[/code] will be part of the state sync. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the synchronization proecess.
+ Tip: You can use a custom property in the scene main script to return a customly optimized state representation (having a single property that returns a PackedByteArray is highly recommended when dealing with many instances).
</description>
</method>
<method name="track">
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index d2261ed4cc..6cf0ea2a93 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -15,14 +15,14 @@
<return type="float" />
<argument index="0" name="param" type="int" enum="ParticlesMaterial.Parameter" />
<description>
- Return the maximum value range for the given prameter.
+ Returns the maximum value range for the given parameter.
</description>
</method>
<method name="get_param_min" qualifiers="const">
<return type="float" />
<argument index="0" name="param" type="int" enum="ParticlesMaterial.Parameter" />
<description>
- Return the minimum value range for the given parameter.
+ Returns the minimum value range for the given parameter.
</description>
</method>
<method name="get_param_texture" qualifiers="const">
@@ -199,7 +199,7 @@
Minimum initial velocity.
</member>
<member name="lifetime_randomness" type="float" setter="set_lifetime_randomness" getter="get_lifetime_randomness" default="0.0">
- Particle lifetime randomness ratio. The lifetime will be multipled by a value interpolated between [code]1.0[/code] and a random number less than one. For example a random ratio of [code]0.4[/code] would scale the original lifetime between [code]0.4-1.0[/code] of its original value.
+ Particle lifetime randomness ratio. The lifetime will be multiplied by a value interpolated between [code]1.0[/code] and a random number less than one. For example a random ratio of [code]0.4[/code] would scale the original lifetime between [code]0.4-1.0[/code] of its original value.
</member>
<member name="linear_accel_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's linear acceleration will vary along this [CurveTexture].
diff --git a/doc/classes/PhysicsTestMotionResult2D.xml b/doc/classes/PhysicsTestMotionResult2D.xml
index 355365cf25..060641caff 100644
--- a/doc/classes/PhysicsTestMotionResult2D.xml
+++ b/doc/classes/PhysicsTestMotionResult2D.xml
@@ -12,55 +12,55 @@
<method name="get_collider" qualifiers="const">
<return type="Object" />
<description>
- Returns the colliding body's attached [Object], if a collision occured.
+ Returns the colliding body's attached [Object], if a collision occurred.
</description>
</method>
<method name="get_collider_id" qualifiers="const">
<return type="int" />
<description>
- Returns the unique instance ID of the colliding body's attached [Object], if a collision occured. See [method Object.get_instance_id].
+ Returns the unique instance ID of the colliding body's attached [Object], if a collision occurred. See [method Object.get_instance_id].
</description>
</method>
<method name="get_collider_rid" qualifiers="const">
<return type="RID" />
<description>
- Returns the colliding body's [RID] used by the [PhysicsServer2D], if a collision occured.
+ Returns the colliding body's [RID] used by the [PhysicsServer2D], if a collision occurred.
</description>
</method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<description>
- Returns the colliding body's shape index, if a collision occured. See [CollisionObject2D].
+ Returns the colliding body's shape index, if a collision occurred. See [CollisionObject2D].
</description>
</method>
<method name="get_collider_velocity" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the colliding body's velocity, if a collision occured.
+ Returns the colliding body's velocity, if a collision occurred.
</description>
</method>
<method name="get_collision_depth" qualifiers="const">
<return type="float" />
<description>
- Returns the length of overlap along the collision normal, if a collision occured.
+ Returns the length of overlap along the collision normal, if a collision occurred.
</description>
</method>
<method name="get_collision_local_shape" qualifiers="const">
<return type="int" />
<description>
- Returns the moving object's colliding shape, if a collision occured.
+ Returns the moving object's colliding shape, if a collision occurred.
</description>
</method>
<method name="get_collision_normal" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the colliding body's shape's normal at the point of collision, if a collision occured.
+ Returns the colliding body's shape's normal at the point of collision, if a collision occurred.
</description>
</method>
<method name="get_collision_point" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the point of collision in global coordinates, if a collision occured.
+ Returns the point of collision in global coordinates, if a collision occurred.
</description>
</method>
<method name="get_collision_safe_fraction" qualifiers="const">
@@ -72,7 +72,7 @@
<method name="get_collision_unsafe_fraction" qualifiers="const">
<return type="float" />
<description>
- Returns the minimum fraction of the motion needed to collide, if a collision occured, between [code]0[/code] and [code]1[/code].
+ Returns the minimum fraction of the motion needed to collide, if a collision occurred, between [code]0[/code] and [code]1[/code].
</description>
</method>
<method name="get_remainder" qualifiers="const">
diff --git a/doc/classes/PhysicsTestMotionResult3D.xml b/doc/classes/PhysicsTestMotionResult3D.xml
index 282c140568..96029937da 100644
--- a/doc/classes/PhysicsTestMotionResult3D.xml
+++ b/doc/classes/PhysicsTestMotionResult3D.xml
@@ -13,35 +13,35 @@
<return type="Object" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occured.
+ Returns the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collider_id" qualifiers="const">
<return type="int" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the unique instance ID of the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occured. See [method Object.get_instance_id].
+ Returns the unique instance ID of the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occurred. See [method Object.get_instance_id].
</description>
</method>
<method name="get_collider_rid" qualifiers="const">
<return type="RID" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the colliding body's [RID] used by the [PhysicsServer3D] given a collision index (the deepest collision by default), if a collision occured.
+ Returns the colliding body's [RID] used by the [PhysicsServer3D] given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the colliding body's shape index given a collision index (the deepest collision by default), if a collision occured. See [CollisionObject3D].
+ Returns the colliding body's shape index given a collision index (the deepest collision by default), if a collision occurred. See [CollisionObject3D].
</description>
</method>
<method name="get_collider_velocity" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occured.
+ Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_count" qualifiers="const">
@@ -54,28 +54,28 @@
<return type="float" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the length of overlap along the collision normal given a collision index (the deepest collision by default), if a collision occured.
+ Returns the length of overlap along the collision normal given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_local_shape" qualifiers="const">
<return type="int" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the moving object's colliding shape given a collision index (the deepest collision by default), if a collision occured.
+ Returns the moving object's colliding shape given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_normal" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default), if a collision occured.
+ Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_point" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the point of collision in global coordinates given a collision index (the deepest collision by default), if a collision occured.
+ Returns the point of collision in global coordinates given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_safe_fraction" qualifiers="const">
@@ -87,7 +87,7 @@
<method name="get_collision_unsafe_fraction" qualifiers="const">
<return type="float" />
<description>
- Returns the minimum fraction of the motion needed to collide, if a collision occured, between [code]0[/code] and [code]1[/code].
+ Returns the minimum fraction of the motion needed to collide, if a collision occurred, between [code]0[/code] and [code]1[/code].
</description>
</method>
<method name="get_remainder" qualifiers="const">
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index 132ede7a0a..c8ed373271 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -97,7 +97,7 @@
Returns the total number of characters from text tags. Does not include BBCodes.
</description>
</method>
- <method name="get_v_scroll">
+ <method name="get_v_scroll_bar">
<return type="VScrollBar" />
<description>
Returns the vertical scrollbar.
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index 676c62c93c..948c052a20 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -24,14 +24,14 @@
[/codeblock]
</description>
</method>
- <method name="get_h_scrollbar">
+ <method name="get_h_scroll_bar">
<return type="HScrollBar" />
<description>
Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].
[b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to disable or hide a scrollbar, you can use [member horizontal_scroll_mode].
</description>
</method>
- <method name="get_v_scrollbar">
+ <method name="get_v_scroll_bar">
<return type="VScrollBar" />
<description>
Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index e804e7bf24..aa56f852a7 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -297,7 +297,7 @@
<argument index="3" name="persistent" type="bool" default="false" />
<description>
Sets the global pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
- [code]amount[/code] is the interpolation strengh that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
+ [code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
[b]Note:[/b] The pose transform needs to be a global pose! Use [method world_transform_to_global_pose] to convert a world transform, like one you can get from a [Node3D], to a global pose.
</description>
</method>
@@ -309,7 +309,7 @@
<argument index="3" name="persistent" type="bool" default="false" />
<description>
Sets the local pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
- [code]amount[/code] is the interpolation strengh that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
+ [code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
[b]Note:[/b] The pose transform needs to be a local pose! Use [method global_pose_to_local_pose] to convert a global pose to a local pose.
</description>
</method>
diff --git a/doc/classes/SkeletonModification3D.xml b/doc/classes/SkeletonModification3D.xml
index c544473163..90ccd8f42e 100644
--- a/doc/classes/SkeletonModification3D.xml
+++ b/doc/classes/SkeletonModification3D.xml
@@ -60,7 +60,7 @@
When true, the modification's [method _execute] function will be called by the [SkeletonModificationStack3D].
</member>
<member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0">
- The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only availible in certain execution modes.
+ The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes.
</member>
</members>
</class>
diff --git a/doc/classes/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml
index 55777ab0f4..606dce4961 100644
--- a/doc/classes/SkeletonModification3DCCDIK.xml
+++ b/doc/classes/SkeletonModification3DCCDIK.xml
@@ -4,7 +4,7 @@
A modification that uses CCDIK to manipulate a series of bones to reach a target.
</brief_description>
<description>
- This [SkeletonModification3D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to maniuplate a chain of bones in a Skeleton so it reaches a defined target.
+ This [SkeletonModification3D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a Skeleton so it reaches a defined target.
CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers.
[b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK.
CCDIK also fully supports angle constraints, allowing for more control over how a solution is met.
diff --git a/doc/classes/SkeletonModification3DFABRIK.xml b/doc/classes/SkeletonModification3DFABRIK.xml
index 1c69ad7b3f..7c1a021c44 100644
--- a/doc/classes/SkeletonModification3DFABRIK.xml
+++ b/doc/classes/SkeletonModification3DFABRIK.xml
@@ -24,7 +24,7 @@
<return type="bool" />
<argument index="0" name="joint_idx" type="int" />
<description>
- Returns a boolean that indiciates whether this modification will attempt to autocalculate the length of the bone assigned to the FABRIK joint at [code]joint_idx[/code].
+ Returns a boolean that indicates whether this modification will attempt to autocalculate the length of the bone assigned to the FABRIK joint at [code]joint_idx[/code].
</description>
</method>
<method name="get_fabrik_joint_bone_index" qualifiers="const">
@@ -66,7 +66,7 @@
<return type="bool" />
<argument index="0" name="joint_idx" type="int" />
<description>
- Returns a boolean indiciating whether the FABRIK joint uses the target's [Basis] for its rotation.
+ Returns a boolean indicating whether the FABRIK joint uses the target's [Basis] for its rotation.
[b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones.
</description>
</method>
diff --git a/doc/classes/SkeletonModification3DJiggle.xml b/doc/classes/SkeletonModification3DJiggle.xml
index 3c724229bd..605b28363b 100644
--- a/doc/classes/SkeletonModification3DJiggle.xml
+++ b/doc/classes/SkeletonModification3DJiggle.xml
@@ -56,7 +56,7 @@
<return type="bool" />
<argument index="0" name="joint_idx" type="int" />
<description>
- Returns a boolean that indiciates whether the joint at [code]joint_idx[/code] is overriding the default jiggle joint data defined in the modification.
+ Returns a boolean that indicates whether the joint at [code]joint_idx[/code] is overriding the default jiggle joint data defined in the modification.
</description>
</method>
<method name="get_jiggle_joint_roll" qualifiers="const">
@@ -77,7 +77,7 @@
<return type="bool" />
<argument index="0" name="joint_idx" type="int" />
<description>
- Returns a boolean that indiciates whether the joint at [code]joint_idx[/code] is using gravity or not.
+ Returns a boolean that indicates whether the joint at [code]joint_idx[/code] is using gravity or not.
</description>
</method>
<method name="get_use_colliders" qualifiers="const">
diff --git a/doc/classes/SkeletonModification3DTwoBoneIK.xml b/doc/classes/SkeletonModification3DTwoBoneIK.xml
index 0e83cd0b28..2edcda6bfd 100644
--- a/doc/classes/SkeletonModification3DTwoBoneIK.xml
+++ b/doc/classes/SkeletonModification3DTwoBoneIK.xml
@@ -4,7 +4,7 @@
A modification that moves two bones to reach the target.
</brief_description>
<description>
- This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only opperate on two bones.
+ This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only operate on two bones.
TwoBoneIK is great for arms, legs, and really any joints that can be represented by just two bones that bend to reach a target. This solver is more lightweight than [SkeletonModification3DFABRIK], but gives similar, natural looking results.
A [Node3D]-based node can be used to define the pole, or bend direction, allowing control over which direction the joint takes when bending to reach the target when the target is within reach.
</description>
diff --git a/doc/classes/SkeletonModificationStack3D.xml b/doc/classes/SkeletonModificationStack3D.xml
index 4035e39410..032fe6e032 100644
--- a/doc/classes/SkeletonModificationStack3D.xml
+++ b/doc/classes/SkeletonModificationStack3D.xml
@@ -43,7 +43,7 @@
<method name="get_is_setup" qualifiers="const">
<return type="bool" />
<description>
- Returns a boolean that indiciates whether the modification stack is setup and can execute.
+ Returns a boolean that indicates whether the modification stack is setup and can execute.
</description>
</method>
<method name="get_modification" qualifiers="const">
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index cd6fc10931..d86c577e5e 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -340,7 +340,7 @@
<return type="String" />
<argument index="0" name="parts" type="PackedStringArray" />
<description>
- Return a [String] which is the concatenation of the [code]parts[/code]. The separator between elements is the string providing this method.
+ Returns a [String] which is the concatenation of the [code]parts[/code]. The separator between elements is the string providing this method.
Example:
[codeblocks]
[gdscript]
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index d6738bfb89..26ad20e85b 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -201,7 +201,7 @@
<method name="get_last_full_visible_line" qualifiers="const">
<return type="int" />
<description>
- Return the last visible line. Use [method get_last_full_visible_line_wrap_index] for the wrap index.
+ Returns the last visible line. Use [method get_last_full_visible_line_wrap_index] for the wrap index.
</description>
</method>
<method name="get_last_full_visible_line_wrap_index" qualifiers="const">
diff --git a/doc/classes/TextParagraph.xml b/doc/classes/TextParagraph.xml
index 6a510e4a74..ff193a0e4b 100644
--- a/doc/classes/TextParagraph.xml
+++ b/doc/classes/TextParagraph.xml
@@ -113,7 +113,7 @@
<method name="get_dropcap_rid" qualifiers="const">
<return type="RID" />
<description>
- Return drop cap text buffer RID.
+ Returns drop cap text buffer RID.
</description>
</method>
<method name="get_dropcap_size" qualifiers="const">
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 6da45fdd4a..443716435a 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -244,7 +244,7 @@
<return type="int" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Return the width of the range around the shape between the minimum and maximum representable signed distance.
+ Returns the width of the range around the shape between the minimum and maximum representable signed distance.
</description>
</method>
<method name="font_get_msdf_size" qualifiers="const">
@@ -295,7 +295,7 @@
<return type="Array" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Return list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
+ Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
</description>
</method>
<method name="font_get_spacing" qualifiers="const">
@@ -382,7 +382,7 @@
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="char" type="int" />
<description>
- Return [code]true[/code] if a Unicode [code]char[/code] is available in the font.
+ Returns [code]true[/code] if a Unicode [code]char[/code] is available in the font.
</description>
</method>
<method name="font_is_antialiased" qualifiers="const">
@@ -396,7 +396,7 @@
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Returns [code]true[/code] if auto-hinting is supported and preffered over font built-in hinting. Used by dynamic fonts only.
+ Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
</description>
</method>
<method name="font_is_language_supported" qualifiers="const">
@@ -541,7 +541,7 @@
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="force_autohinter" type="bool" />
<description>
- If set to [code]true[/code] auto-hinting is preffered over font built-in hinting.
+ If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
</description>
</method>
<method name="font_set_global_oversampling">
@@ -549,7 +549,7 @@
<argument index="0" name="oversampling" type="float" />
<description>
Sets oversampling factor, shared by all font in the TextServer.
- [b]Note:[/b] This value can be automaticaly changed by display server.
+ [b]Note:[/b] This value can be automatically changed by display server.
</description>
</method>
<method name="font_set_glyph_advance">
@@ -1384,7 +1384,7 @@
<constant name="OVERRUN_JUSTIFICATION_AWARE" value="16" enum="TextOverrunFlag">
</constant>
<constant name="GRAPHEME_IS_VALID" value="1" enum="GraphemeFlag">
- Grapheme is supprted by the font, and can be drawn.
+ Grapheme is supported by the font, and can be drawn.
</constant>
<constant name="GRAPHEME_IS_RTL" value="2" enum="GraphemeFlag">
Grapheme is part of right-to-left or bottom-to-top run.
diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml
index af558150e2..fb4ac630ba 100644
--- a/doc/classes/TextServerExtension.xml
+++ b/doc/classes/TextServerExtension.xml
@@ -396,7 +396,7 @@
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Returns [code]true[/code] if auto-hinting is supported and preffered over font built-in hinting. Used by dynamic fonts only.
+ Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
</description>
</method>
<method name="_font_is_language_supported" qualifiers="virtual const">
@@ -542,7 +542,7 @@
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="fixed_size" type="int" />
<description>
- If set to [code]true[/code] auto-hinting is preffered over font built-in hinting.
+ If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
</description>
</method>
<method name="_font_set_force_autohinter" qualifiers="virtual">
@@ -557,7 +557,7 @@
<argument index="0" name="oversampling" type="float" />
<description>
Sets oversampling factor, shared by all font in the TextServer.
- [b]Note:[/b] This value can be automaticaly changed by display server.
+ [b]Note:[/b] This value can be automatically changed by display server.
</description>
</method>
<method name="_font_set_glyph_advance" qualifiers="virtual">
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 6e552e3649..e37031f3fd 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -69,7 +69,7 @@
<description>
Triggers an update of the TileMap. If [code]layer[/code] is provided, only updates the given layer.
[b]Note:[/b] The TileMap node updates automatically when one of its properties is modified. A manual update is only needed if runtime modifications (implemented in [method _tile_data_runtime_update]) need to be applied.
- [b]Warning:[/b] Updating the TileMap is a performance demanding task. Limit occurences of those updates to the minimum and limit the amount tiles they impact (by segregating tiles updated often to a dedicated layer for example).
+ [b]Warning:[/b] Updating the TileMap is a performance demanding task. Limit occurrences of those updates to the minimum and limit the amount tiles they impact (by segregating tiles updated often to a dedicated layer for example).
</description>
</method>
<method name="get_cell_alternative_tile" qualifiers="const">
@@ -103,7 +103,7 @@
<return type="Vector2i" />
<argument index="0" name="body" type="RID" />
<description>
- Returns the coodinates of the tile for given physics body RID. Such RID can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
+ Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
</description>
</method>
<method name="get_layer_modulate" qualifiers="const">
@@ -144,7 +144,7 @@
<argument index="0" name="coords" type="Vector2i" />
<argument index="1" name="neighbor" type="int" enum="TileSet.CellNeighbor" />
<description>
- Returns the neighboring cell to the one at coordinates [code]coords[/code], indentified by the [code]neighbor[/code] direction. This method takes into account the different layouts a TileMap can take.
+ Returns the neighboring cell to the one at coordinates [code]coords[/code], identified by the [code]neighbor[/code] direction. This method takes into account the different layouts a TileMap can take.
</description>
</method>
<method name="get_pattern">
@@ -195,7 +195,7 @@
<argument index="1" name="coords_in_pattern" type="Vector2i" />
<argument index="2" name="pattern" type="TileMapPattern" />
<description>
- Returns for the given coodinate [code]coords_in_pattern[/code] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [code]position_in_tilemap[/code] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code]
+ Returns for the given coordinate [code]coords_in_pattern[/code] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [code]position_in_tilemap[/code] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code]
</description>
</method>
<method name="map_to_world" qualifiers="const">
@@ -229,7 +229,7 @@
<argument index="4" name="alternative_tile" type="int" default="-1" />
<description>
Sets the tile indentifiers for the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. Each tile of the [TileSet] is identified using three parts:
- - The source indentifier [code]source_id[/code] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id],
+ - The source identifier [code]source_id[/code] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id],
- The atlas coordinates identifier [code]atlas_coords[/code] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]. For [TileSetScenesCollectionSource] it should be 0),
- The alternative tile identifier [code]alternative_tile[/code] identifies a tile alternative the source is a [TileSetAtlasSource], and the scene for a [TileSetScenesCollectionSource].
</description>
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 5d9065f823..6fc92f6a31 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -51,7 +51,7 @@
<argument index="0" name="pattern" type="TileMapPattern" />
<argument index="1" name="index" type="int" default="-1" />
<description>
- Adds a [TileMapPattern] to be stored in the TileSet resouce. If provided, insert it at the given [code]index[/code].
+ Adds a [TileMapPattern] to be stored in the TileSet resource. If provided, insert it at the given [code]index[/code].
</description>
</method>
<method name="add_physics_layer">
@@ -582,7 +582,7 @@
Diamond tile shape (for isometric look).
</constant>
<constant name="TILE_SHAPE_HALF_OFFSET_SQUARE" value="2" enum="TileShape">
- Rectangular tile shape with one row/colum out of two offset by half a tile.
+ Rectangular tile shape with one row/column out of two offset by half a tile.
</constant>
<constant name="TILE_SHAPE_HEXAGON" value="3" enum="TileShape">
Hexagonal tile shape.
diff --git a/doc/classes/TileSetScenesCollectionSource.xml b/doc/classes/TileSetScenesCollectionSource.xml
index 3451519ff6..f62ba7a337 100644
--- a/doc/classes/TileSetScenesCollectionSource.xml
+++ b/doc/classes/TileSetScenesCollectionSource.xml
@@ -4,8 +4,8 @@
Exposes a set of scenes as tiles for a [TileSet] resource.
</brief_description>
<description>
- When placed on a [TileMap], tiles from [TileSetScenesCollectionSource] will automatically instanciate an assiciated scene at the cell's position in the TileMap.
- Scenes are instanciated as children of the [TileMap] when it enters the tree. If you add/remove a scene tile in the [TileMap] that is already inside the tree, the [TileMap] will automatically instanciate/free the scene accordingly.
+ When placed on a [TileMap], tiles from [TileSetScenesCollectionSource] will automatically instantiate an associated scene at the cell's position in the TileMap.
+ Scenes are instantiated as children of the [TileMap] when it enters the tree. If you add/remove a scene tile in the [TileMap] that is already inside the tree, the [TileMap] will automatically instantiate/free the scene accordingly.
</description>
<tutorials>
</tutorials>
@@ -87,7 +87,7 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="packed_scene" type="PackedScene" />
<description>
- Assigns a [PackedScene] resource to the scene tile with id [code]id[/code]. This will fail if the scene does not extend CanvasItem, as positionning properties are needed to place the scene on the TileMap.
+ Assigns a [PackedScene] resource to the scene tile with id [code]id[/code]. This will fail if the scene does not extend CanvasItem, as positioning properties are needed to place the scene on the TileMap.
</description>
</method>
</methods>
diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml
index 044460f569..0bb64fb845 100644
--- a/doc/classes/UndoRedo.xml
+++ b/doc/classes/UndoRedo.xml
@@ -162,7 +162,7 @@
<method name="get_history_count">
<return type="int" />
<description>
- Return how many elements are in the history.
+ Returns how many elements are in the history.
</description>
</method>
<method name="get_version" qualifiers="const">
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index f3c2d743b6..7e773a0249 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -271,7 +271,7 @@
<return type="Vector2" />
<argument index="0" name="n" type="Vector2" />
<description>
- Returns the vector reflected from a plane defined by the given normal.
+ Returns the vector reflected (ie mirrored, or symmetric) over a line defined by the given direction vector [code]n[/code].
</description>
</method>
<method name="rotated" qualifiers="const">
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index 61e2ab8de7..014ff6b6c5 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -1,6 +1,6 @@
# Arabic translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Airbus5717 <Abdussamadf350@gmail.com>, 2020.
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index b55099a376..2cc4c503f5 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -1,6 +1,6 @@
# Catalan translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# roger <616steam@gmail.com>, 2020.
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index 2dd90f52af..cb715c2b92 100644
--- a/doc/translations/classes.pot
+++ b/doc/translations/classes.pot
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
@@ -10279,7 +10279,7 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"Determines the amount of samples per texel used in indrect light baking. The "
+"Determines the amount of samples per texel used in indirect light baking. The "
"amount of samples for each quality level can be configured in the project "
"settings."
msgstr ""
@@ -22770,7 +22770,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an aproximation "
+"Academy Color Encoding System tonemapper operator. Performs an approximation "
"of the ACES tonemapping curve."
msgstr ""
@@ -42154,14 +42154,14 @@ msgid ""
"This method is potentially slower than [code]decompress[/code], as it may "
"have to re-allocate it's output buffer multiple times while decompressing, "
"where as [code]decompress[/code] knows it's output buffer size from the "
-"begining.\n"
+"beginning.\n"
"\n"
"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible "
"for a small compressed payload to decompress to a potentially very large "
"output. To guard against this, you may provide a maximum size this function "
"is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 "
"will allow for unbounded output. If any positive value is passed, and the "
-"decompression exceeds that ammount in bytes, then an error will be returned."
+"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -45759,7 +45759,7 @@ msgid ""
"If you accidentally build your level with portals facing the wrong way, this "
"setting can fix the problem.\n"
"It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial "
-"convertion to [Portal] nodes."
+"conversion to [Portal] nodes."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46450,7 +46450,7 @@ msgid ""
"result, it should not be depended upon for reproducible random streams "
"across Godot versions.\n"
"To generate a random float number (within a given range) based on a time-"
-"dependant seed:\n"
+"dependent seed:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"func _ready():\n"
@@ -69589,7 +69589,7 @@ msgid ""
"signals is the same id as used in [member ARVRController.controller_id].\n"
"You can use one or all of these methods to allow your game or app to support "
"a wider or narrower set of devices and input methods, or to allow more "
-"advanced interations with more advanced devices."
+"advanced interactions with more advanced devices."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 062e450559..5d1cfe1ebe 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -1,6 +1,6 @@
# Czech translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Ondrej Pavelka <ondrej.pavelka@outlook.com>, 2020.
diff --git a/doc/translations/de.po b/doc/translations/de.po
index 5aeed6dec2..3d40b4d908 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -1,6 +1,6 @@
# German translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Jaigskim <filzstift112@gmail.com>, 2020.
diff --git a/doc/translations/el.po b/doc/translations/el.po
index 784c133b51..7572bb9beb 100644
--- a/doc/translations/el.po
+++ b/doc/translations/el.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Dabs Yt <dabsgt1@gmail.com>, 2020.
diff --git a/doc/translations/es.po b/doc/translations/es.po
index 87fa3198df..c2ff7f2faf 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -1,6 +1,6 @@
# Spanish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# 44pes Games <44pes.games@gmail.com>, 2020.
diff --git a/doc/translations/extract.py b/doc/translations/extract.py
index 214a756e64..45e747d5dd 100644
--- a/doc/translations/extract.py
+++ b/doc/translations/extract.py
@@ -8,8 +8,8 @@ from collections import OrderedDict
EXTRACT_TAGS = ["description", "brief_description", "member", "constant", "theme_item", "link"]
HEADER = """\
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index 37bc3eb2bf..40a767d588 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tetra Homer <tetrahomer@gmail.com>, 2020.
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index 7580f9c3f0..7c55b91f5b 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -1,6 +1,6 @@
# Finnish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tapani Niemi <tapani.niemi@kapsi.fi>, 2020, 2021.
diff --git a/doc/translations/fil.po b/doc/translations/fil.po
index 8bd5bde27e..d9d073d4b2 100644
--- a/doc/translations/fil.po
+++ b/doc/translations/fil.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Jethro Parker <lionbearjet@hotmail.com>, 2020.
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index 656c6c5e0b..90b951368d 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -1,6 +1,6 @@
# French translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Rémi Verschelde <remi@godotengine.org>, 2020, 2021.
diff --git a/doc/translations/gl.po b/doc/translations/gl.po
index b8f09e678b..c076132ae2 100644
--- a/doc/translations/gl.po
+++ b/doc/translations/gl.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Andy Barcia <andybarcia4@gmail.com>, 2021.
diff --git a/doc/translations/hi.po b/doc/translations/hi.po
index 6931864536..f1f3ab2f9d 100644
--- a/doc/translations/hi.po
+++ b/doc/translations/hi.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# harvinder rathor <harvinderr09@gmail.com>, 2021.
diff --git a/doc/translations/hu.po b/doc/translations/hu.po
index ca30f7bc67..25a2822290 100644
--- a/doc/translations/hu.po
+++ b/doc/translations/hu.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Misi <varady.misi@gmail.com>, 2021.
diff --git a/doc/translations/id.po b/doc/translations/id.po
index cd91e76ef4..a276c99309 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -1,6 +1,6 @@
# Indonesian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Sofyan Sugianto <sofyanartem@gmail.com>, 2020, 2021.
diff --git a/doc/translations/is.po b/doc/translations/is.po
index 961bfaa2f7..363c26d275 100644
--- a/doc/translations/is.po
+++ b/doc/translations/is.po
@@ -1,6 +1,6 @@
# Icelandic translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tumi Gudmundsson <tumi435@gmail.com>, 2021.
diff --git a/doc/translations/it.po b/doc/translations/it.po
index 57e295c28d..093ff18b47 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -1,6 +1,6 @@
# Italian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Micila Micillotto <micillotto@gmail.com>, 2020, 2021.
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index b299c3791d..d2d26807ae 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -1,6 +1,6 @@
# Japanese translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Wataru Onuki <bettawat@yahoo.co.jp>, 2020, 2021.
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index 5766aec44d..73d90ee0e7 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -1,6 +1,6 @@
# Korean translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Doyun Kwon <caen4516@gmail.com>, 2020.
diff --git a/doc/translations/lv.po b/doc/translations/lv.po
index 58a37bc032..e821441411 100644
--- a/doc/translations/lv.po
+++ b/doc/translations/lv.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Agnis Aldiņš <agnis16@gmail.com>, 2020.
diff --git a/doc/translations/mr.po b/doc/translations/mr.po
index e381f8808f..87ff7c383f 100644
--- a/doc/translations/mr.po
+++ b/doc/translations/mr.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Prachi Joshi <josprachi@yahoo.com>, 2020.
diff --git a/doc/translations/nb.po b/doc/translations/nb.po
index 15811a1ab0..87295b3e43 100644
--- a/doc/translations/nb.po
+++ b/doc/translations/nb.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# slasken06 <ask.skivdal@gmail.com>, 2021.
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index 2e5675b5e1..bbcc826f23 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -1,6 +1,6 @@
# Dutch translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Stijn Hinlopen <f.a.hinlopen@gmail.com>, 2020.
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index a1f982d807..eaf67771fd 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -1,6 +1,6 @@
# Polish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tomek <kobewi4e@gmail.com>, 2020, 2021.
diff --git a/doc/translations/pt.po b/doc/translations/pt.po
index 4caeaa51cd..c9859d48ec 100644
--- a/doc/translations/pt.po
+++ b/doc/translations/pt.po
@@ -1,6 +1,6 @@
# Portuguese translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Reubens Sanders <reubensst@protonmail.com>, 2021.
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index ce7edb5664..6e3018369a 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -1,6 +1,6 @@
# Portuguese (Brazil) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# José Paulo <jose.paulo1919@gmail.com>, 2020.
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index 957067d723..6e88ac4223 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# EVOKZH <avip.ady@gmail.com>, 2020.
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index bbeae1652c..13364e0cf1 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -1,6 +1,6 @@
# Russian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Alex <Alex.Gorichev@protonmail.com>, 2020.
diff --git a/doc/translations/sk.po b/doc/translations/sk.po
index d25eab5c0b..a19c621ace 100644
--- a/doc/translations/sk.po
+++ b/doc/translations/sk.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Richard Urban <redasuio1@gmail.com>, 2020.
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index f040d6dc25..c2ec99728f 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -1,6 +1,6 @@
# Serbian (cyrillic) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Младен Габић <cupakabra@protonmail.com>, 2020.
diff --git a/doc/translations/sv.po b/doc/translations/sv.po
index e61d3fe0be..ef310f5b0a 100644
--- a/doc/translations/sv.po
+++ b/doc/translations/sv.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Christoffer Sundbom <christoffer_karlsson@live.se>, 2021.
diff --git a/doc/translations/th.po b/doc/translations/th.po
index bc715ca3ed..7c65e5d4bd 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -1,6 +1,6 @@
# Thai translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Thanachart Monpassorn <nunf_2539@hotmail.com>, 2020.
diff --git a/doc/translations/tl.po b/doc/translations/tl.po
index 83a1dd086f..e4c0b608a3 100644
--- a/doc/translations/tl.po
+++ b/doc/translations/tl.po
@@ -1,6 +1,6 @@
# Tagalog translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Napstaguy04 <brokenscreen3@gmail.com>, 2021.
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index 29677ca02a..0faddabc3b 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -1,6 +1,6 @@
# Turkish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# hüseyinyıldız <hsynyldzcn@gmail.com>, 2020.
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index 27e91cf44d..49fa932f6e 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -1,6 +1,6 @@
# Ukrainian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Yuri Chornoivan <yurchor@ukr.net>, 2020.
diff --git a/doc/translations/vi.po b/doc/translations/vi.po
index ec2bc9ac66..773d21ca9f 100644
--- a/doc/translations/vi.po
+++ b/doc/translations/vi.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Rev <revolnoom7801@gmail.com>, 2021.
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index dd5520c815..9fac9693d9 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -1,6 +1,6 @@
# Chinese (Simplified) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021.
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index 6182976935..f3eab85bf8 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -1,6 +1,6 @@
# Chinese (Traditional) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# binotaliu <binota@protonmail.ch>, 2020.