diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/@GlobalScope.xml | 6 | ||||
-rw-r--r-- | doc/classes/Camera2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/FontData.xml | 4 | ||||
-rw-r--r-- | doc/classes/MultiplayerReplicator.xml | 4 | ||||
-rw-r--r-- | doc/classes/ParticlesMaterial.xml | 4 | ||||
-rw-r--r-- | doc/classes/PhysicsTestMotionResult2D.xml | 20 | ||||
-rw-r--r-- | doc/classes/PhysicsTestMotionResult3D.xml | 20 | ||||
-rw-r--r-- | doc/classes/Skeleton3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/SkeletonModification3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/SkeletonModification3DCCDIK.xml | 2 | ||||
-rw-r--r-- | doc/classes/SkeletonModification3DFABRIK.xml | 4 | ||||
-rw-r--r-- | doc/classes/SkeletonModification3DJiggle.xml | 4 | ||||
-rw-r--r-- | doc/classes/SkeletonModification3DTwoBoneIK.xml | 2 | ||||
-rw-r--r-- | doc/classes/SkeletonModificationStack3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/TextServer.xml | 8 | ||||
-rw-r--r-- | doc/classes/TextServerExtension.xml | 6 | ||||
-rw-r--r-- | doc/classes/TileMap.xml | 10 | ||||
-rw-r--r-- | doc/classes/TileSet.xml | 4 | ||||
-rw-r--r-- | doc/classes/TileSetScenesCollectionSource.xml | 6 | ||||
-rw-r--r-- | doc/translations/classes.pot | 14 |
20 files changed, 64 insertions, 64 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/FontData.xml b/doc/classes/FontData.xml index c403d238c5..9889b8945a 100644 --- a/doc/classes/FontData.xml +++ b/doc/classes/FontData.xml @@ -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/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..718a1ac80d 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticlesMaterial.xml @@ -15,7 +15,7 @@ <return type="float" /> <argument index="0" name="param" type="int" enum="ParticlesMaterial.Parameter" /> <description> - Return the maximum value range for the given prameter. + Return the maximum value range for the given parameter. </description> </method> <method name="get_param_min" 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/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/TextServer.xml b/doc/classes/TextServer.xml index 6da45fdd4a..d7447fcaa2 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.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="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/translations/classes.pot b/doc/translations/classes.pot index 2dd90f52af..9686a8d9a8 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -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 |