diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/AnimationLibrary.xml | 2 | ||||
-rw-r--r-- | doc/classes/AnimationPlayer.xml | 4 | ||||
-rw-r--r-- | doc/classes/Control.xml | 2 | ||||
-rw-r--r-- | doc/classes/CubemapArray.xml | 2 | ||||
-rw-r--r-- | doc/classes/DirAccess.xml | 2 | ||||
-rw-r--r-- | doc/classes/EditorSettings.xml | 4 | ||||
-rw-r--r-- | doc/classes/FileAccess.xml | 8 | ||||
-rw-r--r-- | doc/classes/ImageFormatLoaderExtension.xml | 4 | ||||
-rw-r--r-- | doc/classes/InputEventWithModifiers.xml | 2 | ||||
-rw-r--r-- | doc/classes/MultiplayerAPIExtension.xml | 2 | ||||
-rw-r--r-- | doc/classes/NavigationPathQueryParameters2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/NavigationPathQueryParameters3D.xml | 2 |
12 files changed, 18 insertions, 18 deletions
diff --git a/doc/classes/AnimationLibrary.xml b/doc/classes/AnimationLibrary.xml index 75fe393dbb..769b338063 100644 --- a/doc/classes/AnimationLibrary.xml +++ b/doc/classes/AnimationLibrary.xml @@ -15,7 +15,7 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="animation" type="Animation" /> <description> - Adds the [param animation] to the library, accesible by the key [param name]. + Adds the [param animation] to the library, accessible by the key [param name]. </description> </method> <method name="get_animation" qualifiers="const"> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index d24703203b..b7ac1ff7f8 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -5,7 +5,7 @@ </brief_description> <description> An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of [AnimationLibrary] resources and custom blend times between animation transitions. - Some methods and properties use a single key to refence an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation whithin the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library. + Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library. [AnimationPlayer] is more suited than [Tween] for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween], but it requires doing everything by code. Updating the target properties of animations occurs at process time. </description> @@ -170,7 +170,7 @@ <return type="void" /> <param index="0" name="name" type="StringName" /> <description> - Removes the [AnimationLibrary] assosiated with the key [param name]. + Removes the [AnimationLibrary] associated with the key [param name]. </description> </method> <method name="rename_animation_library"> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 7b9bf0fa37..bf449ade77 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -528,7 +528,7 @@ <param index="0" name="at_position" type="Vector2" default="Vector2(0, 0)" /> <description> Returns the tooltip text [param at_position] in local coordinates, which will typically appear when the cursor is resting over this control. By default, it returns [member tooltip_text]. - [b]Note:[/b] This method can be overriden to customise its behaviour. If this method returns an empty [String], no tooltip is displayed. + [b]Note:[/b] This method can be overridden to customise its behaviour. If this method returns an empty [String], no tooltip is displayed. </description> </method> <method name="grab_click_focus"> diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml index 7f001155e4..07e401a13d 100644 --- a/doc/classes/CubemapArray.xml +++ b/doc/classes/CubemapArray.xml @@ -5,7 +5,7 @@ </brief_description> <description> [CubemapArray]s are made of an array of [Cubemap]s. Accordingly, like [Cubemap]s they are made of multiple textures the amount of which must be divisible by 6 (one image for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray]. - Generally, [CubemapArray]s provide a more efficent way for storing multiple [Cubemap]s, than storing multiple [Cubemap]s themselves in an array. + Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s, than storing multiple [Cubemap]s themselves in an array. Internally Godot, uses [CubemapArray]s for many effects including the [Sky], if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. [b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend. </description> diff --git a/doc/classes/DirAccess.xml b/doc/classes/DirAccess.xml index af498a6519..554ef9e2da 100644 --- a/doc/classes/DirAccess.xml +++ b/doc/classes/DirAccess.xml @@ -251,7 +251,7 @@ <param index="0" name="path" type="String" /> <description> Creates a new [DirAccess] object and opens an existing directory of the filesystem. The [param path] argument can be within the project tree ([code]res://folder[/code]), the user directory ([code]user://folder[/code]) or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\tmp\folder[/code]). - Returns [code]null[/code] if opening the directory failed. You can use [method get_open_error] to check the error that ocurred. + Returns [code]null[/code] if opening the directory failed. You can use [method get_open_error] to check the error that occurred. </description> </method> <method name="remove"> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 6007128965..7f3ffce9b7 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -314,8 +314,8 @@ <member name="editors/3d/navigation/navigation_scheme" type="int" setter="" getter=""> The navigation scheme to use in the 3D editor. Changing this setting will affect the mouse buttons that must be held down to perform certain operations in the 3D editor viewport. - [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom. - - [b]Maya:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Mouse wheel[/kbd] to zoom. - - [b]Modo:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom. + - [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Mouse wheel[/kbd] to zoom. + - [b]Modo:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom. See also [member editors/3d/freelook/freelook_navigation_scheme]. [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed. </member> diff --git a/doc/classes/FileAccess.xml b/doc/classes/FileAccess.xml index adc0f4c3dd..f4ae70cf22 100644 --- a/doc/classes/FileAccess.xml +++ b/doc/classes/FileAccess.xml @@ -250,7 +250,7 @@ <param index="1" name="flags" type="int" enum="FileAccess.ModeFlags" /> <description> Creates a new [FileAccess] object and opens the file for writing or reading, depending on the flags. - Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that ocurred. + Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred. </description> </method> <method name="open_compressed" qualifiers="static"> @@ -261,7 +261,7 @@ <description> Creates a new [FileAccess] object and opens a compressed file for reading or writing. [b]Note:[/b] [method open_compressed] can only read files that were saved by Godot, not third-party compression formats. See [url=https://github.com/godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround. - Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that ocurred. + Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred. </description> </method> <method name="open_encrypted" qualifiers="static"> @@ -272,7 +272,7 @@ <description> Creates a new [FileAccess] object and opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it. [b]Note:[/b] The provided key must be 32 bytes long. - Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that ocurred. + Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred. </description> </method> <method name="open_encrypted_with_pass" qualifiers="static"> @@ -282,7 +282,7 @@ <param index="2" name="pass" type="String" /> <description> Creates a new [FileAccess] object and opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it. - Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that ocurred. + Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred. </description> </method> <method name="seek"> diff --git a/doc/classes/ImageFormatLoaderExtension.xml b/doc/classes/ImageFormatLoaderExtension.xml index b2a7ebc60f..9d18ee8b84 100644 --- a/doc/classes/ImageFormatLoaderExtension.xml +++ b/doc/classes/ImageFormatLoaderExtension.xml @@ -5,7 +5,7 @@ </brief_description> <description> The engine supports multiple image formats out of the box (PNG, SVG, JPEG, WebP to name a few), but you can choose to implement support for additional image formats by extending this class. - Be sure to respect the documented return types and values. You should create an instance of it, and call [method add_format_loader] to register that loader during the initializaiton phase. + Be sure to respect the documented return types and values. You should create an instance of it, and call [method add_format_loader] to register that loader during the initialization phase. </description> <tutorials> </tutorials> @@ -13,7 +13,7 @@ <method name="_get_recognized_extensions" qualifiers="virtual const"> <return type="PackedStringArray" /> <description> - Returns the list of file extensions for this image format. Files with the given extentions will be treated as image file and loaded using this class. + Returns the list of file extensions for this image format. Files with the given extensions will be treated as image file and loaded using this class. </description> </method> <method name="_load_image" qualifiers="virtual"> diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index d0453156d5..c6311d780c 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -23,7 +23,7 @@ State of the [kbd]Alt[/kbd] modifier. </member> <member name="command_or_control_autoremap" type="bool" setter="set_command_or_control_autoremap" getter="is_command_or_control_autoremap" default="false"> - Automaticaly use [kbd]Meta[/kbd] ([kbd]Command[/kbd]) on macOS and [kbd]Ctrl[/kbd] on other platforms. If [code]true[/code], [member ctrl_pressed] and [member meta_pressed] cannot be set. + Automatically use [kbd]Meta[/kbd] ([kbd]Command[/kbd]) on macOS and [kbd]Ctrl[/kbd] on other platforms. If [code]true[/code], [member ctrl_pressed] and [member meta_pressed] cannot be set. </member> <member name="ctrl_pressed" type="bool" setter="set_ctrl_pressed" getter="is_ctrl_pressed" default="false"> State of the [kbd]Ctrl[/kbd] modifier. diff --git a/doc/classes/MultiplayerAPIExtension.xml b/doc/classes/MultiplayerAPIExtension.xml index e67970cc89..c4012a920a 100644 --- a/doc/classes/MultiplayerAPIExtension.xml +++ b/doc/classes/MultiplayerAPIExtension.xml @@ -5,7 +5,7 @@ </brief_description> <description> This class can be used to augment or replace the default [MultiplayerAPI] implementation via script or extensions. - The following example augment the default implemenation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication. + The following example augment the default implementation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication. [codeblocks] [gdscript] extends MultiplayerAPIExtension diff --git a/doc/classes/NavigationPathQueryParameters2D.xml b/doc/classes/NavigationPathQueryParameters2D.xml index 364f495a72..397ca8b713 100644 --- a/doc/classes/NavigationPathQueryParameters2D.xml +++ b/doc/classes/NavigationPathQueryParameters2D.xml @@ -33,7 +33,7 @@ The path query uses the default A* pathfinding algorithm. </constant> <constant name="PATH_POSTPROCESSING_CORRIDORFUNNEL" value="0" enum="PathPostProcessing"> - Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navmesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artifical corners with diagonal movement due to a jagged path corridor imposed by the cell shapes. + Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navmesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes. </constant> <constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing"> Centers every path position in the middle of the traveled navmesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center. diff --git a/doc/classes/NavigationPathQueryParameters3D.xml b/doc/classes/NavigationPathQueryParameters3D.xml index 59c907c5b5..29faa5561b 100644 --- a/doc/classes/NavigationPathQueryParameters3D.xml +++ b/doc/classes/NavigationPathQueryParameters3D.xml @@ -33,7 +33,7 @@ The path query uses the default A* pathfinding algorithm. </constant> <constant name="PATH_POSTPROCESSING_CORRIDORFUNNEL" value="0" enum="PathPostProcessing"> - Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navmesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artifical corners with diagonal movement due to a jagged path corridor imposed by the cell shapes. + Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navmesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes. </constant> <constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing"> Centers every path position in the middle of the traveled navmesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center. |