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-rw-r--r--doc/classes/AnimatedSprite2D.xml1
-rw-r--r--doc/classes/CollisionObject3D.xml6
-rw-r--r--doc/classes/ConvexPolygonShape3D.xml2
-rw-r--r--doc/classes/DisplayServer.xml2
-rw-r--r--doc/classes/PhysicsServer3DManager.xml2
-rw-r--r--doc/classes/Skeleton2D.xml2
-rw-r--r--doc/classes/SkeletonModification2D.xml2
-rw-r--r--doc/classes/SpriteFrames.xml21
-rw-r--r--doc/classes/Window.xml1
9 files changed, 19 insertions, 20 deletions
diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml
index e20fb71c7e..cd9c0cee98 100644
--- a/doc/classes/AnimatedSprite2D.xml
+++ b/doc/classes/AnimatedSprite2D.xml
@@ -7,7 +7,6 @@
[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
To pause the current animation, set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
- [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
</description>
<tutorials>
<link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml
index c302963b92..31b5842930 100644
--- a/doc/classes/CollisionObject3D.xml
+++ b/doc/classes/CollisionObject3D.xml
@@ -216,13 +216,13 @@
<signal name="mouse_entered">
<description>
Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
- [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
+ [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question.
</description>
</signal>
<signal name="mouse_exited">
<description>
Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
- [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
+ [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question.
</description>
</signal>
</signals>
@@ -232,7 +232,7 @@
Automatically re-added to the physics simulation when the [Node] is processed again.
</constant>
<constant name="DISABLE_MODE_MAKE_STATIC" value="1" enum="DisableMode">
- When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody3D] can't be affected by forces or other bodies while static.
+ When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. [PhysicsBody3D] can't be affected by forces or other bodies while static.
Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again.
</constant>
<constant name="DISABLE_MODE_KEEP_ACTIVE" value="2" enum="DisableMode">
diff --git a/doc/classes/ConvexPolygonShape3D.xml b/doc/classes/ConvexPolygonShape3D.xml
index 32dc8f673b..66d2280280 100644
--- a/doc/classes/ConvexPolygonShape3D.xml
+++ b/doc/classes/ConvexPolygonShape3D.xml
@@ -4,7 +4,7 @@
Convex polygon shape resource for 3D physics.
</brief_description>
<description>
- 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape2D]s can be manually drawn in the editor using the [CollisionPolygon3D] node.
+ 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape3D]s can be manually drawn in the editor using the [CollisionPolygon3D] node.
[b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] [ConvexPolygonShape3D]s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the [MeshInstance3D], going to the [b]Mesh[/b] menu and choosing [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time.
[b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape.
</description>
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 1dc4dd3ff0..832adb6e98 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -1695,7 +1695,7 @@
[b]Note:[/b] This flag is implemented on macOS.
</constant>
<constant name="WINDOW_FLAG_MOUSE_PASSTHROUGH" value="7" enum="WindowFlags">
- All mouse event as passed to the underlying window of the same application.
+ All mouse events are passed to the underlying window of the same application.
</constant>
<constant name="WINDOW_FLAG_MAX" value="8" enum="WindowFlags">
Max value of the [enum WindowFlags].
diff --git a/doc/classes/PhysicsServer3DManager.xml b/doc/classes/PhysicsServer3DManager.xml
index 3ec03fede4..4d789ceb3f 100644
--- a/doc/classes/PhysicsServer3DManager.xml
+++ b/doc/classes/PhysicsServer3DManager.xml
@@ -15,7 +15,7 @@
<param index="0" name="name" type="String" />
<param index="1" name="create_callback" type="Callable" />
<description>
- Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object.
+ Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer3D] object.
</description>
</method>
<method name="set_default_server">
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml
index 808f93b491..39bdc5c796 100644
--- a/doc/classes/Skeleton2D.xml
+++ b/doc/classes/Skeleton2D.xml
@@ -16,7 +16,7 @@
<param index="0" name="delta" type="float" />
<param index="1" name="execution_mode" type="int" />
<description>
- Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned.
+ Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton2D has one assigned.
</description>
</method>
<method name="get_bone">
diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml
index 77aaf0213b..3a78f13bff 100644
--- a/doc/classes/SkeletonModification2D.xml
+++ b/doc/classes/SkeletonModification2D.xml
@@ -56,7 +56,7 @@
<method name="get_modification_stack">
<return type="SkeletonModificationStack2D" />
<description>
- Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on.
+ Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on.
</description>
</method>
<method name="set_editor_draw_gizmo">
diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml
index 87b823bd2a..195f3598d5 100644
--- a/doc/classes/SpriteFrames.xml
+++ b/doc/classes/SpriteFrames.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
Sprite frame library for an [AnimatedSprite2D] or [AnimatedSprite3D] node. Contains frames and animation data for playback.
- [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
</description>
<tutorials>
</tutorials>
@@ -14,7 +13,7 @@
<return type="void" />
<param index="0" name="anim" type="StringName" />
<description>
- Adds a new animation to the library.
+ Adds a new [param anim] animation to the library.
</description>
</method>
<method name="add_frame">
@@ -24,20 +23,20 @@
<param index="2" name="duration" type="float" default="1.0" />
<param index="3" name="at_position" type="int" default="-1" />
<description>
- Adds a frame to the given animation.
+ Adds a frame to the [param anim] animation. If [param at_position] is [code]-1[/code], the frame will be added to the end of the animation.
</description>
</method>
<method name="clear">
<return type="void" />
<param index="0" name="anim" type="StringName" />
<description>
- Removes all frames from the given animation.
+ Removes all frames from the [param anim] animation.
</description>
</method>
<method name="clear_all">
<return type="void" />
<description>
- Removes all animations. A "default" animation will be created.
+ Removes all animations. An empty [code]default[/code] animation will be created.
</description>
</method>
<method name="get_animation_loop" qualifiers="const">
@@ -91,14 +90,14 @@
<return type="bool" />
<param index="0" name="anim" type="StringName" />
<description>
- If [code]true[/code], the named animation exists.
+ Returns [code]true[/code] if the [param anim] animation exists.
</description>
</method>
<method name="remove_animation">
<return type="void" />
<param index="0" name="anim" type="StringName" />
<description>
- Removes the given animation.
+ Removes the [param anim] animation.
</description>
</method>
<method name="remove_frame">
@@ -106,7 +105,7 @@
<param index="0" name="anim" type="StringName" />
<param index="1" name="idx" type="int" />
<description>
- Removes the animation's selected frame.
+ Removes the [param anim] animation's frame [param idx].
</description>
</method>
<method name="rename_animation">
@@ -114,7 +113,7 @@
<param index="0" name="anim" type="StringName" />
<param index="1" name="newname" type="StringName" />
<description>
- Changes the animation's name to [param newname].
+ Changes the [param anim] animation's name to [param newname].
</description>
</method>
<method name="set_animation_loop">
@@ -122,7 +121,7 @@
<param index="0" name="anim" type="StringName" />
<param index="1" name="loop" type="bool" />
<description>
- If [code]true[/code], the animation will loop.
+ If [param loop] is [code]true[/code], the [param anim] animation will loop when it reaches the end, or the start if it is played in reverse.
</description>
</method>
<method name="set_animation_speed">
@@ -140,7 +139,7 @@
<param index="2" name="texture" type="Texture2D" />
<param index="3" name="duration" type="float" default="1.0" />
<description>
- Sets the texture and the duration of the frame [param idx] in the [param anim] animation.
+ Sets the [param texture] and the [param duration] of the frame [param idx] in the [param anim] animation.
</description>
</method>
</methods>
diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml
index dd145c016c..da31e6761e 100644
--- a/doc/classes/Window.xml
+++ b/doc/classes/Window.xml
@@ -729,6 +729,7 @@
[b]Note:[/b] This flag is implemented on macOS.
</constant>
<constant name="FLAG_MOUSE_PASSTHROUGH" value="7" enum="Flags">
+ All mouse events are passed to the underlying window of the same application.
</constant>
<constant name="FLAG_MAX" value="8" enum="Flags">
Max value of the [enum Flags].