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-rw-r--r--doc/classes/MethodTweener.xml2
-rw-r--r--doc/classes/Node3D.xml2
-rw-r--r--doc/classes/ResourceUID.xml8
-rw-r--r--doc/classes/SceneTree.xml2
-rw-r--r--doc/classes/Skeleton2D.xml2
-rw-r--r--doc/classes/SkeletonModification2D.xml4
-rw-r--r--doc/classes/SkeletonModification2DCCDIK.xml2
-rw-r--r--doc/classes/SkeletonModification2DJiggle.xml12
-rw-r--r--doc/classes/SkeletonModification2DTwoBoneIK.xml2
-rw-r--r--doc/classes/SkeletonModificationStack2D.xml2
-rw-r--r--doc/classes/TextEdit.xml2
-rw-r--r--doc/classes/Tween.xml4
-rw-r--r--doc/classes/Tweener.xml2
13 files changed, 27 insertions, 19 deletions
diff --git a/doc/classes/MethodTweener.xml b/doc/classes/MethodTweener.xml
index 42b91abf93..3badeb164b 100644
--- a/doc/classes/MethodTweener.xml
+++ b/doc/classes/MethodTweener.xml
@@ -4,7 +4,7 @@
Interpolates an abstract value and supplies it to a method called over time.
</brief_description>
<description>
- [MethodTweener] is similar to a combination of [CallbackTweener] and [PropertyTweener]. It calls a method providing an interpolated value as a paramater. See [method Tween.tween_method] for more usage information.
+ [MethodTweener] is similar to a combination of [CallbackTweener] and [PropertyTweener]. It calls a method providing an interpolated value as a parameter. See [method Tween.tween_method] for more usage information.
[b]Note:[/b] [method Tween.tween_method] is the only correct way to create [MethodTweener]. Any [MethodTweener] created manually will not function correctly.
</description>
<tutorials>
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 9c05ed1ef6..8cb331a578 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -335,7 +335,7 @@
Local space [Transform3D] of this node, with respect to the parent node.
</member>
<member name="visibility_parent" type="NodePath" setter="set_visibility_parent" getter="get_visibility_parent" default="NodePath(&quot;&quot;)">
- Defines the visibility range parent for this node and its subtree. The visibility parent must be a GeometryInstance3D. Any visual instance will only be visible if the visibility parent (and all of its visibility ancestors) is hidden by being closer to the camera than its own [member GeometryInstance3D.visibility_range_begin]. Nodes hidden via the [member Node3D.visible] property are essentially removed from the visibility dependency tree, so dependant instances will not take the hidden node or its ancestors into account.
+ Defines the visibility range parent for this node and its subtree. The visibility parent must be a GeometryInstance3D. Any visual instance will only be visible if the visibility parent (and all of its visibility ancestors) is hidden by being closer to the camera than its own [member GeometryInstance3D.visibility_range_begin]. Nodes hidden via the [member Node3D.visible] property are essentially removed from the visibility dependency tree, so dependent instances will not take the hidden node or its ancestors into account.
</member>
<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
If [code]true[/code], this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
diff --git a/doc/classes/ResourceUID.xml b/doc/classes/ResourceUID.xml
index 407aed72b2..9fe61d8008 100644
--- a/doc/classes/ResourceUID.xml
+++ b/doc/classes/ResourceUID.xml
@@ -47,6 +47,14 @@
<description>
</description>
</method>
+ <method name="remove_id">
+ <return type="void">
+ </return>
+ <argument index="0" name="id" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="set_id">
<return type="void">
</return>
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index bf51b4dfa7..9930665d26 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -132,7 +132,7 @@
<return type="Array">
</return>
<description>
- Returns an array of currently exising [Tween]s in the [SceneTree] (both running and paused).
+ Returns an array of currently existing [Tween]s in the [SceneTree] (both running and paused).
</description>
</method>
<method name="has_group" qualifiers="const">
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml
index 6665a4a9f6..1ae39dfc07 100644
--- a/doc/classes/Skeleton2D.xml
+++ b/doc/classes/Skeleton2D.xml
@@ -73,7 +73,7 @@
</argument>
<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 transform relative to the [Bone2D] node at [code]bone_idx[/code]!
</description>
</method>
diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml
index 8596dac76e..dfd0256d9b 100644
--- a/doc/classes/SkeletonModification2D.xml
+++ b/doc/classes/SkeletonModification2D.xml
@@ -14,7 +14,7 @@
<return type="void">
</return>
<description>
- Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overriden to draw custom gizmos.
+ Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos.
[b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the [SkeletonModification2D] resource cannot draw on its own.
</description>
</method>
@@ -96,7 +96,7 @@
If [code]true[/code], the modification's [method _execute] function will be called by the [SkeletonModificationStack2D].
</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>
<constants>
diff --git a/doc/classes/SkeletonModification2DCCDIK.xml b/doc/classes/SkeletonModification2DCCDIK.xml
index 014d366a42..1a74905df2 100644
--- a/doc/classes/SkeletonModification2DCCDIK.xml
+++ b/doc/classes/SkeletonModification2DCCDIK.xml
@@ -4,7 +4,7 @@
A modification that uses CCDIK to manipulate a series of bones to reach a target in 2D.
</brief_description>
<description>
- This [SkeletonModification2D] uses an algorithm called [b]C[/b]yclic [b]C[/b]oordinate [b]D[/b]escent [b]I[/b]nverse [b]K[/b]inematics, or CCDIK, to maniuplate a chain of bones in a [Skeleton2D] so it reaches a defined target.
+ This [SkeletonModification2D] uses an algorithm called [b]C[/b]yclic [b]C[/b]oordinate [b]D[/b]escent [b]I[/b]nverse [b]K[/b]inematics, or CCDIK, to manipulate a chain of bones in a [Skeleton2D] 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/SkeletonModification2DJiggle.xml b/doc/classes/SkeletonModification2DJiggle.xml
index ae46acd0d0..da25191dc0 100644
--- a/doc/classes/SkeletonModification2DJiggle.xml
+++ b/doc/classes/SkeletonModification2DJiggle.xml
@@ -69,7 +69,7 @@
<argument index="0" name="joint_idx" type="int">
</argument>
<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_stiffness" qualifiers="const">
@@ -87,7 +87,7 @@
<argument index="0" name="joint_idx" type="int">
</argument>
<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">
@@ -206,19 +206,19 @@
</methods>
<members>
<member name="damping" type="float" setter="set_damping" getter="get_damping" default="0.75">
- The default amount of dampening applied to the Jiggle joints, if they are not overriden. Higher values lead to more of the calculated velocity being applied.
+ The default amount of dampening applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied.
</member>
<member name="gravity" type="Vector2" setter="set_gravity" getter="get_gravity" default="Vector2(0, 6)">
- The default amount of gravity applied to the Jiggle joints, if they are not overriden.
+ The default amount of gravity applied to the Jiggle joints, if they are not overridden.
</member>
<member name="jiggle_data_chain_length" type="int" setter="set_jiggle_data_chain_length" getter="get_jiggle_data_chain_length" default="0">
The amount of Jiggle joints in the Jiggle modification.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="0.75">
- The default amount of mass assigned to the Jiggle joints, if they are not overriden. Higher values lead to faster movements and more overshooting.
+ The default amount of mass assigned to the Jiggle joints, if they are not overridden. Higher values lead to faster movements and more overshooting.
</member>
<member name="stiffness" type="float" setter="set_stiffness" getter="get_stiffness" default="3.0">
- The default amount of stiffness assigned to the Jiggle joints, if they are not overriden. Higher values act more like springs, quickly moving into the correct position.
+ The default amount of stiffness assigned to the Jiggle joints, if they are not overridden. Higher values act more like springs, quickly moving into the correct position.
</member>
<member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
The NodePath to the node that is the target for the Jiggle modification. This node is what the Jiggle chain will attempt to rotate the bone chain to.
diff --git a/doc/classes/SkeletonModification2DTwoBoneIK.xml b/doc/classes/SkeletonModification2DTwoBoneIK.xml
index 554515556b..0eecfa635c 100644
--- a/doc/classes/SkeletonModification2DTwoBoneIK.xml
+++ b/doc/classes/SkeletonModification2DTwoBoneIK.xml
@@ -4,7 +4,7 @@
A modification that rotates two bones using the law of cosigns to reach the target.
</brief_description>
<description>
- This [SkeletonModification2D] 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 verticies of the triangle. Because the algorithm works by making a triangle, it can only opperate on two bones.
+ This [SkeletonModification2D] 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 [SkeletonModification2DFABRIK], but gives similar, natural looking results.
</description>
<tutorials>
diff --git a/doc/classes/SkeletonModificationStack2D.xml b/doc/classes/SkeletonModificationStack2D.xml
index 35b899fe08..4ffd2c33fb 100644
--- a/doc/classes/SkeletonModificationStack2D.xml
+++ b/doc/classes/SkeletonModificationStack2D.xml
@@ -54,7 +54,7 @@
<return type="bool">
</return>
<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/TextEdit.xml b/doc/classes/TextEdit.xml
index e51bf42bdb..8d5f8f951c 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -127,7 +127,7 @@
<return type="Vector2">
</return>
<description>
- Gets the caret pixel draw poistion.
+ Gets the caret pixel draw position.
</description>
</method>
<method name="get_first_non_whitespace_column" qualifiers="const">
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index 253822cf32..4efb0a3309 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -125,7 +125,7 @@
<return type="Tween">
</return>
<description>
- Makes the next [Tweener] run parallely to the previous one. Example:
+ Makes the next [Tweener] run parallelly to the previous one. Example:
[codeblock]
var tween = create_tween()
tween.tween_property(...)
@@ -175,7 +175,7 @@
<argument index="0" name="parallel" type="bool" default="true">
</argument>
<description>
- If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after this method will by default run simultanously, as opposed to sequentially.
+ If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after this method will by default run simultaneously, as opposed to sequentially.
</description>
</method>
<method name="set_pause_mode">
diff --git a/doc/classes/Tweener.xml b/doc/classes/Tweener.xml
index 5cd502ced9..a3279502e0 100644
--- a/doc/classes/Tweener.xml
+++ b/doc/classes/Tweener.xml
@@ -13,7 +13,7 @@
<signals>
<signal name="finished">
<description>
- Emited when the [Tweener] has just finished its job.
+ Emitted when the [Tweener] has just finished its job.
</description>
</signal>
</signals>