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-rw-r--r--doc/classes/AudioStreamGenerator.xml2
-rw-r--r--doc/classes/AudioStreamGeneratorPlayback.xml4
-rw-r--r--doc/classes/EditorVCSInterface.xml2
-rw-r--r--doc/classes/Variant.xml1
-rw-r--r--doc/classes/VideoStreamPlayer.xml4
-rw-r--r--doc/classes/XRInterface.xml2
6 files changed, 7 insertions, 8 deletions
diff --git a/doc/classes/AudioStreamGenerator.xml b/doc/classes/AudioStreamGenerator.xml
index 78a1ed7c51..c8f081215d 100644
--- a/doc/classes/AudioStreamGenerator.xml
+++ b/doc/classes/AudioStreamGenerator.xml
@@ -6,7 +6,7 @@
<description>
This audio stream does not play back sounds, but expects a script to generate audio data for it instead. See also [AudioStreamGeneratorPlayback].
See also [AudioEffectSpectrumAnalyzer] for performing real-time audio spectrum analysis.
- [b]Note:[/b] Due to performance constraints, this class is best used from C# or from a compiled language via GDNative. If you still want to use this class from GDScript, consider using a lower [member mix_rate] such as 11,025 Hz or 22,050 Hz.
+ [b]Note:[/b] Due to performance constraints, this class is best used from C# or from a compiled language via GDExtension. If you still want to use this class from GDScript, consider using a lower [member mix_rate] such as 11,025 Hz or 22,050 Hz.
</description>
<tutorials>
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml
index 1cd82026a0..06c285bff7 100644
--- a/doc/classes/AudioStreamGeneratorPlayback.xml
+++ b/doc/classes/AudioStreamGeneratorPlayback.xml
@@ -39,14 +39,14 @@
<return type="bool" />
<argument index="0" name="frames" type="PackedVector2Array" />
<description>
- Pushes several audio data frames to the buffer. This is usually more efficient than [method push_frame] in C# and compiled languages via GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript.
+ Pushes several audio data frames to the buffer. This is usually more efficient than [method push_frame] in C# and compiled languages via GDExtension, but [method push_buffer] may be [i]less[/i] efficient in GDScript.
</description>
</method>
<method name="push_frame">
<return type="bool" />
<argument index="0" name="frame" type="Vector2" />
<description>
- Pushes a single audio data frame to the buffer. This is usually less efficient than [method push_buffer] in C# and compiled languages via GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript.
+ Pushes a single audio data frame to the buffer. This is usually less efficient than [method push_buffer] in C# and compiled languages via GDExtension, but [method push_frame] may be [i]more[/i] efficient in GDScript.
</description>
</method>
</methods>
diff --git a/doc/classes/EditorVCSInterface.xml b/doc/classes/EditorVCSInterface.xml
index b78b027fa8..0215d81a4e 100644
--- a/doc/classes/EditorVCSInterface.xml
+++ b/doc/classes/EditorVCSInterface.xml
@@ -4,7 +4,7 @@
Version Control System (VCS) interface which reads and writes to the local VCS in use.
</brief_description>
<description>
- Used by the editor to display VCS extracted information in the editor. The implementation of this API is included in VCS addons, which are essentially GDNative plugins that need to be put into the project folder. These VCS addons are scripts which are attached (on demand) to the object instance of [code]EditorVCSInterface[/code]. All the functions listed below, instead of performing the task themselves, they call the internally defined functions in the VCS addons to provide a plug-n-play experience.
+ Used by the editor to display VCS extracted information in the editor. The implementation of this API is included in VCS addons, which are essentially GDExtension plugins that need to be put into the project folder. These VCS addons are scripts which are attached (on demand) to the object instance of [code]EditorVCSInterface[/code]. All the functions listed below, instead of performing the task themselves, they call the internally defined functions in the VCS addons to provide a plug-n-play experience.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index f2104d77ab..0d6fcd0ef5 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -25,7 +25,6 @@
- GDScript automatically wrap values in them. It keeps all data in plain Variants by default and then optionally enforces custom static typing rules on variable types.
- VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time.
- C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept.
- - The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects.
The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
[codeblocks]
[gdscript]
diff --git a/doc/classes/VideoStreamPlayer.xml b/doc/classes/VideoStreamPlayer.xml
index 033e1ecd29..092a754a39 100644
--- a/doc/classes/VideoStreamPlayer.xml
+++ b/doc/classes/VideoStreamPlayer.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Control node for playing video streams using [VideoStream] resources.
- Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] ([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a GDNative plugin using [VideoStreamGDNative].
+ Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] ([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a GDExtension plugin.
[b]Note:[/b] Due to a bug, VideoStreamPlayer does not support localization remapping yet.
[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to missing architecture-specific assembly optimizations.
</description>
@@ -69,7 +69,7 @@
</member>
<member name="stream_position" type="float" setter="set_stream_position" getter="get_stream_position">
The current position of the stream, in seconds.
- [b]Note:[/b] Changing this value won't have any effect as seeking is not implemented yet, except in video formats implemented by a GDNative add-on.
+ [b]Note:[/b] Changing this value won't have any effect as seeking is not implemented yet, except in video formats implemented by a GDExtension add-on.
</member>
<member name="volume" type="float" setter="set_volume" getter="get_volume">
Audio volume as a linear value.
diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml
index 623e4f5fbc..0f4159cbbf 100644
--- a/doc/classes/XRInterface.xml
+++ b/doc/classes/XRInterface.xml
@@ -4,7 +4,7 @@
Base class for an XR interface implementation.
</brief_description>
<description>
- This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDNative modules (note that for GDNative the subclass XRScriptInterface should be used). Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
+ This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDExtension modules. Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer].
</description>
<tutorials>