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-rw-r--r--doc/classes/AESContext.xml2
-rw-r--r--doc/classes/OS.xml2
-rw-r--r--doc/classes/Skeleton3D.xml2
-rw-r--r--doc/classes/Viewport.xml2
-rw-r--r--doc/classes/VisualShaderNodeOutput.xml2
-rw-r--r--doc/classes/VisualShaderNodeVectorRefract.xml2
6 files changed, 6 insertions, 6 deletions
diff --git a/doc/classes/AESContext.xml b/doc/classes/AESContext.xml
index ab4d0e0bc3..ff433370bd 100644
--- a/doc/classes/AESContext.xml
+++ b/doc/classes/AESContext.xml
@@ -51,7 +51,7 @@
<return type="PackedByteArray">
</return>
<description>
- Get the current IV state for this context (IV gets updated when calling [method update]). You normally don't need this funciton.
+ Get the current IV state for this context (IV gets updated when calling [method update]). You normally don't need this function.
Note: This function only makes sense when the context is started with [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT].
</description>
</method>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 238bc970ef..5b4b5d02fb 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -516,7 +516,7 @@
The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
</member>
<member name="tablet_driver" type="String" setter="set_current_tablet_driver" getter="get_current_tablet_driver" default="&quot;&quot;">
- The current tablet drvier in use.
+ The current tablet driver in use.
</member>
</members>
<constants>
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index 183fd5396f..050d7056af 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -239,7 +239,7 @@
</argument>
<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 in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space.
</description>
</method>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 8a2c6b73d8..3294ab4cc7 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -315,7 +315,7 @@
Do not perform any antialiasing in the full screen post-process.
</constant>
<constant name="SCREEN_SPACE_AA_FXAA" value="1" enum="ScreenSpaceAA">
- Use fast approximate antialiasing. FXAA is a popular screen-space antialising method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.
+ Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.
</constant>
<constant name="SCREEN_SPACE_AA_MAX" value="2" enum="ScreenSpaceAA">
Represents the size of the [enum ScreenSpaceAA] enum.
diff --git a/doc/classes/VisualShaderNodeOutput.xml b/doc/classes/VisualShaderNodeOutput.xml
index 2b4aed9ae4..83da6f29f9 100644
--- a/doc/classes/VisualShaderNodeOutput.xml
+++ b/doc/classes/VisualShaderNodeOutput.xml
@@ -4,7 +4,7 @@
Represents the output shader parameters within the visual shader graph.
</brief_description>
<description>
- This visual shader node is present in all shader graphs in form of "Output" block with mutliple output value ports.
+ This visual shader node is present in all shader graphs in form of "Output" block with multiple output value ports.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VisualShaderNodeVectorRefract.xml b/doc/classes/VisualShaderNodeVectorRefract.xml
index 0fa90a69cf..178c35f49a 100644
--- a/doc/classes/VisualShaderNodeVectorRefract.xml
+++ b/doc/classes/VisualShaderNodeVectorRefract.xml
@@ -4,7 +4,7 @@
Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph.
</brief_description>
<description>
- Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indicies of the refraction.
+ Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction.
</description>
<tutorials>
</tutorials>