diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/@GDScript.xml | 1 | ||||
-rw-r--r-- | doc/classes/JSON.xml | 2 | ||||
-rw-r--r-- | doc/classes/JSONParseResult.xml | 3 | ||||
-rw-r--r-- | doc/classes/KinematicBody.xml | 2 |
4 files changed, 5 insertions, 3 deletions
diff --git a/doc/classes/@GDScript.xml b/doc/classes/@GDScript.xml index d4bd937f49..4e9a6a5fc0 100644 --- a/doc/classes/@GDScript.xml +++ b/doc/classes/@GDScript.xml @@ -608,6 +608,7 @@ <description> Parse JSON text to a Variant (use [method typeof] to check if it is what you expect). Be aware that the JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to [float] types. + Note that JSON objects do not preserve key order like Godot dictionaries, thus you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements: [codeblock] p = parse_json('["a", "b", "c"]') if typeof(p) == TYPE_ARRAY: diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml index e69c05c3df..078c293fc0 100644 --- a/doc/classes/JSON.xml +++ b/doc/classes/JSON.xml @@ -4,7 +4,7 @@ Helper class for parsing JSON data. </brief_description> <description> - Helper class for parsing JSON data. For usage example, see [JSONParseResult]. + Helper class for parsing JSON data. For usage example and other important hints, see [JSONParseResult]. </description> <tutorials> </tutorials> diff --git a/doc/classes/JSONParseResult.xml b/doc/classes/JSONParseResult.xml index 424720a871..0e8d9b66fa 100644 --- a/doc/classes/JSONParseResult.xml +++ b/doc/classes/JSONParseResult.xml @@ -24,7 +24,8 @@ </member> <member name="result" type="Variant" setter="set_result" getter="get_result"> A [Variant] containing the parsed JSON. Use typeof() to check if it is what you expect. For example, if JSON source starts with curly braces ([code]{}[/code]) a [Dictionary] will be returned, if JSON source starts with braces ([code][][/code]) an [Array] will be returned. - [i]Be aware that the JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to float types.[/i] + [i]Be aware that the JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to float types. + Note that JSON objects do not preserve key order like Godot dictionaries, thus you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements:[/i] [codeblock] p = JSON.parse('["hello", "world", "!"]') if typeof(p) == TYPE_ARRAY: diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index 2c22ae4f93..1735501a47 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -85,7 +85,7 @@ [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/code] — this is done by the method. [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games. If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes. - If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops. + If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops. [code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees. Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision]. </description> |