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-rw-r--r--doc/classes/Basis.xml9
-rw-r--r--doc/classes/Node.xml3
-rw-r--r--doc/classes/VehicleWheel.xml2
3 files changed, 10 insertions, 4 deletions
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index 5a7fc0a41b..b8fe23c2c9 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -64,20 +64,21 @@
<return type="Vector3">
</return>
<description>
- Assuming that the matrix is a proper rotation matrix (orthonormal matrix with determinant +1), return Euler angles (in the YXZ convention: first Z, then X, and Y last). Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
+ Returns the basis's rotation in the form of Euler angles (in the YXZ convention: first Z, then X, and Y last). The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). See [method get_rotation_quat] if you need a quaternion instead.
</description>
</method>
<method name="get_orthogonal_index">
<return type="int">
</return>
<description>
- This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1,0 or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the grid map editor. For further details, refer to Godot source code.
+ This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the grid map editor. For further details, refer to the Godot source code.
</description>
</method>
<method name="get_rotation_quat">
<return type="Quat">
</return>
<description>
+ Returns the basis's rotation in the form of a quaternion. See [method get_euler] if you need Euler angles, but keep in mind quaternions should generally be preferred to Euler angles.
</description>
</method>
<method name="get_scale">
@@ -210,12 +211,16 @@
</members>
<constants>
<constant name="IDENTITY" value="Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )">
+ The identity basis. This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer.
</constant>
<constant name="FLIP_X" value="Basis( -1, 0, 0, 0, 1, 0, 0, 0, 1 )">
+ The basis that will flip something along the X axis when used in a transformation.
</constant>
<constant name="FLIP_Y" value="Basis( 1, 0, 0, 0, -1, 0, 0, 0, 1 )">
+ The basis that will flip something along the Y axis when used in a transformation.
</constant>
<constant name="FLIP_Z" value="Basis( 1, 0, 0, 0, 1, 0, 0, 0, -1 )">
+ The basis that will flip something along the Z axis when used in a transformation.
</constant>
</constants>
</class>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index e9fb47cbbd..193cfeb0ff 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -839,7 +839,7 @@
Pause mode. How the node will behave if the [SceneTree] is paused.
</member>
<member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0">
- The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes with a higher process priority will have their processing callbacks executed first.
+ The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
</member>
</members>
<signals>
@@ -994,6 +994,7 @@
</constant>
<constant name="DUPLICATE_USE_INSTANCING" value="8" enum="DuplicateFlags">
Duplicate using instancing.
+ An instance stays linked to the original so when the original changes, the instance changes too.
</constant>
</constants>
</class>
diff --git a/doc/classes/VehicleWheel.xml b/doc/classes/VehicleWheel.xml
index ff6004bcba..ba33f66e77 100644
--- a/doc/classes/VehicleWheel.xml
+++ b/doc/classes/VehicleWheel.xml
@@ -75,7 +75,7 @@
This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest length to move the wheel down to the position it should be in when the car is in rest.
</member>
<member name="wheel_roll_influence" type="float" setter="set_roll_influence" getter="get_roll_influence" default="0.1">
- This value affects the roll of your vehicle. If set to 0.0 for all wheels, your vehicle will be prone to rolling over, while a value of 1.0 will resist body roll.
+ This value affects the roll of your vehicle. If set to 1.0 for all wheels, your vehicle will be prone to rolling over, while a value of 0.0 will resist body roll.
</member>
</members>
<constants>