Merge pull request #81330 from timothyqiu/unmatched-brackets

Fix unmatched brackets in the documentation
This commit is contained in:
Yuri Sizov 2023-09-05 15:14:39 +02:00
commit 332bc469c4
2 changed files with 2 additions and 2 deletions

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@ -24,7 +24,7 @@
<param index="2" name="base" type="Control" />
<description>
Create and return a tooltip that will be displayed when the user hovers a resource under the given [param path] in filesystem dock.
The [param metadata] dictionary is provided by preview generator (see method EditorResourcePreviewGenerator._generate]).
The [param metadata] dictionary is provided by preview generator (see [method EditorResourcePreviewGenerator._generate]).
[param base] is the base default tooltip, which is a [VBoxContainer] with a file name, type and size labels. If another plugin handled the same file type, [param base] will be output from the previous plugin. For best result, make sure the base tooltip is part of the returned [Control].
[b]Note:[/b] It's unadvised to use [method ResourceLoader.load], especially with heavy resources like models or textures, because it will make the editor unresponsive when creating the tooltip. You can use [method request_thumbnail] if you want to display a preview in your tooltip.
[b]Note:[/b] If you decide to discard the [param base], make sure to call [method Node.queue_free], because it's not freed automatically.

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@ -4,7 +4,7 @@
A 3D raycast that dynamically moves its children near the collision point.
</brief_description>
<description>
[SpringArm3D] casts a ray or a shape along its Z axis and moves all its direct children to the collision point, with an optional margin. This is useful for 3rd person cameras that move closer to the player when inside a tight space (you may need to exclude the player's collider from the [SpringArm3D]'s collision check.
[SpringArm3D] casts a ray or a shape along its Z axis and moves all its direct children to the collision point, with an optional margin. This is useful for 3rd person cameras that move closer to the player when inside a tight space (you may need to exclude the player's collider from the [SpringArm3D]'s collision check).
</description>
<tutorials>
</tutorials>