Merge pull request #86820 from sepTN/fix-typos-3
Fix various typos in documentation
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89cc635c05
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@ -731,7 +731,7 @@
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On the other hand, if the image already has mipmaps, they will be used, and a new set will be generated for the resulting image.
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On the other hand, if the image already has mipmaps, they will be used, and a new set will be generated for the resulting image.
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</constant>
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</constant>
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<constant name="INTERPOLATE_LANCZOS" value="4" enum="Interpolation">
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<constant name="INTERPOLATE_LANCZOS" value="4" enum="Interpolation">
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Performs Lanczos interpolation. This is the slowest image resizing mode, but it typically gives the best results, especially when downscalng images.
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Performs Lanczos interpolation. This is the slowest image resizing mode, but it typically gives the best results, especially when downscaling images.
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</constant>
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</constant>
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<constant name="ALPHA_NONE" value="0" enum="AlphaMode">
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<constant name="ALPHA_NONE" value="0" enum="AlphaMode">
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Image does not have alpha.
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Image does not have alpha.
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@ -278,7 +278,7 @@
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<param index="1" name="enabled" type="bool" />
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<param index="1" name="enabled" type="bool" />
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<description>
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<description>
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Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance is enabled.
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Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance is enabled.
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If [code]true[/code] the agent calculates avoidance velocities in 3D for the xyz-axis, e.g. for games that take place in air, unterwater or space. The 3D using agent only avoids other 3D avoidance using agent's. The 3D using agent only reacts to radius based avoidance obstacles. The 3D using agent ignores any vertices based obstacles. The 3D using agent only avoids other 3D using agent's.
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If [code]true[/code] the agent calculates avoidance velocities in 3D for the xyz-axis, e.g. for games that take place in air, underwater or space. The 3D using agent only avoids other 3D avoidance using agent's. The 3D using agent only reacts to radius based avoidance obstacles. The 3D using agent ignores any vertices based obstacles. The 3D using agent only avoids other 3D using agent's.
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If [code]false[/code] the agent calculates avoidance velocities in 2D along the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D avoidance using agent's. The 2D using agent reacts to radius avoidance obstacles. The 2D using agent reacts to vertices based avoidance obstacles. The 2D using agent only avoids other 2D using agent's. 2D using agents will ignore other 2D using agents or obstacles that are below their current position or above their current position including the agents height in 2D avoidance.
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If [code]false[/code] the agent calculates avoidance velocities in 2D along the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D avoidance using agent's. The 2D using agent reacts to radius avoidance obstacles. The 2D using agent reacts to vertices based avoidance obstacles. The 2D using agent only avoids other 2D using agent's. 2D using agents will ignore other 2D using agents or obstacles that are below their current position or above their current position including the agents height in 2D avoidance.
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</description>
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</description>
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</method>
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</method>
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@ -1108,7 +1108,7 @@
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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</member>
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</member>
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<member name="input/ui_swap_input_direction" type="Dictionary" setter="" getter="">
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<member name="input/ui_swap_input_direction" type="Dictionary" setter="" getter="">
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Default [InputEventAction] to swap input direction, i.e. change between left-to-right to right-to-left modes. Affects text-editting controls ([LineEdit], [TextEdit]).
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Default [InputEventAction] to swap input direction, i.e. change between left-to-right to right-to-left modes. Affects text-editing controls ([LineEdit], [TextEdit]).
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</member>
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</member>
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<member name="input/ui_text_add_selection_for_next_occurrence" type="Dictionary" setter="" getter="">
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<member name="input/ui_text_add_selection_for_next_occurrence" type="Dictionary" setter="" getter="">
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If a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret and selects the next occurrence.
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If a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret and selects the next occurrence.
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@ -1219,15 +1219,15 @@
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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</member>
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</member>
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<member name="input/ui_text_completion_accept" type="Dictionary" setter="" getter="">
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<member name="input/ui_text_completion_accept" type="Dictionary" setter="" getter="">
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Default [InputEventAction] to accept an autocompetion hint.
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Default [InputEventAction] to accept an autocompletion hint.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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</member>
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</member>
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<member name="input/ui_text_completion_query" type="Dictionary" setter="" getter="">
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<member name="input/ui_text_completion_query" type="Dictionary" setter="" getter="">
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Default [InputEventAction] to request autocompetion.
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Default [InputEventAction] to request autocompletion.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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</member>
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</member>
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<member name="input/ui_text_completion_replace" type="Dictionary" setter="" getter="">
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<member name="input/ui_text_completion_replace" type="Dictionary" setter="" getter="">
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Default [InputEventAction] to accept an autocompetion hint, replacing existing text.
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Default [InputEventAction] to accept an autocompletion hint, replacing existing text.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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</member>
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</member>
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<member name="input/ui_text_dedent" type="Dictionary" setter="" getter="">
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<member name="input/ui_text_dedent" type="Dictionary" setter="" getter="">
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@ -205,7 +205,7 @@
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A simple drawing operation might look like this (code is not a complete example):
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A simple drawing operation might look like this (code is not a complete example):
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[codeblock]
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[codeblock]
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var rd = RenderingDevice.new()
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var rd = RenderingDevice.new()
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var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), Color(0, 0, 0, 0)]
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var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), Color(0, 0, 0, 0)])
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var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)
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var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)
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# Draw opaque.
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# Draw opaque.
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@ -318,7 +318,7 @@
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<return type="int" />
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<return type="int" />
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<description>
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<description>
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Returns the 32-bit hash value representing the string's contents.
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Returns the 32-bit hash value representing the string's contents.
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[b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be the same, as a result of hash collisions. On the countrary, strings with different hash values are guaranteed to be different.
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[b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be the same, as a result of hash collisions. On the contrary, strings with different hash values are guaranteed to be different.
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</description>
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</description>
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</method>
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</method>
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<method name="hex_decode" qualifiers="const">
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<method name="hex_decode" qualifiers="const">
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@ -301,7 +301,7 @@
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<return type="int" />
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<return type="int" />
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<description>
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<description>
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Returns the 32-bit hash value representing the string's contents.
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Returns the 32-bit hash value representing the string's contents.
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[b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be the same, as a result of hash collisions. On the countrary, strings with different hash values are guaranteed to be different.
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[b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be the same, as a result of hash collisions. On the contrary, strings with different hash values are guaranteed to be different.
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</description>
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</description>
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</method>
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</method>
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<method name="hex_decode" qualifiers="const">
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<method name="hex_decode" qualifiers="const">
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