diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml
index ddd51cc6b37..285e0d5f395 100644
--- a/doc/classes/AnimatedTexture.xml
+++ b/doc/classes/AnimatedTexture.xml
@@ -75,7 +75,7 @@
If [code]true[/code], the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set [member pause] to [code]true[/code].
- If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code].
+ If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code].
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 9e917fb4dd7..a9ac307df49 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -469,6 +469,8 @@
If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions.
+
+
Path to a custom [Theme] resource file to use for the project ([code]theme[/code] or generic [code]tres[/code]/[code]res[/code] extension).
@@ -977,6 +979,8 @@
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.
+
+
Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend, and only desktop platforms. It is not necessary when using the Vulkan backend.