Add missing period for sentences in classref
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@ -143,7 +143,7 @@
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Maximum damping.
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</member>
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<member name="damping_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
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Minimum damping
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Minimum damping.
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</member>
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<member name="direction" type="Vector3" setter="set_direction" getter="get_direction" default="Vector3(1, 0, 0)">
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Unit vector specifying the particles' emission direction.
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@ -486,7 +486,7 @@
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Sets whether line folding is allowed.
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</member>
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<member name="line_length_guidelines" type="int[]" setter="set_line_length_guidelines" getter="get_line_length_guidelines" default="[]">
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Draws vertical lines at the provided columns. The first entry is considered a main hard guideline and is draw more prominently
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Draws vertical lines at the provided columns. The first entry is considered a main hard guideline and is draw more prominently.
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</member>
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<member name="symbol_lookup_on_click" type="bool" setter="set_symbol_lookup_on_click_enabled" getter="is_symbol_lookup_on_click_enabled" default="false">
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Set when a validated word from [signal symbol_validate] is clicked, the [signal symbol_lookup] should be emitted.
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@ -651,7 +651,7 @@
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<param index="1" name="idx" type="int" />
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<param index="2" name="checkable" type="bool" />
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<description>
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Sets the type of the item at the specified index [param idx] to radio button. If [code]false[/code], sets the type of the item to plain text
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Sets the type of the item at the specified index [param idx] to radio button. If [code]false[/code], sets the type of the item to plain text.
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[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.
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[b]Note:[/b] This method is implemented on macOS.
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</description>
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@ -1615,7 +1615,7 @@
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I-beam cursor shape. This is used by default when hovering a control that accepts text input, such as [LineEdit] or [TextEdit].
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</constant>
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<constant name="CURSOR_POINTING_HAND" value="2" enum="CursorShape">
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Pointing hand cursor shape. This is used by default when hovering a [LinkButton] or an URL tag in a [RichTextLabel].⋅
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Pointing hand cursor shape. This is used by default when hovering a [LinkButton] or an URL tag in a [RichTextLabel].
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</constant>
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<constant name="CURSOR_CROSS" value="3" enum="CursorShape">
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Crosshair cursor. This is intended to be displayed when the user needs precise aim over an element, such as a rectangle selection tool or a color picker.
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@ -49,7 +49,7 @@
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Extra spacing at the bottom of the line in pixels.
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</member>
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<member name="spacing_glyph" type="int" setter="set_spacing" getter="get_spacing" default="0">
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Extra spacing between graphical glyphs
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Extra spacing between graphical glyphs.
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</member>
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<member name="spacing_space" type="int" setter="set_spacing" getter="get_spacing" default="0">
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Extra width of the space glyphs.
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="NavigationServer2D" inherits="Object" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Server interface for low-level 2D navigation access
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Server interface for low-level 2D navigation access.
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</brief_description>
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<description>
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NavigationServer2D is the server responsible for all 2D navigation. It handles several objects, namely maps, regions and agents.
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="NavigationServer3D" inherits="Object" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Server interface for low-level 3D navigation access
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Server interface for low-level 3D navigation access.
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</brief_description>
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<description>
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NavigationServer3D is the server responsible for all 3D navigation. It handles several objects, namely maps, regions and agents.
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@ -345,7 +345,7 @@
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node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f });
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call
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[b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="can_translate_messages" qualifiers="const">
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@ -4,7 +4,7 @@
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Positional 2D light source.
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</brief_description>
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<description>
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Casts light in a 2D environment. This light's shape is defined by a (usually grayscale) texture
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Casts light in a 2D environment. This light's shape is defined by a (usually grayscale) texture.
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</description>
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<tutorials>
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<link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
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@ -803,7 +803,7 @@
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Path to a custom [Font] resource to use as default for all GUI elements of the project.
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</member>
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<member name="gui/theme/default_font_antialiasing" type="int" setter="" getter="" default="1">
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Font anti-aliasing mode. See [member FontFile.antialiasing],
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Font anti-aliasing mode. See [member FontFile.antialiasing].
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</member>
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<member name="gui/theme/default_font_generate_mipmaps" type="bool" setter="" getter="" default="false">
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If set to [code]true[/code], the default font will have mipmaps generated. This prevents text from looking grainy when a [Control] is scaled down, or when a [Label3D] is viewed from a long distance (if [member Label3D.texture_filter] is set to a mode that displays mipmaps).
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@ -957,16 +957,16 @@
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macOS specific override for the shortcut to delete a word.
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</member>
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<member name="input/ui_text_caret_add_above" type="Dictionary" setter="" getter="">
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Default [InputEventAction] to add an additional caret above every caret of a text
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Default [InputEventAction] to add an additional caret above every caret of a text.
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</member>
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<member name="input/ui_text_caret_add_above.macos" type="Dictionary" setter="" getter="">
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macOS specific override for the shortcut to add a caret above every caret
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macOS specific override for the shortcut to add a caret above every caret.
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</member>
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<member name="input/ui_text_caret_add_below" type="Dictionary" setter="" getter="">
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Default [InputEventAction] to add an additional caret below every caret of a text
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Default [InputEventAction] to add an additional caret below every caret of a text.
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</member>
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<member name="input/ui_text_caret_add_below.macos" type="Dictionary" setter="" getter="">
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macOS specific override for the shortcut to add a caret below every caret
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macOS specific override for the shortcut to add a caret below every caret.
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</member>
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<member name="input/ui_text_caret_document_end" type="Dictionary" setter="" getter="">
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Default [InputEventAction] to move the text cursor the the end of the text.
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@ -1663,7 +1663,7 @@
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Optional name for the 3D render layer 13. If left empty, the layer will display as "Layer 13".
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</member>
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<member name="layer_names/3d_render/layer_14" type="String" setter="" getter="" default="""">
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Optional name for the 3D render layer 14. If left empty, the layer will display as "Layer 14"
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Optional name for the 3D render layer 14. If left empty, the layer will display as "Layer 14".
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</member>
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<member name="layer_names/3d_render/layer_15" type="String" setter="" getter="" default="""">
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Optional name for the 3D render layer 15. If left empty, the layer will display as "Layer 15".
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@ -240,7 +240,7 @@
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<description>
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Sets the global pose transform, [param pose], for the bone at [param bone_idx].
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[param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain.
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[b]Note:[/b] The pose transform needs to be a global pose! To convert a world transform from a [Node3D] to a global bone pose, multiply the [method Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by the desired world transform
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[b]Note:[/b] The pose transform needs to be a global pose! To convert a world transform from a [Node3D] to a global bone pose, multiply the [method Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by the desired world transform.
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</description>
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</method>
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<method name="set_bone_name">
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@ -436,7 +436,7 @@
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<return type="int" />
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<param index="0" name="position" type="Vector2i" />
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<description>
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Returns the equivalent minimap line at [param position]
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Returns the equivalent minimap line at [param position].
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</description>
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</method>
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<method name="get_minimap_visible_lines" qualifiers="const">
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<method name="get_saved_version" qualifiers="const">
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<return type="int" />
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<description>
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Returns the last tagged saved version from [method tag_saved_version]
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Returns the last tagged saved version from [method tag_saved_version].
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</description>
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</method>
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<method name="get_scroll_pos_for_line" qualifiers="const">
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<return type="void" />
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<param index="0" name="callback" type="Callable" />
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<description>
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Provide custom tooltip text. The callback method must take the following args: [code]hovered_word: String[/code]
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Provide custom tooltip text. The callback method must take the following args: [code]hovered_word: String[/code].
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</description>
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</method>
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<method name="start_action">
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@ -188,7 +188,7 @@
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<return type="Vector2i[]" />
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<param index="0" name="coords" type="Vector2i" />
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<description>
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Returns the list of all neighbourings cells to the one at [param coords]
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Returns the list of all neighbourings cells to the one at [param coords].
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</description>
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</method>
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<method name="get_used_cells" qualifiers="const">
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<param index="1" name="coords_in_pattern" type="Vector2i" />
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<param index="2" name="pattern" type="TileMapPattern" />
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<description>
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Returns for the given coordinate [param coords_in_pattern] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [param position_in_tilemap] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code]
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Returns for the given coordinate [param coords_in_pattern] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [param position_in_tilemap] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code].
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</description>
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</method>
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<method name="map_to_local" qualifiers="const">
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