Fix various typos in documentation

This commit is contained in:
Septian 2023-12-27 20:37:37 +07:00
parent 13a0d6e9b2
commit d83cad6d9b
6 changed files with 6 additions and 6 deletions

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@ -383,7 +383,7 @@
If [code]true[/code], enables subsurface scattering transmittance. Only effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also [member backlight_enabled]. If [code]true[/code], enables subsurface scattering transmittance. Only effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also [member backlight_enabled].
</member> </member>
<member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture"> <member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture">
The texture to use for multiplying the intensity of the subsurface scattering transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]. The texture to use for multiplying the intensity of the subsurface scattering transmittance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code].
</member> </member>
<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3"> <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3">
Filter flags for the texture. See [enum TextureFilter] for options. Filter flags for the texture. See [enum TextureFilter] for options.

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The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark. The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.
</member> </member>
<member name="dof_blur_amount" type="float" setter="set_dof_blur_amount" getter="get_dof_blur_amount" default="0.1"> <member name="dof_blur_amount" type="float" setter="set_dof_blur_amount" getter="get_dof_blur_amount" default="0.1">
Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of bluriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style. Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of blurriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.
</member> </member>
<member name="dof_blur_far_distance" type="float" setter="set_dof_blur_far_distance" getter="get_dof_blur_far_distance" default="10.0"> <member name="dof_blur_far_distance" type="float" setter="set_dof_blur_far_distance" getter="get_dof_blur_far_distance" default="10.0">
Objects further from the [Camera3D] by this amount will be blurred by the depth of field effect. Measured in meters. Objects further from the [Camera3D] by this amount will be blurred by the depth of field effect. Measured in meters.

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An optionally compressed [Cubemap]. An optionally compressed [Cubemap].
</brief_description> </brief_description>
<description> <description>
A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods: A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compression methods:
- Lossless (WebP or PNG, uncompressed on the GPU) - Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU) - VRAM Compressed (compressed on the GPU)

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@ -4,7 +4,7 @@
An optionally compressed [CubemapArray]. An optionally compressed [CubemapArray].
</brief_description> </brief_description>
<description> <description>
A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods: A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compression methods:
- Lossless (WebP or PNG, uncompressed on the GPU) - Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU) - VRAM Compressed (compressed on the GPU)

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@ -4,7 +4,7 @@
Array of 2-dimensional textures, optionally compressed. Array of 2-dimensional textures, optionally compressed.
</brief_description> </brief_description>
<description> <description>
A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods: A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compression methods:
- Lossless (WebP or PNG, uncompressed on the GPU) - Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU) - VRAM Compressed (compressed on the GPU)

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@ -327,7 +327,7 @@
<param index="0" name="object" type="Object" /> <param index="0" name="object" type="Object" />
<description> <description>
Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method _edit] and [method _make_visible] called when the editor requests them. If you have declared the methods [method _forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be called too. Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method _edit] and [method _make_visible] called when the editor requests them. If you have declared the methods [method _forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be called too.
[b]Note:[/b] Each plugin should handle only one type of objects at a time. If a plugin handes more types of objects and they are edited at the same time, it will result in errors. [b]Note:[/b] Each plugin should handle only one type of objects at a time. If a plugin handles more types of objects and they are edited at the same time, it will result in errors.
</description> </description>
</method> </method>
<method name="_has_main_screen" qualifiers="virtual const"> <method name="_has_main_screen" qualifiers="virtual const">