doc: Remove extraneous empty lines in descriptions

This commit is contained in:
Rémi Verschelde 2018-06-22 14:51:59 +02:00
parent f6abffdb4a
commit e6df472e8f
9 changed files with 0 additions and 14 deletions

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Band 8 : 4000 Hz Band 8 : 4000 Hz
Band 9 : 8000 Hz Band 9 : 8000 Hz
Band 10 : 16000 Hz Band 10 : 16000 Hz
See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]. See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21].
</description> </description>
<tutorials> <tutorials>

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Band 19 : 11000 Hz Band 19 : 11000 Hz
Band 20 : 16000 Hz Band 20 : 16000 Hz
Band 21 : 22000 Hz Band 21 : 22000 Hz
See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]. See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10].
</description> </description>
<tutorials> <tutorials>

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Band 4 : 1000 Hz Band 4 : 1000 Hz
Band 5 : 3200 Hz Band 5 : 3200 Hz
Band 6 : 10000 Hz Band 6 : 10000 Hz
See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]. See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21].
</description> </description>
<tutorials> <tutorials>

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@ -5,10 +5,7 @@
</brief_description> </brief_description>
<description> <description>
EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. Register your [EditorPlugin] with [method EditorPlugin.add_import_plugin]. EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. Register your [EditorPlugin] with [method EditorPlugin.add_import_plugin].
EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extension] and [method get_resource_type]). They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].import[/code] directory. EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extension] and [method get_resource_type]). They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].import[/code] directory.
Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec": Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
[codeblock] [codeblock]
tool tool

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</return> </return>
<description> <description>
Returns the current engine version information in a Dictionary. Returns the current engine version information in a Dictionary.
"major" - Holds the major version number as an int "major" - Holds the major version number as an int
"minor" - Holds the minor version number as an int "minor" - Holds the minor version number as an int
"patch" - Holds the patch version number as an int "patch" - Holds the patch version number as an int

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</argument> </argument>
<description> <description>
Returns the dots per inch density of the specified screen. Returns the dots per inch density of the specified screen.
On Android Devices, the actual screen densities are grouped into six generalized densities: On Android Devices, the actual screen densities are grouped into six generalized densities:
ldpi - 120 dpi ldpi - 120 dpi
mdpi - 160 dpi mdpi - 160 dpi

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</brief_description> </brief_description>
<description> <description>
Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). Skeleton will support rag doll dynamics in the future. Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). Skeleton will support rag doll dynamics in the future.
The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose. The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.
Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone. Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>

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</brief_description> </brief_description>
<description> <description>
Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Spatial. Use Spatial as a parent node to move, scale, rotate and show/hide children in a 3D project. Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Spatial. Use Spatial as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the Spatial object is set as top level. Affine operations in this coordinate system correspond to direct affine operations on the Spatial's transform. The word local below refers to this coordinate system. The coordinate system that is attached to the Spatial object itself is referred to as object-local coordinate system. Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the Spatial object is set as top level. Affine operations in this coordinate system correspond to direct affine operations on the Spatial's transform. The word local below refers to this coordinate system. The coordinate system that is attached to the Spatial object itself is referred to as object-local coordinate system.
</description> </description>
<tutorials> <tutorials>
@ -284,7 +283,6 @@
</member> </member>
<member name="rotation" type="Vector3" setter="set_rotation" getter="get_rotation"> <member name="rotation" type="Vector3" setter="set_rotation" getter="get_rotation">
Rotation part of the local transformation, specified in terms of YXZ-Euler angles in the format (X-angle, Y-angle, Z-angle), in radians. Rotation part of the local transformation, specified in terms of YXZ-Euler angles in the format (X-angle, Y-angle, Z-angle), in radians.
Note that in the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three indepdent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful. Note that in the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three indepdent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.
</member> </member>
<member name="rotation_degrees" type="Vector3" setter="set_rotation_degrees" getter="get_rotation_degrees"> <member name="rotation_degrees" type="Vector3" setter="set_rotation_degrees" getter="get_rotation_degrees">

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</brief_description> </brief_description>
<description> <description>
This is a helper class to generate a flat [Button] (see [method Button.set_flat]), creating a ToolButton is equivalent to: This is a helper class to generate a flat [Button] (see [method Button.set_flat]), creating a ToolButton is equivalent to:
[codeblock] [codeblock]
var btn = Button.new() var btn = Button.new()
btn.set_flat(true) btn.set_flat(true)