diff --git a/doc/classes/@GDScript.xml b/doc/classes/@GDScript.xml
index 7bd332a3e47..493f55e89bc 100644
--- a/doc/classes/@GDScript.xml
+++ b/doc/classes/@GDScript.xml
@@ -55,7 +55,7 @@
- Returns the absolute value of parameter [code]s[/code] (i.e. unsigned value, works for integer and float).
+ Returns the absolute value of parameter [code]s[/code] (i.e. unsigned value, works for integer and float).
[codeblock]
# a is 1
a = abs(-1)
@@ -373,7 +373,7 @@
Returns the floating-point remainder of [code]x/y[/code] that wraps equally in positive and negative.
[codeblock]
- var i = -10;
+ var i = -10
while i < 0:
prints(i, fposmod(i, 10))
i += 1
diff --git a/doc/classes/ARVRController.xml b/doc/classes/ARVRController.xml
index 9c306c3ea46..d3d6fce537a 100644
--- a/doc/classes/ARVRController.xml
+++ b/doc/classes/ARVRController.xml
@@ -6,7 +6,7 @@
This is a helper spatial node that is linked to the tracking of controllers. It also offers several handy pass throughs to the state of buttons and such on the controllers.
Controllers are linked by their id. You can create controller nodes before the controllers are available. Say your game always uses two controllers (one for each hand) you can predefine the controllers with id 1 and 2 and they will become active as soon as the controllers are identified. If you expect additional controllers to be used you should react to the signals and add ARVRController nodes to your scene.
- The position of the controller node is automatically updated by the ARVR Server. This makes this node ideal to add child nodes to visualise the controller.
+ The position of the controller node is automatically updated by the ARVR Server. This makes this node ideal to add child nodes to visualise the controller.
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 3bd621799a1..b013b3c4aed 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -120,7 +120,7 @@
- Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search and a custom comparison method. Optionally, a before specifier can be passed. If false, the returned index comes after all existing entries of the value in the array. The custom method receives two arguments (an element from the array and the value searched for) and must return true if the first argument is less than the second, and return false otherwise. Note that calling bsearch on an unsorted array results in unexpected behavior.
+ Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search and a custom comparison method. Optionally, a before specifier can be passed. If false, the returned index comes after all existing entries of the value in the array. The custom method receives two arguments (an element from the array and the value searched for) and must return true if the first argument is less than the second, and return false otherwise. Note that calling bsearch on an unsorted array results in unexpected behavior.
@@ -321,7 +321,7 @@
static func sort(a, b):
if a[0] < b[0]:
return true
- return false
+ return false
var my_items = [[5, "Potato"], [9, "Rice"], [4, "Tomato"]]
my_items.sort_custom(MyCustomSorter, "sort")
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index b66239181a4..2e3cc2e5d16 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -4,7 +4,7 @@
Color in RGBA format with some support for ARGB format.
- A color is represented as red, green and blue (r,g,b) components. Additionally, "a" represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some methods (such as set_modulate(color)) may accept values > 1.
+ A color is represented as red, green and blue (r,g,b) components. Additionally, "a" represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some methods (such as set_modulate(color)) may accept values > 1.
You can also create a color from standardised color names with Color.ColorN (e.g. Color.green) or [method @GDScript.ColorN].
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 05b2c2704ee..1a27aea23ff 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -229,9 +229,9 @@
extends Control
func get_drag_data(position):
- var mydata = make_data()
- set_drag_preview(make_preview(mydata))
- return mydata
+ var mydata = make_data()
+ set_drag_preview(make_preview(mydata))
+ return mydata
[/codeblock]
diff --git a/doc/classes/Curve2D.xml b/doc/classes/Curve2D.xml
index 26de8be42c8..ab9b27542c4 100644
--- a/doc/classes/Curve2D.xml
+++ b/doc/classes/Curve2D.xml
@@ -111,7 +111,7 @@
- Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 >= t <=1) give strange, but predictable results.
+ Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 >= t <=1) give strange, but predictable results.
If "idx" is out of bounds it is truncated to the first or last vertex, and "t" is ignored. If the curve has no points, the function sends an error to the console, and returns (0, 0).
diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml
index 1355c74fafa..c3ee309f0b4 100644
--- a/doc/classes/Curve3D.xml
+++ b/doc/classes/Curve3D.xml
@@ -135,7 +135,7 @@
- Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 >= t <=1) give strange, but predictable results.
+ Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 >= t <=1) give strange, but predictable results.
If "idx" is out of bounds it is truncated to the first or last vertex, and "t" is ignored. If the curve has no points, the function sends an error to the console, and returns (0, 0, 0).
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index fdc204605e0..aaba30ccc9a 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -41,7 +41,7 @@
return FAILED
var mesh = Mesh.new()
- # Fill the Mesh with data read in 'file', left as exercise to the reader
+ # Fill the Mesh with data read in 'file', left as exercise to the reader
var filename = save_path + "." + get_save_extension()
ResourceSaver.save(filename, mesh)
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 4723cf8ee4a..38d32fe7c86 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -33,7 +33,7 @@
- Adds an item to the item list with specified text. Specify an icon of null for a list item with no icon.
+ Adds an item to the item list with specified text. Specify an icon of null for a list item with no icon.
If selectable is true the list item will be selectable.
@@ -222,7 +222,7 @@
Select the item at the specified index.
- Note: This method does not trigger the item selection signal.
+ Note: This method does not trigger the item selection signal.
diff --git a/doc/classes/LargeTexture.xml b/doc/classes/LargeTexture.xml
index 763b38f49e9..9526604e6d5 100644
--- a/doc/classes/LargeTexture.xml
+++ b/doc/classes/LargeTexture.xml
@@ -74,7 +74,7 @@
- Sets the [Texture] of the piece with index "idx" to "ofs".
+ Sets the [Texture] of the piece with index "idx" to "texture".
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index 8d810bc9c4a..0d58e61c3a6 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -11,7 +11,7 @@
var scene = PackedScene.new()
var result = scene.pack(child)
if result == OK:
- ResourceSaver.save("res://path/name.scn", scene) // or user://...
+ ResourceSaver.save("res://path/name.scn", scene) # or user://...
[/codeblock]
diff --git a/doc/classes/PoolByteArray.xml b/doc/classes/PoolByteArray.xml
index 765e68a6238..ae722b10538 100644
--- a/doc/classes/PoolByteArray.xml
+++ b/doc/classes/PoolByteArray.xml
@@ -129,7 +129,7 @@
- Returns the slice of the [code]PoolByteArray[/code] between indices (inclusive) as a new [code]PoolByteArray[/code]. Any negative index is considered to be from the end of the array.
+ Returns the slice of the [code]PoolByteArray[/code] between indices (inclusive) as a new [code]PoolByteArray[/code]. Any negative index is considered to be from the end of the array.
diff --git a/doc/classes/RID.xml b/doc/classes/RID.xml
index 9eb1462542d..a289b68c9a7 100644
--- a/doc/classes/RID.xml
+++ b/doc/classes/RID.xml
@@ -4,7 +4,7 @@
Handle for a [Resource]'s unique ID.
- The RID type is used to access the unique integer ID of a resource. They are opaque, so they do not grant access to the associated resource by themselves. They are used by and with the low-level Server classes such as [VisualServer].
+ The RID type is used to access the unique integer ID of a resource. They are opaque, so they do not grant access to the associated resource by themselves. They are used by and with the low-level Server classes such as [VisualServer].
diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml
index e4d1ecb7f85..afb80f2f6e3 100644
--- a/doc/classes/RayCast2D.xml
+++ b/doc/classes/RayCast2D.xml
@@ -44,7 +44,7 @@
- Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. Note: [code]enabled == true[/code] is not required for this to work.
+ Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. Note: [code]enabled == true[/code] is not required for this to work.
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index eea1e0321b7..f9e0f821a90 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -88,7 +88,7 @@
- Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it. Note that the result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
+ Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it. Note that the result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index 02f58a88cbd..d3105612334 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -4,7 +4,7 @@
A helper node for displaying scrollable elements (e.g. lists).
- A ScrollContainer node with a [Control] child and scrollbar child ([HScrollbar], [VScrollBar], or both) will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the minimum_size of the Control relative to the ScrollContainer. Works great with a [Panel] control. You can set EXPAND on children size flags, so they will upscale to ScrollContainer size if ScrollContainer size is bigger (scroll is invisible for chosen dimension).
+ A ScrollContainer node with a [Control] child and scrollbar child ([HScrollbar], [VScrollBar], or both) will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the minimum_size of the Control relative to the ScrollContainer. Works great with a [Panel] control. You can set EXPAND on children size flags, so they will upscale to ScrollContainer size if ScrollContainer size is bigger (scroll is invisible for chosen dimension).
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 49549a98926..6f8c76d1ea6 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -248,7 +248,7 @@
Amount to offset alternating tiles. Uses HALF_OFFSET_* constants. Default value: HALF_OFFSET_DISABLED.
- The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size. Default value: 16.
+ The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size. Default value: 16.
The TileMap's cell size.
@@ -278,7 +278,7 @@
The TileMap orientation mode. Uses MODE_* constants. Default value: MODE_SQUARE.
- The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s).
+ The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s).
The assigned [TileSet].
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index ae8bdace735..0431718066b 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -94,7 +94,7 @@
- If [member drop_mode_flags] includes [code]DROP_MODE_INBETWEEN[/code], returns -1 if [code]position[/code] is the upper part of a tree item at that position, 1 for the lower part, and additionally 0 for the middle part if [member drop_mode_flags] includes [code]DROP_MODE_ON_ITEM[/code].
+ If [member drop_mode_flags] includes [code]DROP_MODE_INBETWEEN[/code], returns -1 if [code]position[/code] is the upper part of a tree item at that position, 1 for the lower part, and additionally 0 for the middle part if [member drop_mode_flags] includes [code]DROP_MODE_ON_ITEM[/code].
Otherwise, returns 0. If there are no tree item at [code]position[/code], returns -100.
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index 123226183a0..1dc03ed3147 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -9,8 +9,8 @@
[codeblock]
var tween = get_node("Tween")
tween.interpolate_property($Node2D, "position",
- Vector2(0, 0), Vector2(100, 100), 1,
- Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
+ Vector2(0, 0), Vector2(100, 100), 1,
+ Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
[/codeblock]
Many methods require a property name, such as "position" above. You can find the correct property name by hovering over the property in the Inspector.
@@ -44,7 +44,7 @@
Follows [code]method[/code] of [code]object[/code] and applies the returned value on [code]target_method[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/code] later. Methods are called with consecutive values.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
@@ -70,7 +70,7 @@
Follows [code]property[/code] of [code]object[/code] and applies it on [code]target_property[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
@@ -147,7 +147,7 @@
Animates [code]method[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. Methods are called with consecutive values.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
@@ -171,7 +171,7 @@
Animates [code]property[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. Setting the initial value to [code]null[/code] uses the current value of the property.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
@@ -301,7 +301,7 @@
Animates [code]method[/code] of [code]object[/code] from the value returned by [code]initial_method[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. Methods are animated by calling them with consecutive values.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
@@ -327,7 +327,7 @@
Animates [code]property[/code] of [code]object[/code] from the current value of the [code]initial_val[/code] property of [code]initial[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index a721ef50c55..7e03e7f0fe6 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -227,7 +227,7 @@
- Returns the result of SLERP between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.
+ Returns the result of SLERP between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.
Both vectors need to be normalized.