diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 425ba58966e..8cf1114e150 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -2719,7 +2719,7 @@ - Hint that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For instance: + Hint that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For example: [codeblock] hint_string = "%s:" % [TYPE_INT] # Array of inteters. hint_string = "%s:%s:" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array of floats. diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml index 6e76df647e7..2414b068e62 100644 --- a/doc/classes/AStar2D.xml +++ b/doc/classes/AStar2D.xml @@ -271,7 +271,7 @@ - Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, for a grid for instance. New capacity must be greater or equals to old capacity. + Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity. diff --git a/doc/classes/AStar3D.xml b/doc/classes/AStar3D.xml index 45b1019bab9..4e8394195db 100644 --- a/doc/classes/AStar3D.xml +++ b/doc/classes/AStar3D.xml @@ -298,7 +298,7 @@ - Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, for a grid for instance. New capacity must be greater or equals to old capacity. + Reserves space internally for [param num_nodes] points. Useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity. diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index c32cc5c5b8e..bf5ac7fa9ef 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -242,7 +242,7 @@ The process notification in which to update animations. - The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed. + The speed scaling ratio. For example, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed. This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation (the animation with the key [code]"RESET"[/code]) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving. diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index 7119e231b2a..314e46d9d01 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -175,7 +175,7 @@ How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins. - The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. + The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml index b4414c034ed..3a15a117f5f 100644 --- a/doc/classes/CPUParticles3D.xml +++ b/doc/classes/CPUParticles3D.xml @@ -189,7 +189,7 @@ How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins. - The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the particle system itself. + The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the particle system itself. Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts particles to X/Z plane. diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml index 2ffe8809719..699e872e99b 100644 --- a/doc/classes/CheckBox.xml +++ b/doc/classes/CheckBox.xml @@ -4,7 +4,7 @@ Binary choice user interface widget. See also [CheckButton]. - A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to [CheckButton] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has [b]no[/b] immediate effect on something. For instance, it should be used when toggling it will only do something once a confirmation button is pressed. + A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to [CheckButton] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has [b]no[/b] immediate effect on something. For example, it could be used when toggling it will only do something once a confirmation button is pressed. See also [BaseButton] which contains common properties and methods associated with this node. diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml index 2f584103be6..dfbaa7cbee7 100644 --- a/doc/classes/CheckButton.xml +++ b/doc/classes/CheckButton.xml @@ -4,7 +4,7 @@ Checkable button. See also [CheckBox]. - CheckButton is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an [b]immediate[/b] effect on something. For instance, it should be used if toggling it enables/disables a setting without requiring the user to press a confirmation button. + CheckButton is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an [b]immediate[/b] effect on something. For example, it could be used if toggling it enables/disables a setting without requiring the user to press a confirmation button. See also [BaseButton] which contains common properties and methods associated with this node. diff --git a/doc/classes/ClassDB.xml b/doc/classes/ClassDB.xml index 58a536406ff..5d3c6210f64 100644 --- a/doc/classes/ClassDB.xml +++ b/doc/classes/ClassDB.xml @@ -13,7 +13,7 @@ - Returns [code]true[/code] if you can instance objects from the specified [param class], [code]false[/code] in other case. + Returns [code]true[/code] if objects can be instantiated from the specified [param class], otherwise returns [code]false[/code]. diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 9569fbac922..818dda59bc6 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -363,7 +363,7 @@ The color to use for the selection box that surrounds selected nodes in the 3D editor viewport. The color's alpha channel influences the selection box's opacity. - The color override to use for 3D editor gizmos if the [Node3D] in question is part of an instanced scene file (from the perspective of the current scene). + The color override to use for 3D editor gizmos if the [Node3D] in question is part of an instantiated scene file (from the perspective of the current scene). The 3D editor gizmo color for [Joint3D]s and [PhysicalBone3D]s. diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index f41e34c43a9..043c08eed5b 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -52,7 +52,7 @@ How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins. - The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. + The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index e7b436010e1..d0be4d784a5 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -84,7 +84,7 @@ Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously. - The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. + The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index eb5b3dad918..88cea6820e9 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -26,7 +26,7 @@ - Alpha-blends [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with not positive size is treated as empty. + Alpha-blends [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with non-positive size is treated as empty. @@ -36,7 +36,7 @@ - Alpha-blends [param src_rect] from [param src] image to this image using [param mask] image at coordinates [param dst], clipped accordingly to both image bounds. Alpha channels are required for both [param src] and [param mask]. [param dst] pixels and [param src] pixels will blend if the corresponding mask pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with not positive size is treated as empty. + Alpha-blends [param src_rect] from [param src] image to this image using [param mask] image at coordinates [param dst], clipped accordingly to both image bounds. Alpha channels are required for both [param src] and [param mask]. [param dst] pixels and [param src] pixels will blend if the corresponding mask pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with non-positive size is treated as empty. @@ -45,7 +45,7 @@ - Copies [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with not positive size is treated as empty. + Copies [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with non-positive size is treated as empty. @@ -55,7 +55,7 @@ - Blits [param src_rect] area from [param src] image to this image at the coordinates given by [param dst], clipped accordingly to both image bounds. [param src] pixel is copied onto [param dst] if the corresponding [param mask] pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with not positive size is treated as empty. + Blits [param src_rect] area from [param src] image to this image at the coordinates given by [param dst], clipped accordingly to both image bounds. [param src] pixel is copied onto [param dst] if the corresponding [param mask] pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with non-positive size is treated as empty. diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml index 9db100c9f80..022b4826ea3 100644 --- a/doc/classes/NodePath.xml +++ b/doc/classes/NodePath.xml @@ -4,7 +4,7 @@ Pre-parsed scene tree path. - A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path. + A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For example, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path. You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]^"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful. A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties. Some examples of NodePaths include the following: diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 40ec8ed4295..b4b14c01c68 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -4,7 +4,7 @@ A class stored as a resource. - A class stored as a resource. A script extends the functionality of all objects that instance it. + A class stored as a resource. A script extends the functionality of all objects that instantiate it. This is the base class for all scripts and should not be used directly. Trying to create a new script with this class will result in an error. The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 316bb923b79..320b9fd737e 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -364,7 +364,7 @@ - Returns [code]true[/code] if this string contains a valid hexadecimal number. If [param with_prefix] is [code]true[/code], then a validity of the hexadecimal number is determined by [code]0x[/code] prefix, for instance: [code]0xDEADC0DE[/code]. + Returns [code]true[/code] if this string contains a valid hexadecimal number. If [param with_prefix] is [code]true[/code], then a validity of the hexadecimal number is determined by the [code]0x[/code] prefix, for example: [code]0xDEADC0DE[/code]. diff --git a/doc/classes/XRPose.xml b/doc/classes/XRPose.xml index 0e58fab9b3f..31a484ea405 100644 --- a/doc/classes/XRPose.xml +++ b/doc/classes/XRPose.xml @@ -30,7 +30,7 @@ The name of this pose. Pose names are often driven by an action map setup by the user. Godot does suggest a number of pose names that it expects [XRInterface]s to implement: - [code]root[/code] defines a root location, often used for tracked objects that do not have further nodes. - - [code]aim[/code] defines the tip of a controller with the orientation pointing outwards, for instance: add your raycasts to this. + - [code]aim[/code] defines the tip of a controller with the orientation pointing outwards, for example: add your raycasts to this. - [code]grip[/code] defines the location where the user grips the controller - [code]skeleton[/code] defines the root location a hand mesh should be placed when using hand tracking and the animated skeleton supplied by the XR runtime. @@ -46,7 +46,7 @@ No tracking information is available for this pose. - Tracking information may be inaccurate or estimated. For instance with inside out tracking this would indicate a controller may be (partially) obscured. + Tracking information may be inaccurate or estimated. For example, with inside out tracking this would indicate a controller may be (partially) obscured. Tracking information is deemed accurate and up to date. diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml index 48b00323d3e..d940ea41aca 100644 --- a/doc/classes/XRServer.xml +++ b/doc/classes/XRServer.xml @@ -30,18 +30,18 @@ This is an important function to understand correctly. AR and VR platforms all handle positioning slightly differently. - For platforms that do not offer spatial tracking, our origin point (0,0,0) is the location of our HMD, but you have little control over the direction the player is facing in the real world. + For platforms that do not offer spatial tracking, our origin point (0, 0, 0) is the location of our HMD, but you have little control over the direction the player is facing in the real world. For platforms that do offer spatial tracking, our origin point depends very much on the system. For OpenVR, our origin point is usually the center of the tracking space, on the ground. For other platforms, it's often the location of the tracking camera. This method allows you to center your tracker on the location of the HMD. It will take the current location of the HMD and use that to adjust all your tracking data; in essence, realigning the real world to your player's current position in the game world. For this method to produce usable results, tracking information must be available. This often takes a few frames after starting your game. - You should call this method after a few seconds have passed. For instance, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism. + You should call this method after a few seconds have passed. For example, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism. - Finds an interface by its [param name]. For instance, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it. + Finds an interface by its [param name]. For example, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it. diff --git a/doc/classes/float.xml b/doc/classes/float.xml index 9d685b9cd0d..d7232bb0e9e 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -194,7 +194,7 @@ - Returns [code]true[/code] the left float is less than the right one. + Returns [code]true[/code] if the left float is less than the right one. @@ -208,7 +208,7 @@ - Returns [code]true[/code] the left integer is less than or equal to the right one. + Returns [code]true[/code] if the left float is less than or equal to the right one. @@ -237,7 +237,7 @@ - Returns [code]true[/code] the left float is greater than the right one. + Returns [code]true[/code] if the left float is greater than the right one. @@ -251,7 +251,7 @@ - Returns [code]true[/code] the left float is greater than or equal to the right one. + Returns [code]true[/code] if the left float is greater than or equal to the right one. diff --git a/doc/classes/int.xml b/doc/classes/int.xml index 78e2e7d18f9..868a8e9944e 100644 --- a/doc/classes/int.xml +++ b/doc/classes/int.xml @@ -72,14 +72,14 @@ - Returns [code]true[/code] if operands are different from each other. + Returns [code]true[/code] if this [int] is not equivalent to the given [float]. - Returns [code]true[/code] if operands are different from each other. + Returns [code]true[/code] if the integers are not equal. @@ -262,7 +262,7 @@ - Returns [code]true[/code] the left integer is less than the right one. + Returns [code]true[/code] if the left integer is less than the right one. @@ -287,7 +287,7 @@ - Returns [code]true[/code] the left integer is less than or equal to the right one. + Returns [code]true[/code] if the left integer is less than or equal to the right one. @@ -315,7 +315,7 @@ - Returns [code]true[/code] the left integer is greater than the right one. + Returns [code]true[/code] if the left integer is greater than the right one. @@ -329,7 +329,7 @@ - Returns [code]true[/code] the left integer is greater than or equal to the right one. + Returns [code]true[/code] if the left integer is greater than or equal to the right one. diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml index 578e7a34f3d..8246c96c153 100644 --- a/modules/gdscript/doc_classes/GDScript.xml +++ b/modules/gdscript/doc_classes/GDScript.xml @@ -4,7 +4,7 @@ A script implemented in the GDScript programming language. - A script implemented in the GDScript programming language. The script extends the functionality of all objects that instance it. + A script implemented in the GDScript programming language. The script extends the functionality of all objects that instantiate it. [method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. diff --git a/modules/regex/doc_classes/RegEx.xml b/modules/regex/doc_classes/RegEx.xml index 56404f796ce..2abfc937223 100644 --- a/modules/regex/doc_classes/RegEx.xml +++ b/modules/regex/doc_classes/RegEx.xml @@ -4,7 +4,7 @@ Class for searching text for patterns using regular expressions. - A regular expression (or regex) is a compact language that can be used to recognise strings that follow a specific pattern, such as URLs, email addresses, complete sentences, etc. For instance, a regex of [code]ab[0-9][/code] would find any string that is [code]ab[/code] followed by any number from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can easily find various tutorials and detailed explanations on the Internet. + A regular expression (or regex) is a compact language that can be used to recognise strings that follow a specific pattern, such as URLs, email addresses, complete sentences, etc. For example, a regex of [code]ab[0-9][/code] would find any string that is [code]ab[/code] followed by any number from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can easily find various tutorials and detailed explanations on the Internet. To begin, the RegEx object needs to be compiled with the search pattern using [method compile] before it can be used. [codeblock] var regex = RegEx.new()