Merge pull request #76186 from pkowal1982/double_the

Remove double thes from class documentation
This commit is contained in:
Yuri Sizov 2023-04-18 13:06:02 +02:00 committed by GitHub
commit 7b6c0a8b43
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
10 changed files with 11 additions and 11 deletions

View File

@ -230,7 +230,7 @@
</methods>
<members>
<member name="assigned_animation" type="String" setter="set_assigned_animation" getter="get_assigned_animation">
If playing, the the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also [member current_animation].
If playing, the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also [member current_animation].
</member>
<member name="audio_max_polyphony" type="int" setter="set_audio_max_polyphony" getter="get_audio_max_polyphony" default="32">
The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.

View File

@ -128,7 +128,7 @@
The magnitude of area-specific wind force.
</member>
<member name="wind_source_path" type="NodePath" setter="set_wind_source_path" getter="get_wind_source_path" default="NodePath(&quot;&quot;)">
The [Node3D] which is used to specify the the direction and origin of an area-specific wind force. The direction is opposite to the z-axis of the [Node3D]'s local transform, and its origin is the origin of the [Node3D]'s local transform.
The [Node3D] which is used to specify the direction and origin of an area-specific wind force. The direction is opposite to the z-axis of the [Node3D]'s local transform, and its origin is the origin of the [Node3D]'s local transform.
</member>
</members>
<signals>

View File

@ -138,7 +138,7 @@
<param index="1" name="cubic" type="bool" default="false" />
<param index="2" name="apply_tilt" type="bool" default="false" />
<description>
Similar with [code]interpolate_baked()[/code]. The the return value is [code]Transform3D[/code], with [code]origin[/code] as point position, [code]basis.x[/code] as sideway vector, [code]basis.y[/code] as up vector, [code]basis.z[/code] as forward vector. When the curve length is 0, there is no reasonable way to calculate the rotation, all vectors aligned with global space axes.
Similar with [code]interpolate_baked()[/code]. The return value is [code]Transform3D[/code], with [code]origin[/code] as point position, [code]basis.x[/code] as sideway vector, [code]basis.y[/code] as up vector, [code]basis.z[/code] as forward vector. When the curve length is 0, there is no reasonable way to calculate the rotation, all vectors aligned with global space axes.
</description>
</method>
<method name="samplef" qualifiers="const">

View File

@ -662,7 +662,7 @@
<return type="bool" />
<param index="0" name="method" type="StringName" />
<description>
Returns [code]true[/code] if the the given [param method] name exists in the object.
Returns [code]true[/code] if the given [param method] name exists in the object.
[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.
</description>
</method>

View File

@ -1004,7 +1004,7 @@
macOS specific override for the shortcut to add a caret below every caret.
</member>
<member name="input/ui_text_caret_document_end" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move the text cursor the the end of the text.
Default [InputEventAction] to move the text cursor to the end of the text.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_document_end.macos" type="Dictionary" setter="" getter="">
@ -2384,7 +2384,7 @@
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="rendering/textures/webp_compression/compression_method" type="int" setter="" getter="" default="2">

View File

@ -212,7 +212,7 @@
Sets the maximum width which all tabs should be limited to. Unlimited if set to [code]0[/code].
</member>
<member name="scroll_to_selected" type="bool" setter="set_scroll_to_selected" getter="get_scroll_to_selected" default="true">
If [code]true[/code], the tab offset will be changed to keep the the currently selected tab visible.
If [code]true[/code], the tab offset will be changed to keep the currently selected tab visible.
</member>
<member name="scrolling_enabled" type="bool" setter="set_scrolling_enabled" getter="get_scrolling_enabled" default="true">
if [code]true[/code], the mouse's scroll wheel can be used to navigate the scroll view.

View File

@ -22,7 +22,7 @@
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
Called when the the [TextureLayered]'s height is queried.
Called when the [TextureLayered]'s height is queried.
</description>
</method>
<method name="_get_layer_data" qualifiers="virtual const">

View File

@ -159,7 +159,7 @@
<return type="Vector2i" />
<param index="0" name="right" type="int" />
<description>
Gets the remainder of each component of the [Vector2i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
Gets the remainder of each component of the [Vector2i] with the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
[codeblock]
print(Vector2i(10, -20) % 7) # Prints "(3, -6)"
[/codeblock]

View File

@ -166,7 +166,7 @@
<return type="Vector3i" />
<param index="0" name="right" type="int" />
<description>
Gets the remainder of each component of the [Vector3i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
Gets the remainder of each component of the [Vector3i] with the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
[codeblock]
print(Vector3i(10, -20, 30) % 7) # Prints "(3, -6, 2)"
[/codeblock]

View File

@ -258,7 +258,7 @@
If [code]true[/code], the GUI controls on the viewport will lay pixel perfectly.
</member>
<member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally" default="true">
If [code]true[/code], this viewport will mark incoming input events as handled by itself. If [code]false[/code], this is instead done by the the first parent viewport that is set to handle input locally.
If [code]true[/code], this viewport will mark incoming input events as handled by itself. If [code]false[/code], this is instead done by the first parent viewport that is set to handle input locally.
A [SubViewportContainer] will automatically set this property to [code]false[/code] for the [Viewport] contained inside of it.
See also [method set_input_as_handled] and [method is_input_handled].
</member>