Fixes to existing C# documentation

• changes instances of `see paramref` to `paramref name`
• specifies `real_t` for ambiguous methods
This commit is contained in:
Thaddeus Crews 2023-07-21 08:31:48 -05:00
parent f8dbed4d0a
commit 0bfc52b02b
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14 changed files with 28 additions and 28 deletions

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@ -564,7 +564,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if this <see cref="Aabb"/> is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
@ -683,7 +683,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the AABB is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>

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@ -596,7 +596,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if this basis is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
@ -1083,7 +1083,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the <see cref="Basis"/> is
/// exactly equal to the given object (<see paramref="obj"/>).
/// exactly equal to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>

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@ -204,7 +204,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if this plane is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()

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@ -976,7 +976,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the projection is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>

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@ -103,7 +103,7 @@ namespace Godot
///
/// Note: This method has an abnormally high amount
/// of floating-point error, so methods such as
/// <see cref="Mathf.IsZeroApprox"/> will not work reliably.
/// <see cref="Mathf.IsZeroApprox(real_t)"/> will not work reliably.
/// </summary>
/// <param name="to">The other quaternion.</param>
/// <returns>The angle between the quaternions.</returns>
@ -320,7 +320,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if this quaternion is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()

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@ -102,7 +102,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if this <see cref="Rect2"/> is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public bool IsFinite()

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@ -232,7 +232,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if this transform is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
@ -586,7 +586,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the transform is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>

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@ -156,7 +156,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if this transform is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
@ -613,7 +613,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the transform is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>

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@ -164,7 +164,7 @@ namespace Godot
/// <summary>
/// Returns a new vector with all components rounded up (towards positive infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Ceil(real_t)"/> called on each component.</returns>
public readonly Vector2 Ceil()
{
return new Vector2(Mathf.Ceil(X), Mathf.Ceil(Y));
@ -318,7 +318,7 @@ namespace Godot
/// <summary>
/// Returns a new vector with all components rounded down (towards negative infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Floor(real_t)"/> called on each component.</returns>
public readonly Vector2 Floor()
{
return new Vector2(Mathf.Floor(X), Mathf.Floor(Y));
@ -335,7 +335,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if this vector is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
@ -948,7 +948,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the vector is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>

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@ -517,7 +517,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the vector is equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>

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@ -150,7 +150,7 @@ namespace Godot
/// <summary>
/// Returns a new vector with all components rounded up (towards positive infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Ceil(real_t)"/> called on each component.</returns>
public readonly Vector3 Ceil()
{
return new Vector3(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z));
@ -315,7 +315,7 @@ namespace Godot
/// <summary>
/// Returns a new vector with all components rounded down (towards negative infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Floor(real_t)"/> called on each component.</returns>
public readonly Vector3 Floor()
{
return new Vector3(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z));
@ -332,7 +332,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if this vector is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
@ -1050,7 +1050,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the vector is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>

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@ -572,7 +572,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the vector is equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>

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@ -147,7 +147,7 @@ namespace Godot
/// <summary>
/// Returns a new vector with all components rounded up (towards positive infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Ceil(real_t)"/> called on each component.</returns>
public readonly Vector4 Ceil()
{
return new Vector4(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z), Mathf.Ceil(W));
@ -264,7 +264,7 @@ namespace Godot
/// <summary>
/// Returns a new vector with all components rounded down (towards negative infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Floor(real_t)"/> called on each component.</returns>
public readonly Vector4 Floor()
{
return new Vector4(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z), Mathf.Floor(W));
@ -281,7 +281,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if this vector is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
@ -832,7 +832,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the vector is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>

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@ -593,7 +593,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the vector is equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>