Merge pull request #79661 from sepTN/fix-typo-batch

Fix many typos in documentation
This commit is contained in:
Yuri Sizov 2023-07-21 17:55:06 +02:00
commit 6588a4a29a
9 changed files with 10 additions and 10 deletions

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@ -435,7 +435,7 @@
<return type="void" />
<param index="0" name="force" type="bool" />
<description>
Submits all completion options added with [method add_code_completion_option]. Will try to force the autoccomplete menu to popup, if [param force] is [code]true[/code].
Submits all completion options added with [method add_code_completion_option]. Will try to force the autocomplete menu to popup, if [param force] is [code]true[/code].
[b]Note:[/b] This will replace all current candidates.
</description>
</method>

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@ -261,7 +261,7 @@
[/csharp]
[/codeblocks]
[b]Note:[/b] Dictionaries with the same entries but in a different order will not have the same hash.
[b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed to be the same, because of hash collisions. On the countrary, dictionaries with different hash values are guaranteed to be different.
[b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed to be the same, because of hash collisions. On the contrary, dictionaries with different hash values are guaranteed to be different.
</description>
</method>
<method name="is_empty" qualifiers="const">

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@ -240,7 +240,7 @@
<return type="void" />
<param index="0" name="msg" type="String" />
<description>
Pops up an error message in the edior which is shown as coming from the underlying VCS. Use this to show VCS specific error messages.
Pops up an error message in the editor which is shown as coming from the underlying VCS. Use this to show VCS specific error messages.
</description>
</method>
</methods>

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@ -134,7 +134,7 @@
<return type="int" />
<param index="0" name="cache_index" type="int" />
<description>
Recturns an active face index in the TrueType / OpenType collection.
Returns an active face index in the TrueType / OpenType collection.
</description>
</method>
<method name="get_glyph_advance" qualifiers="const">

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@ -679,13 +679,13 @@
<constant name="FORMAT_DXT5_RA_AS_RG" value="34" enum="Format">
</constant>
<constant name="FORMAT_ASTC_4x4" value="35" enum="Format">
[url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texutre Compression[/url]. This implements the 4x4 (high quality) mode.
[url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/url]. This implements the 4x4 (high quality) mode.
</constant>
<constant name="FORMAT_ASTC_4x4_HDR" value="36" enum="Format">
Same format as [constant FORMAT_ASTC_4x4], but with the hint to let the GPU know it is used for HDR.
</constant>
<constant name="FORMAT_ASTC_8x8" value="37" enum="Format">
[url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texutre Compression[/url]. This implements the 8x8 (low quality) mode.
[url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/url]. This implements the 8x8 (low quality) mode.
</constant>
<constant name="FORMAT_ASTC_8x8_HDR" value="38" enum="Format">
Same format as [constant FORMAT_ASTC_8x8], but with the hint to let the GPU know it is used for HDR.

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@ -291,7 +291,7 @@
Access to the node rotation as a [Quaternion]. This property is ideal for tweening complex rotations.
</member>
<member name="rotation" type="Vector3" setter="set_rotation" getter="get_rotation" default="Vector3(0, 0, 0)">
Rotation part of the local transformation in radians, specified in terms of Euler angles. The angles construct a rotaton in the order specified by the [member rotation_order] property.
Rotation part of the local transformation in radians, specified in terms of Euler angles. The angles construct a rotation in the order specified by the [member rotation_order] property.
[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent 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.
[b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [member rotation_degrees].
</member>

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@ -346,7 +346,7 @@
<param index="0" name="byte_offset" type="int" />
<param index="1" name="allow_objects" type="bool" default="false" />
<description>
Returns [code]true[/code] if a valid [Variant] value can be decoded at the [param byte_offset]. Returns [code]false[/code] othewrise or when the value is [Object]-derived and [param allow_objects] is [code]false[/code].
Returns [code]true[/code] if a valid [Variant] value can be decoded at the [param byte_offset]. Returns [code]false[/code] otherwise or when the value is [Object]-derived and [param allow_objects] is [code]false[/code].
</description>
</method>
<method name="hex_encode" qualifiers="const">

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@ -819,7 +819,7 @@
Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly.
</member>
<member name="dotnet/project/assembly_reload_attempts" type="int" setter="" getter="" default="3">
Number of times to attempt assembly reloading after rebuilding .NET assembies. Effectively also the timeout in seconds to wait for unloading of script assemblies to finish.
Number of times to attempt assembly reloading after rebuilding .NET assemblies. Effectively also the timeout in seconds to wait for unloading of script assemblies to finish.
</member>
<member name="dotnet/project/solution_directory" type="String" setter="" getter="" default="&quot;&quot;">
Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files.

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@ -214,7 +214,7 @@
<param index="0" name="screen" type="int" default="0" />
<param index="1" name="clear_color" type="Color" default="Color(0, 0, 0, 1)" />
<description>
High-level variant of [method draw_list_begin], with the parameters automtaically being adjusted for drawing onto the window specified by the [param screen] ID.
High-level variant of [method draw_list_begin], with the parameters automatically being adjusted for drawing onto the window specified by the [param screen] ID.
[b]Note:[/b] Cannot be used with local RenderingDevices, as these don't have a screen. If called on a local RenderingDevice, [method draw_list_begin_for_screen] returns [constant INVALID_ID].
</description>
</method>