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class reference proofreading #47140
class reference proofreading #47140
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doc/classes/AnimationPlayer.xml
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@@ -261,7 +261,7 @@ | |||
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. | |||
</member> | |||
<member name="reset_on_save" type="bool" setter="set_reset_on_save_enabled" getter="is_reset_on_save_enabled" default="true"> | |||
This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time 0), then reverted after saving. | |||
This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation applied (as if it had been sought to time 0), then reverted after saving. |
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I know "seeked" is an invalid form of the English verb "seek", but in this context (and throughout the API, as well as in other APIs), it's used with a different meaning.
"Seeking" is the action of changing the read or playback position for files or streams, and in this context I think that "seeked" (as "seek" action has been performed) is clearer than an irregular past participle that many may not know.
$ rg seeked
thirdparty/misc/stb_vorbis.c
226:// previous ones (e.g. you've seeked in the data); future attempts to decode
thirdparty/opus/opusfile.c
364: /*We fell off the end of the link, which means we seeked back too far
thirdparty/libvorbis/vorbisfile.c
259: /* we fell off the end of the link, which means we seeked
scene/animation/animation_tree.cpp
90:void AnimationNode::blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend) {
117: anim_state.seeked = p_seeked;
422: ClassDB::bind_method(D_METHOD("blend_animation", "animation", "time", "delta", "seeked", "blend"), &AnimationNode::blend_animation);
856: bool seeked = as.seeked;
1057: if (seeked) {
1166: if (delta == 0 || seeked) {
1188: if (player2->is_playing() || seeked) {
scene/animation/animation_player.cpp
344:void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float p_time, float p_delta, float p_interp, bool p_is_current, bool p_seeked, bool p_started) {
611: if (p_seeked) {
711: if (p_delta == 0 || p_seeked) {
733: if (player->is_playing() || p_seeked) {
770:void AnimationPlayer::_animation_process_data(PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started) {
816: _animation_process_animation(cd.from, cd.pos, delta, p_blend, &cd == &playback.current, p_seeked, p_started);
824: _animation_process_data(c.current, p_delta, 1.0f, c.seeked && p_delta != 0, p_started);
826: c.seeked = false;
1220: c.seeked = false;
1332: playback.seeked = true;
1377: playback.seeked = true; //need to restart stuff, like audio
1724: playback.seeked = false;
scene/animation/animation_tree.h
72: bool seeked;
107: void blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend);
scene/animation/animation_player.h
240: bool seeked;
257: void _animation_process_animation(AnimationData *p_anim, float p_time, float p_delta, float p_interp, bool p_is_current = true, bool p_seeked = false, bool p_started = false);
260: void _animation_process_data(PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started);
doc/classes/AnimationNode.xml
32: <argument index="3" name="seeked" type="bool">
editor/script_editor_debugger.h
222: void _profiler_seeked();
editor/script_editor_debugger.cpp
1719:void ScriptEditorDebugger::_profiler_seeked() {
2363: ClassDB::bind_method(D_METHOD("_profiler_seeked"), &ScriptEditorDebugger::_profiler_seeked);
2590: profiler->connect("break_request", this, "_profiler_seeked");
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Yeah, that's fair.
doc/classes/PackedByteArray.xml
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@@ -81,7 +81,7 @@ | |||
</argument> | |||
<description> | |||
Returns a new [PackedByteArray] with the data decompressed. Set the compression mode using one of [enum File.CompressionMode]'s constants. [b]This method only accepts gzip and deflate compression modes.[/b] | |||
This method is potentially slower than [code]decompress[/code], as it may have to re-allocate it's output buffer multiple times while decompressing, where as [code]decompress[/code] knows it's output buffer size from the beginning. | |||
This method is potentially slower than [code]decompress[/code], as it may have to re-allocate it's output buffer multiple times while decompressing, whereas [code]decompress[/code] knows it's output buffer size from the beginning. |
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This method is potentially slower than [code]decompress[/code], as it may have to re-allocate it's output buffer multiple times while decompressing, whereas [code]decompress[/code] knows it's output buffer size from the beginning. | |
This method is potentially slower than [code]decompress[/code], as it may have to re-allocate its output buffer multiple times while decompressing, whereas [code]decompress[/code] knows its output buffer size from the beginning. |
@@ -14,7 +14,7 @@ | |||
<return type="String"> | |||
</return> | |||
<description> | |||
Returns a translated name of the current constant in the Godot Shader Language. eg. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code]. | |||
Returns a translated name of the current constant in the Godot Shader Language. e.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code]. |
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Returns a translated name of the current constant in the Godot Shader Language. e.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code]. | |
Returns a translated name of the current constant in the Godot Shader Language. E.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code]. |
@@ -49,6 +49,7 @@ | |||
[/csharp] | |||
[/codeblocks] | |||
The following code will set [code]can_shoot[/code] to [code]false[/code] and start a timer. This will prevent player from shooting until the timer runs out. Next [code]can_shoot[/code] will be set to [code]true[/code] again allowing player to shoot once again. | |||
[codeblocks] |
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Weird that this wasn't giving a warning with makerst.py
:|
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Couple comments but looks great overall!
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Thanks! |
As a side note, one thing LanguageTool suggested I didn't end up doing (I wasn't sure it was necessary) was removing "of" in every construction like "inside/outside of the ...". Here's the rule details.
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Cherry-picked for 3.3. |
@akien-mga The documentation here is incorrect in 3.3 and 3.x, as the default FOV is 70, but it says 75 in this cherry-picked doc. |
PR welcome to fix it :) |
Hi 🙂
I was looking for something utterly specific in the docs earlier and saw a few typos/weird things. So I made a dirty script to send all the XML content through my local LanguageTool server and quickly proofread the errors that made the most sense fixing.
I'm not used to PR-ing the class reference, so I hope I didn't make a mistake in the process of updating this.