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class reference proofreading #47140

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2 changes: 1 addition & 1 deletion doc/classes/@GlobalScope.xml
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Expand Up @@ -777,7 +777,7 @@
<return type="int">
</return>
<description>
Returns a random unsigned 32 bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32).
Returns a random unsigned 32-bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32).
[codeblock]
randi() # Returns random integer between 0 and 2^32 - 1
randi() % 20 # Returns random integer between 0 and 19
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2 changes: 1 addition & 1 deletion doc/classes/AABB.xml
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Expand Up @@ -264,7 +264,7 @@
Beginning corner. Typically has values lower than [member end].
</member>
<member name="size" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )">
Size from [member position] to [member end]. Typically all components are positive.
Size from [member position] to [member end]. Typically, all components are positive.
If the size is negative, you can use [method abs] to fix it.
</member>
</members>
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2 changes: 1 addition & 1 deletion doc/classes/AStar.xml
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@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AStar" inherits="Reference" version="4.0">
<brief_description>
An implementation of A* to find shortest paths among connected points in space.
An implementation of A* to find the shortest paths among connected points in space.
</brief_description>
<description>
A* (A star) is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Godot's A* implementation uses points in three-dimensional space and Euclidean distances by default.
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2 changes: 1 addition & 1 deletion doc/classes/Animation.xml
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Expand Up @@ -710,7 +710,7 @@
[b]Note:[/b] Length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.
</member>
<member name="loop" type="bool" setter="set_loop" getter="has_loop" default="false">
A flag indicating that the animation must loop. This is uses for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.
A flag indicating that the animation must loop. This is used for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.
</member>
<member name="step" type="float" setter="set_step" getter="get_step" default="0.1">
The animation step value.
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2 changes: 1 addition & 1 deletion doc/classes/AnimationPlayer.xml
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Expand Up @@ -237,7 +237,7 @@
</member>
<member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default="&quot;&quot;">
The name of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations.
[b]Note[/b]: while this property appears in the inspector, it's not meant to be edited and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation].
[b]Note[/b]: while this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation].
</member>
<member name="current_animation_length" type="float" setter="" getter="get_current_animation_length">
The length (in seconds) of the currently being played animation.
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2 changes: 1 addition & 1 deletion doc/classes/BackBufferCopy.xml
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Expand Up @@ -4,7 +4,7 @@
Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the [code]texture(SCREEN_TEXTURE, ...)[/code] function.
</brief_description>
<description>
Node for back-buffering the currently-displayed screen. The region defined in the BackBufferCopy node is bufferized with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer.
Node for back-buffering the currently-displayed screen. The region defined in the BackBufferCopy node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer.
[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of adding them as children.
</description>
<tutorials>
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4 changes: 2 additions & 2 deletions doc/classes/BaseMaterial3D.xml
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Expand Up @@ -82,7 +82,7 @@
Texture to multiply by [member albedo_color]. Used for basic texturing of objects.
</member>
<member name="alpha_antialiasing_edge" type="float" setter="set_alpha_antialiasing_edge" getter="get_alpha_antialiasing_edge">
Threshold at which antialiasing will by applied on the alpha channel.
Threshold at which antialiasing will be applied on the alpha channel.
</member>
<member name="alpha_antialiasing_mode" type="int" setter="set_alpha_antialiasing" getter="get_alpha_antialiasing" enum="BaseMaterial3D.AlphaAntiAliasing">
The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing].
Expand Down Expand Up @@ -127,7 +127,7 @@
Texture used to control the backlight effect per-pixel. Added to [member backlight].
</member>
<member name="billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED].
If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise, the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED].
</member>
<member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
Controls how the object faces the camera. See [enum BillboardMode].
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2 changes: 1 addition & 1 deletion doc/classes/Camera3D.xml
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Expand Up @@ -194,7 +194,7 @@
</member>
<member name="fov" type="float" setter="set_fov" getter="get_fov" default="75.0">
The camera's field of view angle (in degrees). Only applicable in perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/code] sets the other axis' field of view angle.
For reference, the default vertical field of view value ([code]75.0[/code]) is equivalent to an horizontal FOV of:
For reference, the default vertical field of view value ([code]75.0[/code]) is equivalent to a horizontal FOV of:
- ~91.31 degrees in a 4:3 viewport
- ~101.67 degrees in a 16:10 viewport
- ~107.51 degrees in a 16:9 viewport
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2 changes: 1 addition & 1 deletion doc/classes/CodeEdit.xml
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Expand Up @@ -3,7 +3,7 @@
<brief_description>
</brief_description>
<description>
[b]Note[/b]: By default [CodeEdit] always use left-to-right text direction to correcly display source code.
[b]Note[/b]: By default [CodeEdit] always use left-to-right text direction to correctly display source code.
</description>
<tutorials>
</tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/ConfigFile.xml
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Expand Up @@ -158,7 +158,7 @@
<argument index="0" name="data" type="String">
</argument>
<description>
Parses the the passed string as the contents of a config file. The string is parsed and loaded in the ConfigFile object which the method was called on.
Parses the passed string as the contents of a config file. The string is parsed and loaded in the ConfigFile object which the method was called on.
Returns one of the [enum Error] code constants ([code]OK[/code] on success).
</description>
</method>
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4 changes: 2 additions & 2 deletions doc/classes/CryptoKey.xml
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Expand Up @@ -27,7 +27,7 @@
</argument>
<description>
Loads a key from [code]path[/code]. If [code]public_only[/code] is [code]true[/code], only the public key will be loaded.
[b]Note[/b]: [code]path[/code] should should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise.
[b]Note[/b]: [code]path[/code] should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise.
</description>
</method>
<method name="load_from_string">
Expand All @@ -50,7 +50,7 @@
</argument>
<description>
Saves a key to the given [code]path[/code]. If [code]public_only[/code] is [code]true[/code], only the public key will be saved.
[b]Note[/b]: [code]path[/code] should should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise.
[b]Note[/b]: [code]path[/code] should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise.
</description>
</method>
<method name="save_to_string">
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4 changes: 2 additions & 2 deletions doc/classes/Decal.xml
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Expand Up @@ -6,7 +6,7 @@
<description>
[Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals to add detail to a scene without affecting the underlying [Mesh]. They are often used to add weathering to building, add dirt or mud to the ground, or add variety to props. Decals can be moved at any time, making them suitable for things like blob shadows or laser sight dots.
They are made of an [AABB] and a group of [Texture2D]s specifying [Color], normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their [AABB] so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y).
The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a postprocessing effect after.
The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after.
</description>
<tutorials>
</tutorials>
Expand Down Expand Up @@ -65,7 +65,7 @@
Blends the albedo [Color] of the decal with albedo [Color] of the underlying mesh.
</member>
<member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="1048575">
Specifies which [member VisualInstance3D.layers] this decal will project on. By default, Decals affect all layers. This is used so you can specify which types of objects receive the Decal and which do not. This is especially useful so you an ensure that dynamic objects don't accidentally receive a Decal intended for the terrain under them.
Specifies which [member VisualInstance3D.layers] this decal will project on. By default, Decals affect all layers. This is used so you can specify which types of objects receive the Decal and which do not. This is especially useful so you can ensure that dynamic objects don't accidentally receive a Decal intended for the terrain under them.
</member>
<member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="10.0">
Distance from the camera at which the Decal begins to fade away.
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4 changes: 2 additions & 2 deletions doc/classes/Dictionary.xml
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Expand Up @@ -4,7 +4,7 @@
Dictionary type.
</brief_description>
<description>
Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are composed of pairs of keys (which must be unique) and values. Dictionaries will preserve the insertion order when adding elements, even though this may not be reflected when printing the dictionary. In other programming languages, this data structure is sometimes referred to as an hash map or associative array.
Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are composed of pairs of keys (which must be unique) and values. Dictionaries will preserve the insertion order when adding elements, even though this may not be reflected when printing the dictionary. In other programming languages, this data structure is sometimes referred to as a hash map or associative array.
You can define a dictionary by placing a comma-separated list of [code]key: value[/code] pairs in curly braces [code]{}[/code].
Erasing elements while iterating over them [b]is not supported[/b] and will result in undefined behavior.
[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate].
Expand Down Expand Up @@ -266,7 +266,7 @@
<argument index="0" name="keys" type="Array">
</argument>
<description>
Returns [code]true[/code] if the dictionary has all of the keys in the given array.
Returns [code]true[/code] if the dictionary has all the keys in the given array.
</description>
</method>
<method name="hash" qualifiers="const">
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4 changes: 2 additions & 2 deletions doc/classes/Directory.xml
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Expand Up @@ -125,7 +125,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]). On other platforms, or if the requested drive does not existed, the method returns an empty String.
On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]). On other platforms, or if the requested drive does not exist, the method returns an empty String.
</description>
</method>
<method name="get_drive_count">
Expand Down Expand Up @@ -167,7 +167,7 @@
<return type="void">
</return>
<description>
Closes the current stream opened with [method list_dir_begin] (whether it has been fully processed with [method get_next] or not does not matter).
Closes the current stream opened with [method list_dir_begin] (whether it has been fully processed with [method get_next] does not matter).
</description>
</method>
<method name="make_dir">
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2 changes: 1 addition & 1 deletion doc/classes/EditorFileSystem.xml
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Expand Up @@ -90,7 +90,7 @@
<argument index="0" name="resources" type="PackedStringArray">
</argument>
<description>
Remitted if a resource is reimported.
Emitted if a resource is reimported.
</description>
</signal>
<signal name="resources_reload">
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4 changes: 2 additions & 2 deletions doc/classes/EditorInspectorPlugin.xml
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Expand Up @@ -4,12 +4,12 @@
Plugin for adding custom property editors on inspector.
</brief_description>
<description>
This plugins allows adding custom property editors to [EditorInspector].
These plugins allow adding custom property editors to [EditorInspector].
Plugins are registered via [method EditorPlugin.add_inspector_plugin].
When an object is edited, the [method can_handle] function is called and must return [code]true[/code] if the object type is supported.
If supported, the function [method parse_begin] will be called, allowing to place custom controls at the beginning of the class.
Subsequently, the [method parse_category] and [method parse_property] are called for every category and property. They offer the ability to add custom controls to the inspector too.
Finally [method parse_end] will be called.
Finally, [method parse_end] will be called.
On each of these calls, the "add" functions can be called.
</description>
<tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/EditorNode3DGizmoPlugin.xml
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Expand Up @@ -170,7 +170,7 @@
<return type="bool">
</return>
<description>
Override this method to define whether Node3D with this gizmo should be selecteble even when the gizmo is hidden.
Override this method to define whether Node3D with this gizmo should be selectable even when the gizmo is hidden.
</description>
</method>
<method name="redraw" qualifiers="virtual">
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2 changes: 1 addition & 1 deletion doc/classes/EditorPlugin.xml
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Expand Up @@ -561,7 +561,7 @@
<argument index="0" name="script" type="Script">
</argument>
<description>
Removes the debugger plugin with given script fromm the Debugger.
Removes the debugger plugin with given script from the Debugger.
</description>
</method>
<method name="remove_export_plugin">
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2 changes: 1 addition & 1 deletion doc/classes/EditorVCSInterface.xml
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Expand Up @@ -38,7 +38,7 @@
<return type="Dictionary">
</return>
<description>
Returns a [Dictionary] containing the path of the detected file change mapped to an integer signifying what kind of a change the corresponding file has experienced.
Returns a [Dictionary] containing the path of the detected file change mapped to an integer signifying what kind of change the corresponding file has experienced.
The following integer values are being used to signify that the detected file is:
- [code]0[/code]: New to the VCS working directory
- [code]1[/code]: Modified
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2 changes: 1 addition & 1 deletion doc/classes/Engine.xml
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Expand Up @@ -162,7 +162,7 @@
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage.
</member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows to smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
</member>
<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
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2 changes: 1 addition & 1 deletion doc/classes/Font.xml
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Expand Up @@ -247,7 +247,7 @@
<argument index="1" name="size" type="int" default="-1">
</argument>
<description>
Returns the size size of a bounding box of a string, taking kerning and advance into account.
Returns the size of a bounding box of a string, taking kerning and advance into account.
[b]Note:[/b] Real height of the string is context-dependent and can be significantly different from the value returned by [method get_height].
See also [method draw_string].
</description>
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2 changes: 1 addition & 1 deletion doc/classes/FontData.xml
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Expand Up @@ -391,7 +391,7 @@
If [code]true[/code], distance field hint is enabled.
</member>
<member name="extra_spacing_glyph" type="int" setter="set_spacing" getter="get_spacing" default="0">
Extra spacing for each glyphs in pixels.
Extra spacing for each glyph in pixels.
This can be a negative number to make the distance between glyphs smaller.
</member>
<member name="extra_spacing_space" type="int" setter="set_spacing" getter="get_spacing" default="0">
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2 changes: 1 addition & 1 deletion doc/classes/Geometry3D.xml
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Expand Up @@ -129,7 +129,7 @@
<argument index="2" name="planes" type="Array">
</argument>
<description>
Given a convex hull defined though the [Plane]s in the array [code]planes[/code], tests if the segment ([code]from[/code], [code]to[/code]) intersects with that hull. If an intersection is found, returns a [PackedVector3Array] containing the point the intersection and the hull's normal. If no intersecion is found, an the returned array is empty.
Given a convex hull defined though the [Plane]s in the array [code]planes[/code], tests if the segment ([code]from[/code], [code]to[/code]) intersects with that hull. If an intersection is found, returns a [PackedVector3Array] containing the point the intersection and the hull's normal. Otherwise, returns an empty array.
</description>
</method>
<method name="segment_intersects_cylinder">
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