diff --git a/doc/classes/BoneConstraint3D.xml b/doc/classes/BoneConstraint3D.xml
index 0d4a77014a..29033a82cc 100644
--- a/doc/classes/BoneConstraint3D.xml
+++ b/doc/classes/BoneConstraint3D.xml
@@ -58,7 +58,7 @@
Returns the reference node path of the setting at [param index].
- This node will be only referenced and not modified by this modifier.
+ This node will only be referenced and not modified by this modifier.
@@ -104,7 +104,7 @@
Sets the reference bone of the setting at [param index] to [param bone].
- This bone will be only referenced and not modified by this modifier.
+ This bone will only be referenced and not modified by this modifier.
@@ -113,7 +113,7 @@
Sets the reference bone of the setting at [param index] to [param bone_name].
- This bone will be only referenced and not modified by this modifier.
+ This bone will only be referenced and not modified by this modifier.
@@ -122,7 +122,7 @@
Sets the reference node path of the setting at [param index] to [param node].
- This node will be only referenced and not modified by this modifier.
+ This node will only be referenced and not modified by this modifier.
@@ -143,11 +143,11 @@
- The reference target is a bone. In this case, the reference target spaces is local space.
+ The reference target is a bone. In this case, the reference target space is local space.
- The reference target is a [Node3D]. In this case, the reference target spaces is model space.
- In other words, the reference target's coordinates are treated as if it were placed directly under [Skeleton3D] which parent of the [BoneConstraint3D].
+ The reference target is a [Node3D]. In this case, the reference target space is model space.
+ In other words, the reference target's coordinates are treated as if it was placed directly under the [Skeleton3D] parent of the [BoneConstraint3D].
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index 58aa5d3f76..df279d040c 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -184,8 +184,8 @@
The distance to the far culling boundary for this camera relative to its local Z axis. Higher values allow the camera to see further away, while decreasing [member far] can improve performance if it results in objects being partially or fully culled.
- The camera's field of view angle (in degrees). Only applicable in perspective mode. Since [member keep_aspect] locks one axis, [member fov] sets the other axis' field of view angle.
- For reference, the default vertical field of view value ([code]75.0[/code]) is equivalent to a horizontal FOV of:
+ The camera's field of view (also known as FOV), as an angle in degrees. Only applicable in perspective mode. Since [member keep_aspect] locks one axis, this property sets the field of view on the other axis.
+ For reference, the default angle for the vertical FOV ([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
diff --git a/doc/classes/CameraAttributesPhysical.xml b/doc/classes/CameraAttributesPhysical.xml
index c6e49e25d2..c1b3b56172 100644
--- a/doc/classes/CameraAttributesPhysical.xml
+++ b/doc/classes/CameraAttributesPhysical.xml
@@ -5,8 +5,8 @@
[CameraAttributesPhysical] is used to set rendering settings based on a physically-based camera's settings. It is responsible for exposure, auto-exposure, and depth of field.
- When used in a [WorldEnvironment] it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own [CameraAttributes], including the editor camera. When used in a [Camera3D] it will override any [CameraAttributes] set in the [WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], [member Camera3D.near], [member Camera3D.fov], and [member Camera3D.keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the exposure settings will be used.
- The default settings are intended for use in an outdoor environment, tips for settings for use in an indoor environment can be found in each setting's documentation.
+ When used in a [WorldEnvironment], it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own [CameraAttributes], including the editor camera. When used in a [Camera3D], it will override any [CameraAttributes] set in the [WorldEnvironment] and will override the [Camera3D]'s [member Camera3D.far], [member Camera3D.near], [member Camera3D.fov], and [member Camera3D.keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the exposure settings will be used.
+ The default values are intended for use in an outdoor environment; tips for values to use in an indoor environment can be found in each setting's documentation.
[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
[b]Note:[/b] Auto-exposure is only supported in the Forward+ rendering method, not Mobile or Compatibility.
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index 2c5fdae8fd..182f4d0c06 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -501,7 +501,7 @@
- Returns the transform from the local coordinate system of this [CanvasItem] to the [Viewport]s coordinate system.
+ Returns the transform from the local coordinate system of this [CanvasItem] to the [Viewport]'s coordinate system.
diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml
index 89650727e9..da6ca0ea52 100644
--- a/doc/classes/CanvasLayer.xml
+++ b/doc/classes/CanvasLayer.xml
@@ -24,7 +24,7 @@
- Returns the transform from the [CanvasLayer]s coordinate system to the [Viewport]s coordinate system.
+ Returns the transform from the [CanvasLayer]'s coordinate system to the [Viewport]'s coordinate system.
diff --git a/doc/classes/ConvertTransformModifier3D.xml b/doc/classes/ConvertTransformModifier3D.xml
index 6df3187d63..61a30163ef 100644
--- a/doc/classes/ConvertTransformModifier3D.xml
+++ b/doc/classes/ConvertTransformModifier3D.xml
@@ -14,7 +14,7 @@
- Extract reference pose absolutely and add it to the apply bone's pose.
[b]Not Relative + Not Additive:[/b]
- Extract reference pose absolutely and the apply bone's pose is replaced with it.
- [b]Note:[/b] Relative option is available only in the case [method BoneConstraint3D.get_reference_type] is [constant BoneConstraint3D.REFERENCE_TYPE_BONE]. See also [enum BoneConstraint3D.ReferenceType].
+ [b]Note:[/b] The relative option is only available when [method BoneConstraint3D.get_reference_type] is [constant BoneConstraint3D.REFERENCE_TYPE_BONE]. See also [enum BoneConstraint3D.ReferenceType].
[b]Note:[/b] If there is a rotation greater than [code]180[/code] degrees with constrained axes, flipping may occur.
diff --git a/doc/classes/CopyTransformModifier3D.xml b/doc/classes/CopyTransformModifier3D.xml
index 1825bea8fc..ca35030874 100644
--- a/doc/classes/CopyTransformModifier3D.xml
+++ b/doc/classes/CopyTransformModifier3D.xml
@@ -14,7 +14,7 @@
- Extract reference pose absolutely and add it to the apply bone's pose.
[b]Not Relative + Not Additive:[/b]
- Extract reference pose absolutely and the apply bone's pose is replaced with it.
- [b]Note:[/b] Relative option is available only in the case [method BoneConstraint3D.get_reference_type] is [constant BoneConstraint3D.REFERENCE_TYPE_BONE]. See also [enum BoneConstraint3D.ReferenceType].
+ [b]Note:[/b] The relative option is only available when [method BoneConstraint3D.get_reference_type] is [constant BoneConstraint3D.REFERENCE_TYPE_BONE]. See also [enum BoneConstraint3D.ReferenceType].
diff --git a/doc/classes/EditorContextMenuPlugin.xml b/doc/classes/EditorContextMenuPlugin.xml
index c35439b7f9..58b517dd12 100644
--- a/doc/classes/EditorContextMenuPlugin.xml
+++ b/doc/classes/EditorContextMenuPlugin.xml
@@ -118,7 +118,7 @@
The paths array is empty if there weren't any nodes under cursor. The option callback will receive a typed array of [CanvasItem] nodes.
- Context menu of the inspectors right-click menu. [method _popup_menu] will be called with an array of two items: The first will be the object's ID, the second will be the property name. An object can be retrieved from it's ID via [method @GlobalScope.instance_from_id] after converting it to an int. The option callback will receive the EditorProperty directly.
+ Context menu of the inspectors right-click menu. [method _popup_menu] will be called with an array of two items: The first will be the object's ID, the second will be the property name. An object can be retrieved from its ID via [method @GlobalScope.instance_from_id] after converting it to an int. The option callback will receive the EditorProperty directly.
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index 472d2a5086..a1db01dc1e 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -238,10 +238,10 @@
- Imports [param source_file] with the import [param options] specified. Should return [constant @GlobalScope.OK] if the import is successful, other values indicate failure.
+ Imports [param source_file] with the specified import [param options]. Should return [constant @GlobalScope.OK] if the import is successful.
The imported resource is expected to be saved to [code]save_path + "." + _get_save_extension()[/code]. If a different variant is preferred for a [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tag[/url], save the variant to [code]save_path + "." + tag + "." + _get_save_extension()[/code] and add the feature tag to [param platform_variants].
If additional resource files are generated in the resource filesystem ([code]res://[/code]), add their full path to [param gen_files] so that the editor knows they depend on [param source_file].
- This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method.
+ This method must be overridden to do the actual importing work. See this class's description for an example of overriding this method.
diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml
index 13057b8197..69fa633564 100644
--- a/doc/classes/InputEvent.xml
+++ b/doc/classes/InputEvent.xml
@@ -32,7 +32,7 @@
- Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type [InputEventJoypadMotion].
+ Returns a value between [code]0.0[/code] and [code]1.0[/code] depending on the given action's state. Useful for getting the value of events of type [InputEventJoypadMotion].
If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
diff --git a/doc/classes/Marker2D.xml b/doc/classes/Marker2D.xml
index 9c10709f42..920d23621b 100644
--- a/doc/classes/Marker2D.xml
+++ b/doc/classes/Marker2D.xml
@@ -4,7 +4,7 @@
Generic 2D position hint for editing.
- Generic 2D position hint for editing. It's just like a plain [Node2D], but it displays as a cross in the 2D editor at all times. You can set the cross' visual size by using the gizmo in the 2D editor while the node is selected.
+ Generic 2D position hint for editing. This is like a plain [Node2D], but it displays as a cross in the 2D editor.
diff --git a/doc/classes/Marker3D.xml b/doc/classes/Marker3D.xml
index c14735da77..4d8d08946e 100644
--- a/doc/classes/Marker3D.xml
+++ b/doc/classes/Marker3D.xml
@@ -4,7 +4,7 @@
Generic 3D position hint for editing.
- Generic 3D position hint for editing. It's just like a plain [Node3D], but it displays as a cross in the 3D editor at all times.
+ Generic 3D position hint for editing. This is like a plain [Node3D], but it displays as a cross in the 3D editor.
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index f58caf4701..c73ba733ef 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -36,7 +36,7 @@
- Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
+ Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agent's movement as this function also updates the internal path logic.
@@ -219,7 +219,7 @@
Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationPolygon] resources with a different [member NavigationPolygon.agent_radius] property and use different navigation maps for each actor size.
- The path simplification amount in worlds units.
+ The path simplification amount in world units.
If [code]true[/code] a simplified version of the path will be returned with less critical path points removed. The simplification amount is controlled by [member simplify_epsilon]. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.
@@ -234,10 +234,10 @@
If set, a new navigation path from the current agent position to the [member target_position] is requested from the NavigationServer.
- The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
+ The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. A too high value will slow down agent movement considerably. Must be positive.
- The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to static avoidance obstacles. The larger the number, the sooner the agent will respond to static avoidance obstacles, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
+ The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to static avoidance obstacles. The larger the number, the sooner the agent will respond to static avoidance obstacles, but less freedom in choosing its velocities. A too high value will slow down agent movement considerably. Must be positive.
Sets the new wanted velocity for the agent. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agents and obstacles. When an agent is teleported to a new position, use [method set_velocity_forced] as well to reset the internal simulation velocity.
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index 8e4fe310b0..7a0d871782 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -36,7 +36,7 @@
- Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
+ Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agent's movement as this function also updates the internal path logic.
@@ -225,7 +225,7 @@
Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
- The path simplification amount in worlds units.
+ The path simplification amount in world units.
If [code]true[/code] a simplified version of the path will be returned with less critical path points removed. The simplification amount is controlled by [member simplify_epsilon]. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.
@@ -240,10 +240,10 @@
If set, a new navigation path from the current agent position to the [member target_position] is requested from the NavigationServer.
- The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
+ The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. A too high value will slow down agent movement considerably. Must be positive.
- The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to static avoidance obstacles. The larger the number, the sooner the agent will respond to static avoidance obstacles, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
+ The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to static avoidance obstacles. The larger the number, the sooner the agent will respond to static avoidance obstacles, but less freedom in choosing its velocities. A too high value will slow down agent movement considerably. Must be positive.
If [code]true[/code], the agent calculates avoidance velocities in 3D omnidirectionally, e.g. for games that take place in air, underwater or space. Agents using 3D avoidance only avoid other agents using 3D avoidance, and react to radius-based avoidance obstacles. They ignore any vertex-based obstacles.
diff --git a/doc/classes/NavigationLink2D.xml b/doc/classes/NavigationLink2D.xml
index 7a19da6445..98343074e4 100644
--- a/doc/classes/NavigationLink2D.xml
+++ b/doc/classes/NavigationLink2D.xml
@@ -84,7 +84,7 @@
The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius].
- When pathfinding enters this link from another regions navigation mesh the [member enter_cost] value is added to the path distance for determining the shortest path.
+ When pathfinding enters this link from another region's navigation mesh the [member enter_cost] value is added to the path distance for determining the shortest path.
A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer2D.map_get_path].
diff --git a/doc/classes/NavigationLink3D.xml b/doc/classes/NavigationLink3D.xml
index 0d5c5b2ec5..e451686fe0 100644
--- a/doc/classes/NavigationLink3D.xml
+++ b/doc/classes/NavigationLink3D.xml
@@ -84,7 +84,7 @@
The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius].
- When pathfinding enters this link from another regions navigation mesh the [member enter_cost] value is added to the path distance for determining the shortest path.
+ When pathfinding enters this link from another region's navigation mesh the [member enter_cost] value is added to the path distance for determining the shortest path.
A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer3D.map_get_path].
diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml
index 18bfe02eec..88d921fd40 100644
--- a/doc/classes/NavigationObstacle2D.xml
+++ b/doc/classes/NavigationObstacle2D.xml
@@ -66,10 +66,11 @@
Sets the avoidance radius for the obstacle.
- Sets the wanted velocity for the obstacle so other agent's can better predict the obstacle if it is moved with a velocity regularly (every frame) instead of warped to a new position. Does only affect avoidance for the obstacles [member radius]. Does nothing for the obstacles static vertices.
+ The wanted velocity for the obstacle, used by other agents to better predict the obstacle if it is moved with a velocity regularly (every frame), instead of warped to a new position.
+ [b]Note:[/b] This property only affects avoidance for the obstacle's [member radius]. Does nothing for the obstacle's static vertices.
- The outline vertices of the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out. Outlines can not be crossed or overlap. Should the vertices using obstacle be warped to a new position agent's can not predict this movement and may get trapped inside the obstacle.
+ The outline vertices of the obstacle. If the vertices are winded in clockwise order, agents will be pushed in by the obstacle, otherwise they will be pushed out. Outlines cannot be crossed or overlap. If the obstacle is warped to a new position, agents cannot predict this movement and may get trapped inside the obstacle.
diff --git a/doc/classes/NavigationObstacle3D.xml b/doc/classes/NavigationObstacle3D.xml
index 2043c29184..2ad2ee0b94 100644
--- a/doc/classes/NavigationObstacle3D.xml
+++ b/doc/classes/NavigationObstacle3D.xml
@@ -63,20 +63,21 @@
Requires [member affect_navigation_mesh] to be enabled.
- Sets the obstacle height used in 2D avoidance. 2D avoidance using agent's ignore obstacles that are below or above them.
+ Sets the obstacle height used in 2D avoidance. 2D avoidance using agents ignore obstacles that are below or above them.
Sets the avoidance radius for the obstacle.
- If [code]true[/code] the obstacle affects 3D avoidance using agent's with obstacle [member radius].
- If [code]false[/code] the obstacle affects 2D avoidance using agent's with both obstacle [member vertices] as well as obstacle [member radius].
+ If [code]true[/code] the obstacle affects 3D avoidance using agents with obstacle [member radius].
+ If [code]false[/code] the obstacle affects 2D avoidance using agents with both obstacle [member vertices] as well as obstacle [member radius].
- Sets the wanted velocity for the obstacle so other agent's can better predict the obstacle if it is moved with a velocity regularly (every frame) instead of warped to a new position. Does only affect avoidance for the obstacles [member radius]. Does nothing for the obstacles static vertices.
+ The wanted velocity for the obstacle, used by other agents to better predict the obstacle if it is moved with a velocity regularly (every frame), instead of warped to a new position.
+ [b]Note:[/b] This property only affects avoidance for the obstacle's [member radius]. Does nothing for the obstacle's static vertices.
- The outline vertices of the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out. Outlines can not be crossed or overlap. Should the vertices using obstacle be warped to a new position agent's can not predict this movement and may get trapped inside the obstacle.
+ The outline vertices of the obstacle. If the vertices are winded in clockwise order, agents will be pushed in by the obstacle, otherwise they will be pushed out. Outlines cannot be crossed or overlap. If the obstacle is warped to a new position, agents cannot predict this movement and may get trapped inside the obstacle.
diff --git a/doc/classes/NavigationPathQueryParameters2D.xml b/doc/classes/NavigationPathQueryParameters2D.xml
index fe057b4079..2a24bdb599 100644
--- a/doc/classes/NavigationPathQueryParameters2D.xml
+++ b/doc/classes/NavigationPathQueryParameters2D.xml
@@ -47,7 +47,7 @@
The pathfinding algorithm used in the path query.
- The path simplification amount in worlds units.
+ The path simplification amount in world units.
If [code]true[/code] a simplified version of the path will be returned with less critical path points removed. The simplification amount is controlled by [member simplify_epsilon]. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.
@@ -68,7 +68,7 @@
Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navigation mesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.
- Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.
+ Centers every position in the middle of the traveled navigation mesh's polygon edge. This creates better paths for tile- or grid-based layouts that restrict the movement to the cells' centers.
Applies no postprocessing and returns the raw path corridor as found by the pathfinding algorithm.
diff --git a/doc/classes/NavigationPathQueryParameters3D.xml b/doc/classes/NavigationPathQueryParameters3D.xml
index b466e2d5c0..42c1cf0832 100644
--- a/doc/classes/NavigationPathQueryParameters3D.xml
+++ b/doc/classes/NavigationPathQueryParameters3D.xml
@@ -47,7 +47,7 @@
The pathfinding algorithm used in the path query.
- The path simplification amount in worlds units.
+ The path simplification amount in world units.
If [code]true[/code] a simplified version of the path will be returned with less critical path points removed. The simplification amount is controlled by [member simplify_epsilon]. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.
@@ -68,7 +68,7 @@
Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navigation mesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.
- Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.
+ Centers every position in the middle of the traveled navigation mesh's polygon edge. This creates better paths for tile- or grid-based layouts that restrict the movement to the cells' centers.
Applies no postprocessing and returns the raw path corridor as found by the pathfinding algorithm.
diff --git a/doc/classes/NavigationRegion2D.xml b/doc/classes/NavigationRegion2D.xml
index a2607705c9..63a59d652c 100644
--- a/doc/classes/NavigationRegion2D.xml
+++ b/doc/classes/NavigationRegion2D.xml
@@ -81,7 +81,7 @@
Determines if the [NavigationRegion2D] is enabled or disabled.
- When pathfinding enters this region's navigation mesh from another regions navigation mesh the [member enter_cost] value is added to the path distance for determining the shortest path.
+ When pathfinding enters this region's navigation mesh from another region's navigation mesh, this property's value is added to the path distance used to determine the shortest path.
A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer2D.map_get_path].
diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml
index a028e0158b..9e19f0be0a 100644
--- a/doc/classes/NavigationRegion3D.xml
+++ b/doc/classes/NavigationRegion3D.xml
@@ -81,7 +81,7 @@
Determines if the [NavigationRegion3D] is enabled or disabled.
- When pathfinding enters this region's navigation mesh from another regions navigation mesh the [member enter_cost] value is added to the path distance for determining the shortest path.
+ When pathfinding enters this region's navigation mesh from another region's navigation mesh, this property's value is added to the path distance used to determine the shortest path.
A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer3D.map_get_path].
diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml
index ebe0189663..a9bbf9629f 100644
--- a/doc/classes/NavigationServer2D.xml
+++ b/doc/classes/NavigationServer2D.xml
@@ -4,9 +4,9 @@
A server interface for low-level 2D navigation access.
- NavigationServer2D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].
+ NavigationServer2D is the server that handles navigation maps, regions, and agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].
Maps are divided into regions, which are composed of navigation polygons. Together, they define the traversable areas in the 2D world.
- [b]Note:[/b] Most [NavigationServer2D] changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts.
+ [b]Note:[/b] Most [NavigationServer2D] changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions, or agents by navigation-related nodes in the scene tree or made through scripts.
For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
You may assign navigation layers to regions with [method NavigationServer2D.region_set_navigation_layers], which then can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. This can be used to allow or deny certain areas for some objects.
To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
@@ -239,7 +239,7 @@
- The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
+ The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. A too high value will slow down agent movement considerably. Must be positive.
@@ -247,7 +247,7 @@
- The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to static avoidance obstacles. The larger this number, the sooner this agent will respond to the presence of static avoidance obstacles, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
+ The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to static avoidance obstacles. The larger this number, the sooner this agent will respond to the presence of static avoidance obstacles, but the less freedom this agent has in choosing its velocities. A too high value will slow down agent movement considerably. Must be positive.
@@ -255,7 +255,7 @@
- Sets [param velocity] as the new wanted velocity for the specified [param agent]. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position far away use [method agent_set_velocity_forced] instead to reset the internal velocity state.
+ Sets [param velocity] as the new wanted velocity for the specified [param agent]. The avoidance simulation will try to achieve this velocity if possible, but will adjust it to avoid colliding with other agents and obstacles. When an agent is teleported to a new position far away, use [method agent_set_velocity_forced] instead to reset the internal velocity state.
@@ -439,7 +439,7 @@
- Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer2D.map_get_path]).
+ Sets the given [param link]'s navigation layers to [param navigation_layers]. This allows selecting links from a path request (when using [method NavigationServer2D.map_get_path]).
@@ -477,7 +477,7 @@
This function immediately forces synchronization of the specified navigation [param map] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).
- Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
+ Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions, and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is unaffected by this function and continues to happen for all maps and agents at the end of the physics frame.
[b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.
@@ -486,7 +486,7 @@
- Returns all navigation agents [RID]s that are currently assigned to the requested navigation [param map].
+ Returns all navigation agent [RID]s that are currently assigned to the requested navigation [param map].
@@ -545,7 +545,7 @@
- Returns map's internal merge rasterizer cell scale.
+ Returns the map's internal merge rasterizer cell scale.
@@ -581,7 +581,7 @@
- Returns all navigation regions [RID]s that are currently assigned to the requested navigation [param map].
+ Returns all navigation region [RID]s that are currently assigned to the requested navigation [param map].
@@ -736,7 +736,7 @@
- Set the obstacles's [code]avoidance_layers[/code] bitmask.
+ Sets the given [param obstacle]'s avoidance layers to [param layers].
@@ -1043,7 +1043,7 @@
- Returns a simplified version of [param path] with less critical path points removed. The simplification amount is in worlds units and controlled by [param epsilon]. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.
+ Returns a simplified version of [param path] with less critical path points removed. The simplification amount is in world units and controlled by [param epsilon]. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.
Path simplification can be helpful to mitigate various path following issues that can arise with certain agent types and script behaviors. E.g. "steering" agents or avoidance in "open fields".
diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml
index 16b4149347..af60a5b6e9 100644
--- a/doc/classes/NavigationServer3D.xml
+++ b/doc/classes/NavigationServer3D.xml
@@ -4,9 +4,9 @@
A server interface for low-level 3D navigation access.
- NavigationServer3D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from [AStar3D].
+ NavigationServer3D is the server that handles navigation maps, regions, and agents. It does not handle A* navigation from [AStar3D].
Maps are divided into regions, which are composed of navigation meshes. Together, they define the navigable areas in the 3D world.
- [b]Note:[/b] Most [NavigationServer3D] changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts.
+ [b]Note:[/b] Most [NavigationServer3D] changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions, or agents by navigation-related nodes in the scene tree or made through scripts.
For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
You may assign navigation layers to regions with [method NavigationServer3D.region_set_navigation_layers], which then can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. This can be used to allow or deny certain areas for some objects.
To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
@@ -261,7 +261,7 @@
- The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
+ The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. A too high value will slow down agent movement considerably. Must be positive.
@@ -269,7 +269,7 @@
- The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to static avoidance obstacles. The larger this number, the sooner this agent will respond to the presence of static avoidance obstacles, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
+ The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to static avoidance obstacles. The larger this number, the sooner this agent will respond to the presence of static avoidance obstacles, but the less freedom this agent has in choosing its velocities. A too high value will slow down agent movement considerably. Must be positive.
@@ -278,8 +278,8 @@
Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance is enabled.
- If [code]true[/code] the agent calculates avoidance velocities in 3D for the xyz-axis, e.g. for games that take place in air, underwater or space. The 3D using agent only avoids other 3D avoidance using agent's. The 3D using agent only reacts to radius based avoidance obstacles. The 3D using agent ignores any vertices based obstacles. The 3D using agent only avoids other 3D using agent's.
- If [code]false[/code] the agent calculates avoidance velocities in 2D along the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D avoidance using agent's. The 2D using agent reacts to radius avoidance obstacles. The 2D using agent reacts to vertices based avoidance obstacles. The 2D using agent only avoids other 2D using agent's. 2D using agents will ignore other 2D using agents or obstacles that are below their current position or above their current position including the agents height in 2D avoidance.
+ If [code]true[/code] the agent calculates avoidance velocities in 3D for the XYZ axes, e.g. for games that take place in the air, underwater, or space. The 3D agent only avoids other 3D avoidance agents. The 3D agent only reacts to radius based avoidance obstacles. The 3D agent ignores any vertices based obstacles. The 3D agent only avoids other 3D agents.
+ If [code]false[/code] the agent calculates avoidance velocities in 2D along the xz-axes ignoring the y-axis. The 2D agent only avoids other 2D avoidance agents. The 2D agent reacts to radius avoidance obstacles. The 2D agent reacts to vertex based avoidance obstacles. The 2D agent only avoids other 2D agents. 2D agents will ignore other 2D agents or obstacles that are below their current position or above their current position including the agent's height in 2D avoidance.
@@ -287,7 +287,7 @@
- Sets [param velocity] as the new wanted velocity for the specified [param agent]. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position use [method agent_set_velocity_forced] as well to reset the internal simulation velocity.
+ Sets [param velocity] as the new wanted velocity for the specified [param agent]. The avoidance simulation will try to achieve this velocity if possible, but will adjust it to avoid colliding with other agents and obstacles. When an agent is teleported to a new position far away, use [method agent_set_velocity_forced] instead to reset the internal velocity state.
@@ -471,7 +471,7 @@
- Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer3D.map_get_path]).
+ Sets the given [param link]'s navigation layers to [param navigation_layers]. This allows selecting links from a path request (when using [method NavigationServer3D.map_get_path]).
@@ -509,7 +509,7 @@
This function immediately forces synchronization of the specified navigation [param map] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).
- Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
+ Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions, and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is unaffected by this function and continues to happen for all maps and agents at the end of the physics frame.
[b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.
@@ -518,7 +518,7 @@
- Returns all navigation agents [RID]s that are currently assigned to the requested navigation [param map].
+ Returns all navigation agent [RID]s that are currently assigned to the requested navigation [param map].
@@ -603,7 +603,7 @@
- Returns map's internal merge rasterizer cell scale.
+ Returns the map's internal merge rasterizer cell scale.
@@ -639,7 +639,7 @@
- Returns all navigation regions [RID]s that are currently assigned to the requested navigation [param map].
+ Returns all navigation region [RID]s that are currently assigned to the requested navigation [param map].
@@ -831,7 +831,7 @@
- Set the obstacles's [code]avoidance_layers[/code] bitmask.
+ Sets the given [param obstacle]'s avoidance layers to [param layers].
@@ -1181,7 +1181,7 @@
- Returns a simplified version of [param path] with less critical path points removed. The simplification amount is in worlds units and controlled by [param epsilon]. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.
+ Returns a simplified version of [param path] with less critical path points removed. The simplification amount is in world units and controlled by [param epsilon]. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.
Path simplification can be helpful to mitigate various path following issues that can arise with certain agent types and script behaviors. E.g. "steering" agents or avoidance in "open fields".
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index ba8a14b0a8..f95917acd2 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -46,9 +46,9 @@
Creates a new instance of Godot that runs independently. The [param arguments] are used in the given order and separated by a space.
- If the process is successfully created, this method returns the new process' ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process cannot be created, this method returns [code]-1[/code].
+ If the process is successfully created, this method returns the new process's ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process cannot be created, this method returns [code]-1[/code].
See [method create_process] if you wish to run a different process.
- [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows.
+ [b]Note:[/b] This method is implemented on Android, Linux, macOS, and Windows.
diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml
index 7c0fcd065e..14b29bf0ae 100644
--- a/doc/classes/PackedByteArray.xml
+++ b/doc/classes/PackedByteArray.xml
@@ -209,7 +209,7 @@
Returns a new [PackedByteArray] with the data decompressed. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants. [b]This method only accepts brotli, gzip, and deflate compression modes.[/b]
- This method is potentially slower than [method decompress], as it may have to re-allocate its output buffer multiple times while decompressing, whereas [method decompress] knows it's output buffer size from the beginning.
+ This method is potentially slower than [method decompress], as it may have to re-allocate its output buffer multiple times while decompressing, whereas [method decompress] knows the size of its output buffer from the beginning.
GZIP has a maximal compression ratio of 1032:1, meaning it's very possible for a small compressed payload to decompress to a potentially very large output. To guard against this, you may provide a maximum size this function is allowed to allocate in bytes via [param max_output_size]. Passing -1 will allow for unbounded output. If any positive value is passed, and the decompression exceeds that amount in bytes, then an error will be returned.
[b]Note:[/b] Decompression is not guaranteed to work with data not compressed by Godot, for example if data compressed with the deflate compression mode lacks a checksum or header.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 14e3133aee..624a992aa5 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -444,13 +444,13 @@
Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.
- The [code]Dummy[/code] audio driver disables all audio playback and recording, which is useful for non-game applications as it reduces CPU usage. It also prevents the engine from appearing as an application playing audio in the OS' audio mixer.
- To query the value that is being used at run-time (which may be overridden by command-line arguments or headless mode), use [method AudioServer.get_driver_name].
+ The [code]Dummy[/code] audio driver disables all audio playback and recording, which is useful for non-game applications as it reduces CPU usage. It also prevents the engine from appearing as an application playing audio in the OS's audio mixer.
+ To query the value that is being used at runtime (which may be overridden by command-line arguments or headless mode), use [method AudioServer.get_driver_name].
[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--audio-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
- [b]Note:[/b] If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows, make sure that apps are allowed to access the microphone in the OS' privacy settings.
+ [b]Note:[/b] If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows, make sure that apps are allowed to access the microphone in the OS's privacy settings.
Target mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system.
@@ -765,10 +765,10 @@
When set to [code]true[/code], produces a warning when a varying is never used.
- Color of the avoidance agents radius, visible when "Visible Avoidance" is enabled in the Debug menu.
+ Color of the avoidance agents' radius, visible when "Visible Avoidance" is enabled in the Debug menu.
- If enabled, displays avoidance agents radius when "Visible Avoidance" is enabled in the Debug menu.
+ If enabled, displays avoidance agents' radius when "Visible Avoidance" is enabled in the Debug menu.
If enabled, displays avoidance obstacles radius when "Visible Avoidance" is enabled in the Debug menu.
@@ -792,10 +792,10 @@
Color of the static avoidance obstacles faces when their vertices are winded in order to push agents out, visible when "Visible Avoidance" is enabled in the Debug menu.
- Color of the avoidance agents radius, visible when "Visible Avoidance" is enabled in the Debug menu.
+ Color of the avoidance agents' radius, visible when "Visible Avoidance" is enabled in the Debug menu.
- If enabled, displays avoidance agents radius when "Visible Avoidance" is enabled in the Debug menu.
+ If enabled, displays avoidance agents' radius when "Visible Avoidance" is enabled in the Debug menu.
If enabled, displays avoidance obstacles radius when "Visible Avoidance" is enabled in the Debug menu.
@@ -1120,7 +1120,7 @@
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.
- Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other.
+ Change this value to set up a multi-project scenario where there are multiple [code].csproj[/code] files. Keep in mind that the Godot project is considered one of the C# projects in the workspace and its root directory should contain the [code]project.godot[/code] and [code].csproj[/code] files next to each other.
If [code]true[/code], text resource ([code]tres[/code]) and text scene ([code]tscn[/code]) files are converted to their corresponding binary format on export. This decreases file sizes and speeds up loading slightly.
@@ -3151,7 +3151,7 @@
Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
- [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
+ [b]Note:[/b] The [b]Soft Very Low[/b] option will automatically multiply all [i]constant[/i] shadow blur by [code]0.75[/code] to reduce the amount of noticeable noise. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]'s [member Light3D.light_angular_distance].
[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
@@ -3180,7 +3180,7 @@
Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
- [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
+ [b]Note:[/b] The [b]Soft Very Low[/b] option will automatically multiply all [i]constant[/i] shadow blur by [code]0.75[/code] to reduce the amount of noticeable noise. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]'s [member Light3D.light_angular_distance].
[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
@@ -3452,11 +3452,11 @@
Specify the compression level for Basis Universal Zstandard supercompression, ranging from [code]1[/code] to [code]22[/code].
- The default texture filtering mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
+ The default texture filtering mode to use for [CanvasItem]'s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
[b]Note:[/b] For pixel art aesthetics, see also [member rendering/2d/snap/snap_2d_vertices_to_pixel] and [member rendering/2d/snap/snap_2d_transforms_to_pixel].
- The default texture repeating mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
+ The default texture repeating mode to use for [CanvasItem]'s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
diff --git a/doc/classes/RDPipelineRasterizationState.xml b/doc/classes/RDPipelineRasterizationState.xml
index ecca296c3a..2a11658346 100644
--- a/doc/classes/RDPipelineRasterizationState.xml
+++ b/doc/classes/RDPipelineRasterizationState.xml
@@ -22,7 +22,7 @@
If [code]true[/code], each generated depth value will by offset by some amount. The specific amount is generated per polygon based on the values of [member depth_bias_slope_factor] and [member depth_bias_constant_factor].
- A constant scale applied to the slope of each polygons' depth. Applied before [member depth_bias_constant_factor].
+ A constant scale applied to the slope of each polygon's depth. Applied before [member depth_bias_constant_factor].
If [code]true[/code], primitives are discarded immediately before the rasterization stage.
diff --git a/doc/classes/SkeletonIK3D.xml b/doc/classes/SkeletonIK3D.xml
index 68f9f88f38..b75496f527 100644
--- a/doc/classes/SkeletonIK3D.xml
+++ b/doc/classes/SkeletonIK3D.xml
@@ -74,7 +74,7 @@
The name of the current root bone, the first bone in the IK chain.
- First target of the IK chain where the tip bone is placed and, if [member override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a [member target_node] path is available the nodes transform is used instead and this property is ignored.
+ The first target of the IK chain where the tip bone is placed and, if [member override_tip_basis] is [code]true[/code], how the tip bone is rotated. If [member target_node] points to a valid node, that node's transform is used instead and this property is ignored.
Target node [NodePath] for the IK chain. If available, the node's current [Transform3D] is used instead of the [member target] property.
diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml
index 80f2cf14e1..b6c2a48582 100644
--- a/doc/classes/SkeletonModification2D.xml
+++ b/doc/classes/SkeletonModification2D.xml
@@ -14,7 +14,7 @@
Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos.
- [b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the [SkeletonModification2D] resource cannot draw on its own.
+ [b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and its draw functions, as the [SkeletonModification2D] resource cannot draw on its own.
diff --git a/doc/classes/SkeletonModificationStack2D.xml b/doc/classes/SkeletonModificationStack2D.xml
index 0af1084cdc..cc2f1b07e0 100644
--- a/doc/classes/SkeletonModificationStack2D.xml
+++ b/doc/classes/SkeletonModificationStack2D.xml
@@ -77,7 +77,7 @@
- If [code]true[/code], the modification's in the stack will be called. This is handled automatically through the [Skeleton2D] node.
+ If [code]true[/code], the modifications in the stack will be called. This is handled automatically through the [Skeleton2D] node.
The number of modifications in the stack.
diff --git a/doc/classes/SkeletonProfile.xml b/doc/classes/SkeletonProfile.xml
index d18d2e171e..c64ad512bb 100644
--- a/doc/classes/SkeletonProfile.xml
+++ b/doc/classes/SkeletonProfile.xml
@@ -178,7 +178,7 @@
The amount of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 56 bones.
- The size of elements in [BoneMap] updates when changing this property in it's assigned [SkeletonProfile].
+ The size of elements in [BoneMap] updates when changing this property in its assigned [SkeletonProfile].
The amount of groups of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 4 groups.
diff --git a/doc/classes/SpringBoneSimulator3D.xml b/doc/classes/SpringBoneSimulator3D.xml
index def7426f95..fb95046f86 100644
--- a/doc/classes/SpringBoneSimulator3D.xml
+++ b/doc/classes/SpringBoneSimulator3D.xml
@@ -319,7 +319,7 @@
Resets a simulating state with respect to the current bone pose.
- It is useful to prevent the simulation result getting violent. For example, calling this immediately after a call to [method AnimationPlayer.play] without a fading, or within the previous [signal SkeletonModifier3D.modification_processed] signal if it's condition changes significantly.
+ It is useful to prevent the simulation result getting violent. For example, calling this immediately after a call to [method AnimationPlayer.play] without a fading, or within the previous [signal SkeletonModifier3D.modification_processed] signal if its condition changes significantly.
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index acb122da0f..032e734e07 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -190,7 +190,7 @@
- Cut's the current selection. Can be overridden with [method _cut].
+ Cuts the current selection. Can be overridden with [method _cut].
@@ -675,7 +675,7 @@
- Returns the [TextEdit]'s' tab size.
+ Returns the [TextEdit]'s tab size.
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 0e97ce5347..aad436acd3 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -111,7 +111,7 @@
- Returns the alternative-level proxy for the given identifiers. The returned array contains the three proxie's target identifiers (source ID, atlas coords ID and alternative tile ID).
+ Returns the alternative-level proxy for the given identifiers. The returned array contains the three proxies' target identifiers (source ID, atlas coordinate ID, and alternative tile ID).
If the TileSet has no proxy for the given identifiers, returns an empty Array.
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 92e58a5a6c..614c4b8467 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -422,7 +422,7 @@
The subdivision amount of the fourth quadrant on the shadow atlas.
- The shadow atlas' resolution (used for omni and spot lights). The value is rounded up to the nearest power of 2.
+ The shadow atlas's resolution (used for omni and spot lights). The final value is rounded up to the nearest power of 2.
[b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be visible at all. This can improve performance significantly on low-end systems by reducing both the CPU and GPU load (as fewer draw calls are needed to draw the scene without shadows).
diff --git a/modules/gltf/doc_classes/GLTFState.xml b/modules/gltf/doc_classes/GLTFState.xml
index f60fb33084..236896bb8f 100644
--- a/modules/gltf/doc_classes/GLTFState.xml
+++ b/modules/gltf/doc_classes/GLTFState.xml
@@ -336,7 +336,7 @@
When importing a glTF file with embedded binary images, extracts them and saves them to their own files. This allows the image to be imported by Godot's image importer, which can then have their import options customized by the user, including optionally compressing the image to VRAM texture formats.
- This will save the images's bytes exactly as-is, without recompression. For image formats supplied by glTF extensions, the file will have a filename ending with the file extension supplied by [method GLTFDocumentExtension._get_image_file_extension] of the extension class.
+ This will save the images' bytes exactly as-is, without recompression. For image formats supplied by glTF extensions, the file will have a filename ending with the file extension supplied by [method GLTFDocumentExtension._get_image_file_extension] of the extension class.
[b]Note:[/b] This option is editor-only. At runtime, this acts the same as [constant HANDLE_BINARY_IMAGE_MODE_EMBED_AS_UNCOMPRESSED].
diff --git a/modules/visual_shader/doc_classes/VisualShaderNode.xml b/modules/visual_shader/doc_classes/VisualShaderNode.xml
index 333fb810b6..40dea099e9 100644
--- a/modules/visual_shader/doc_classes/VisualShaderNode.xml
+++ b/modules/visual_shader/doc_classes/VisualShaderNode.xml
@@ -4,7 +4,7 @@
Base class for [VisualShader] nodes. Not related to scene nodes.
- Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node also has connection ports that allow to connect it to another nodes and control the flow of the shader.
+ A visual shader graph consists of various nodes. Each node in a graph is an individual resource, represented as a rectangular box containing a title and several related properties. Each node can also be connected to other nodes through their connection ports in order to control the shader's flow.
$DOCS_URL/tutorials/shaders/visual_shaders.html
diff --git a/modules/visual_shader/doc_classes/VisualShaderNodeParticleEmit.xml b/modules/visual_shader/doc_classes/VisualShaderNodeParticleEmit.xml
index 1b5615e1a6..8f420eefeb 100644
--- a/modules/visual_shader/doc_classes/VisualShaderNodeParticleEmit.xml
+++ b/modules/visual_shader/doc_classes/VisualShaderNodeParticleEmit.xml
@@ -4,7 +4,7 @@
A visual shader node that forces to emit a particle from a sub-emitter.
- This node internally calls [code]emit_subparticle[/code] shader method. It will emit a particle from the configured sub-emitter and also allows to customize how its emitted. Requires a sub-emitter assigned to the particles node with this shader.
+ This node calls the internal [code]emit_subparticle[/code] method. It will emit a particle from the configured sub-emitter and also allows to customize how it's emitted. Requires a sub-emitter assigned to the particles node that is using this shader.
diff --git a/modules/websocket/doc_classes/WebSocketPeer.xml b/modules/websocket/doc_classes/WebSocketPeer.xml
index 84223ccabc..31e5ba36c5 100644
--- a/modules/websocket/doc_classes/WebSocketPeer.xml
+++ b/modules/websocket/doc_classes/WebSocketPeer.xml
@@ -42,7 +42,7 @@
Accepts a peer connection performing the HTTP handshake as a WebSocket server. The [param stream] must be a valid TCP stream retrieved via [method TCPServer.take_connection], or a TLS stream accepted via [method StreamPeerTLS.accept_stream].
- [b]Note:[/b] Not supported in Web exports due to browsers' restrictions.
+ [b]Note:[/b] Not supported in Web exports due to browser restrictions.
@@ -156,7 +156,7 @@
The extra HTTP headers to be sent during the WebSocket handshake.
- [b]Note:[/b] Not supported in Web exports due to browsers' restrictions.
+ [b]Note:[/b] Not supported in Web exports due to browser restrictions.
The interval (in seconds) at which the peer will automatically send WebSocket "ping" control frames. When set to [code]0[/code], no "ping" control frames will be sent.