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Docs: Proofreading for grammar and spelling
Minor cases with confusion over `it's`, `its`, and the possessive.
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doc/classes/Camera3D.xml

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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.
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</member>
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<member name="fov" type="float" setter="set_fov" getter="get_fov" default="75.0">
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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.
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For reference, the default vertical field of view value ([code]75.0[/code]) is equivalent to a horizontal FOV of:
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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.
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For reference, the default angle for the vertical FOV ([code]75.0[/code]) is equivalent to a horizontal FOV of:
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- ~91.31 degrees in a 4:3 viewport
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- ~101.67 degrees in a 16:10 viewport
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- ~107.51 degrees in a 16:9 viewport

doc/classes/CameraAttributesPhysical.xml

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</brief_description>
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<description>
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[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.
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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.
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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.
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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.
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[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
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</description>

doc/classes/CanvasItem.xml

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<method name="get_global_transform_with_canvas" qualifiers="const">
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<return type="Transform2D" />
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<description>
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Returns the transform from the local coordinate system of this [CanvasItem] to the [Viewport]s coordinate system.
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Returns the transform from the local coordinate system of this [CanvasItem] to the [Viewport]'s coordinate system.
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</description>
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</method>
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<method name="get_instance_shader_parameter" qualifiers="const">

doc/classes/CanvasLayer.xml

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<method name="get_final_transform" qualifiers="const">
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<return type="Transform2D" />
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<description>
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Returns the transform from the [CanvasLayer]s coordinate system to the [Viewport]s coordinate system.
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Returns the transform from the [CanvasLayer]'s coordinate system to the [Viewport]'s coordinate system.
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</description>
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</method>
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<method name="hide">

doc/classes/EditorImportPlugin.xml

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<param index="3" name="platform_variants" type="String[]" />
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<param index="4" name="gen_files" type="String[]" />
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<description>
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Imports [param source_file] with the import [param options] specified. Should return [constant @GlobalScope.OK] if the import is successful, other values indicate failure.
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Imports [param source_file] with the specified import [param options]. Should return [constant @GlobalScope.OK] if the import is successful.
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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].
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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].
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This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method.
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This method must be overridden to do the actual importing work. See this class's description for an example of overriding this method.
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</description>
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</method>
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<method name="append_import_external_resource">

doc/classes/InputEvent.xml

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<param index="0" name="action" type="StringName" />
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<param index="1" name="exact_match" type="bool" default="false" />
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<description>
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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].
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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].
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If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
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</description>
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</method>

doc/classes/Marker2D.xml

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Generic 2D position hint for editing.
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</brief_description>
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<description>
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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.
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Generic 2D position hint for editing. This is like a plain [Node2D], but it displays as a cross in the 2D editor. While the node is selected, you can adjust the cross's visual size by using the gizmo in the 2D editor.
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</description>
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<tutorials>
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</tutorials>

doc/classes/Marker3D.xml

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Generic 3D position hint for editing.
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</brief_description>
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<description>
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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.
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Generic 3D position hint for editing. This is like a plain [Node3D], but it displays as a cross in the 3D editor. While the node is selected, you can adjust the cross's visual size by using the gizmo in the 3D editor.
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</description>
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<tutorials>
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</tutorials>

doc/classes/NavigationAgent2D.xml

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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.
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</member>
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<member name="simplify_epsilon" type="float" setter="set_simplify_epsilon" getter="get_simplify_epsilon" default="0.0">
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The path simplification amount in worlds units.
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The path simplification amount in world units.
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</member>
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<member name="simplify_path" type="bool" setter="set_simplify_path" getter="get_simplify_path" default="false">
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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.

doc/classes/NavigationAgent3D.xml

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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.
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</member>
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<member name="simplify_epsilon" type="float" setter="set_simplify_epsilon" getter="get_simplify_epsilon" default="0.0">
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The path simplification amount in worlds units.
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The path simplification amount in world units.
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</member>
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<member name="simplify_path" type="bool" setter="set_simplify_path" getter="get_simplify_path" default="false">
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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.

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