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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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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's 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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- ~91.31 degrees in a 4:3 viewport
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- ~101.67 degrees in a 16:10 viewport

doc/classes/EditorImportPlugin.xml

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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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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/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. 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's visual size by using the gizmo in the 2D editor while the node is selected.
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</description>
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<tutorials>
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</tutorials>

doc/classes/NavigationObstacle2D.xml

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Sets the avoidance radius for the obstacle.
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</member>
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<member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)">
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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.
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Sets the wanted velocity for the obstacle so other agents 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.
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</member>
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<member name="vertices" type="PackedVector2Array" setter="set_vertices" getter="get_vertices" default="PackedVector2Array()">
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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.
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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 agents can not predict this movement and may get trapped inside the obstacle.
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</member>
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</members>
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</class>

doc/classes/NavigationObstacle3D.xml

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Requires [member affect_navigation_mesh] to be enabled.
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</member>
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<member name="height" type="float" setter="set_height" getter="get_height" default="1.0">
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Sets the obstacle height used in 2D avoidance. 2D avoidance using agent's ignore obstacles that are below or above them.
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Sets the obstacle height used in 2D avoidance. 2D avoidance using agents ignore obstacles that are below or above them.
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</member>
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<member name="radius" type="float" setter="set_radius" getter="get_radius" default="0.0">
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Sets the avoidance radius for the obstacle.
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</member>
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<member name="use_3d_avoidance" type="bool" setter="set_use_3d_avoidance" getter="get_use_3d_avoidance" default="false">
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If [code]true[/code] the obstacle affects 3D avoidance using agent's with obstacle [member radius].
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If [code]false[/code] the obstacle affects 2D avoidance using agent's with both obstacle [member vertices] as well as obstacle [member radius].
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If [code]true[/code] the obstacle affects 3D avoidance using agents with obstacle [member radius].
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If [code]false[/code] the obstacle affects 2D avoidance using agents with both obstacle [member vertices] as well as obstacle [member radius].
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</member>
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<member name="velocity" type="Vector3" setter="set_velocity" getter="get_velocity" default="Vector3(0, 0, 0)">
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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.
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Sets the wanted velocity for the obstacle so other agents 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.
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</member>
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<member name="vertices" type="PackedVector3Array" setter="set_vertices" getter="get_vertices" default="PackedVector3Array()">
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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.
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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 agents can not predict this movement and may get trapped inside the obstacle.
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</member>
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</members>
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</class>

doc/classes/NavigationServer2D.xml

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<param index="0" name="agent" type="RID" />
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<param index="1" name="velocity" type="Vector2" />
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<description>
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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.
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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 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.
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</description>
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</method>
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<method name="agent_set_velocity_forced">
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<param index="0" name="link" type="RID" />
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<param index="1" name="navigation_layers" type="int" />
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<description>
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Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer2D.map_get_path]).
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Set the link's navigation layers. This allows selecting links from a path request (when using [method NavigationServer2D.map_get_path]).
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</description>
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</method>
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<method name="link_set_owner_id">
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<param index="0" name="obstacle" type="RID" />
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<param index="1" name="layers" type="int" />
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<description>
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Set the obstacles's [code]avoidance_layers[/code] bitmask.
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Set the obstacle's [code]avoidance_layers[/code] bitmask.
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</description>
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</method>
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<method name="obstacle_set_map">

doc/classes/NavigationServer3D.xml

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<param index="1" name="enabled" type="bool" />
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<description>
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Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance is enabled.
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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.
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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.
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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 agents. 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 agents.
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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 agents. 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 agents. 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.
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</description>
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</method>
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<method name="agent_set_velocity">
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<return type="void" />
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<param index="0" name="agent" type="RID" />
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<param index="1" name="velocity" type="Vector3" />
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<description>
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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.
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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 agents 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.
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</description>
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</method>
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<method name="agent_set_velocity_forced">
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<param index="0" name="link" type="RID" />
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<param index="1" name="navigation_layers" type="int" />
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<description>
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Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer3D.map_get_path]).
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Set the link's navigation layers. This allows selecting links from a path request (when using [method NavigationServer3D.map_get_path]).
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</description>
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</method>
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<method name="link_set_owner_id">
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<param index="0" name="obstacle" type="RID" />
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<param index="1" name="layers" type="int" />
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<description>
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Set the obstacles's [code]avoidance_layers[/code] bitmask.
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Set the obstacle's [code]avoidance_layers[/code] bitmask.
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</description>
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</method>
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<method name="obstacle_set_height">

doc/classes/OS.xml

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<param index="0" name="arguments" type="PackedStringArray" />
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<description>
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Creates a new instance of Godot that runs independently. The [param arguments] are used in the given order and separated by a space.
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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].
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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].
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See [method create_process] if you wish to run a different process.
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[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows.
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</description>

doc/classes/PackedByteArray.xml

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<param index="1" name="compression_mode" type="int" default="0" />
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<description>
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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]
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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.
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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 its output buffer size from the beginning.
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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.
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[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.
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</description>

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