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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/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.

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 obstacle's 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, otherwise they will be pushed out. Outlines can not be crossed or overlap. Should the 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 obstacle's [member radius]. Does nothing for the obstacle's 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, otherwise they will be pushed out. Outlines can not be crossed or overlap. Should the 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/NavigationPathQueryParameters2D.xml

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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.
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</constant>
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<constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing">
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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.
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Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or grid-based layouts that restrict the movement to the cells' centers.
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</constant>
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<constant name="PATH_POSTPROCESSING_NONE" value="2" enum="PathPostProcessing">
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Applies no postprocessing and returns the raw path corridor as found by the pathfinding algorithm.

doc/classes/NavigationPathQueryParameters3D.xml

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The pathfinding algorithm used in the path query.
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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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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.
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</constant>
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<constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing">
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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.
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Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or grid-based layouts that restrict the movement to the cells' centers.
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</constant>
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<constant name="PATH_POSTPROCESSING_NONE" value="2" enum="PathPostProcessing">
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Applies no postprocessing and returns the raw path corridor as found by the pathfinding algorithm.

doc/classes/NavigationRegion2D.xml

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Determines if the [NavigationRegion2D] is enabled or disabled.
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</member>
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<member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0">
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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.
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When pathfinding enters this region's navigation mesh from another region's navigation mesh the [member enter_cost] value is added to the path distance for determining the shortest path.
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</member>
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<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
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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].

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