diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml index 14053c6a351..af00027ed3b 100644 --- a/doc/classes/PhysicsBody.xml +++ b/doc/classes/PhysicsBody.xml @@ -27,6 +27,7 @@ + Returns an individual bit on the collision mask. @@ -35,6 +36,7 @@ + Returns an individual bit on the collision mask. @@ -54,6 +56,7 @@ + Sets individual bits on the layer mask. Use this if you only need to change one layer's value. @@ -64,6 +67,7 @@ + Sets individual bits on the collision mask. Use this if you only need to change one layer's value. @@ -74,7 +78,7 @@ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. - The physics layers this area can scan for collisions. + The physics layers this area scans for collisions. diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index ccc704c7ec7..42789790495 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -27,7 +27,7 @@ - Return an individual bit on the collision mask. + Returns an individual bit on the collision mask. @@ -36,7 +36,7 @@ - Return an individual bit on the collision mask. + Returns an individual bit on the collision mask. @@ -56,7 +56,7 @@ - Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier. + Sets individual bits on the layer mask. Use this if you only need to change one layer's value. @@ -67,7 +67,7 @@ - Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. + Sets individual bits on the collision mask. Use this if you only need to change one layer's value. @@ -78,10 +78,10 @@ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. - The physics layers this area can scan for collisions. + The physics layers this area scans for collisions. - Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified. + Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified. diff --git a/doc/classes/SceneState.xml b/doc/classes/SceneState.xml index 36cddf08dfb..bd2f883cae4 100644 --- a/doc/classes/SceneState.xml +++ b/doc/classes/SceneState.xml @@ -4,7 +4,7 @@ A script interface to a scene file's data. - Maintains a list of resources, nodes, exported and overridden properties, and built-in scripts associated with a scene. + Maintains a list of resources, nodes, exported, and overridden properties, and built-in scripts associated with a scene. diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 6c13496fc4c..2772538cec1 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -22,7 +22,7 @@ - Return whether this shape is colliding with another. + Returns [code]true[/code] if this shape is colliding with another. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]). @@ -36,7 +36,7 @@ - Return a list of the points where this shape touches another. If there are no collisions, the list is empty. + Returns a list of the points where this shape touches another. If there are no collisions the list is empty. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]). @@ -72,7 +72,7 @@ - Return a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions, the list is empty. + Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]). diff --git a/doc/classes/ShortCut.xml b/doc/classes/ShortCut.xml index 6da9d7c59d3..1b5fc035c20 100644 --- a/doc/classes/ShortCut.xml +++ b/doc/classes/ShortCut.xml @@ -16,7 +16,7 @@ - Returns the Shortcut's [InputEvent] as a [String]. + Returns the shortcut's [InputEvent] as a [String]. @@ -25,20 +25,20 @@ - Returns [code]true[/code] if the Shortcut's [InputEvent] equals [code]event[/code]. + Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/code]. - If [code]true[/code] this Shortcut is valid. + If [code]true[/code] this shortcut is valid. - The Shortcut's [InputEvent]. + The shortcut's [InputEvent]. Generally the [InputEvent] is a keyboard key, though it can be any [InputEvent]. diff --git a/doc/classes/SoftBody.xml b/doc/classes/SoftBody.xml index c3c789a6dee..196d29fc606 100644 --- a/doc/classes/SoftBody.xml +++ b/doc/classes/SoftBody.xml @@ -1,8 +1,10 @@ + A soft mesh physics body. + A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. @@ -15,6 +17,7 @@ + Adds a body to the list of bodies that this body can't collide with. @@ -23,6 +26,7 @@ + Returns an individual bit on the collision mask. @@ -31,6 +35,7 @@ + Returns an individual bit on the collision mask. @@ -45,6 +50,7 @@ + Removes a body from the list of bodies that this body can't collide with. @@ -55,6 +61,7 @@ + Sets individual bits on the layer mask. Use this if you only need to change one layer's value. @@ -65,6 +72,7 @@ + Sets individual bits on the collision mask. Use this if you only need to change one layer's value. @@ -80,8 +88,12 @@ + The physics layers this area is in. + Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + The physics layers this area scans for collisions. @@ -96,6 +108,7 @@ + Increasing this value will improve the resulting simulation, but can affect performance. Use with care. diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml index d1c8722901b..65d638c4c0b 100644 --- a/doc/classes/Timer.xml +++ b/doc/classes/Timer.xml @@ -32,25 +32,26 @@ - Stop (cancel) the Timer. + Stops the timer. - If [code]true[/code], Timer will automatically start when entering the scene tree. Default value: [code]false[/code]. + If [code]true[/code] the timer will automatically start when entering the scene tree. Default value: [code]false[/code]. - If [code]true[/code], Timer will stop when reaching 0. If [code]false[/code], it will restart. Default value: [code]false[/code]. + If [code]true[/code] the timer will stop when reaching 0. If [code]false[/code] it will restart. Default value: [code]false[/code]. - If [code]true[/code], the timer is paused and will not process until it is unpaused again, even if [method start] is called. + If [code]true[/code] the timer is paused and will not process until it is unpaused again, even if [method start] is called. - Processing mode. Uses TIMER_PROCESS_* constants as value. + Processing mode. See [enum TimerProcessMode]. The timer's remaining time in seconds. Returns 0 if the timer is inactive. + Note: You cannot set this value. To change the timer's remaining time, use [member wait_time]. Wait time in seconds. @@ -59,16 +60,16 @@ - Emitted when the Timer reaches 0. + Emitted when the timer reaches 0. - Update the Timer during the physics step at each frame (fixed framerate processing). + Update the timer during the physics step at each frame (fixed framerate processing). - Update the Timer during the idle time at each frame. + Update the timer during the idle time at each frame.