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.