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Fix several minor class reference issues #87523

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Jan 26, 2024
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1 change: 1 addition & 0 deletions doc/classes/AnimatedSprite2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -117,6 +117,7 @@
<signal name="animation_finished">
<description>
Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
[b]Note:[/b] This signal is not emitted if an animation is looping.
</description>
</signal>
<signal name="animation_looped">
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1 change: 1 addition & 0 deletions doc/classes/AnimatedSprite3D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -104,6 +104,7 @@
<signal name="animation_finished">
<description>
Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
[b]Note:[/b] This signal is not emitted if an animation is looping.
</description>
</signal>
<signal name="animation_looped">
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2 changes: 1 addition & 1 deletion doc/classes/RayCast2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
A ray in 2D space, used to find the first [CollisionObject2D] it intersects.
</brief_description>
<description>
A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject2D] along its path, if it intersects any. This is useful for a lot of things, such as
A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject2D] along its path, if it intersects any.
[RayCast2D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area2D]s ([member collide_with_areas]) or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics layers.
[RayCast2D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast2D] multiple times within the same physics frame, use [method force_raycast_update].
To sweep over a region of 2D space, you can approximate the region with multiple [RayCast2D]s or use [ShapeCast2D].
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2 changes: 1 addition & 1 deletion doc/classes/RayCast3D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
A ray in 3D space, used to find the first [CollisionObject3D] it intersects.
</brief_description>
<description>
A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject3D] along its path, if it intersects any. This is useful for a lot of things, such as
A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject3D] along its path, if it intersects any.
[RayCast3D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area3D]s ([member collide_with_areas]) or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics layers.
[RayCast3D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast3D] multiple times within the same physics frame, use [method force_raycast_update].
To sweep over a region of 3D space, you can approximate the region with multiple [RayCast3D]s or use [ShapeCast3D].
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2 changes: 1 addition & 1 deletion doc/classes/Vector4i.xml
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
<description>
A 4-element structure that can be used to represent 4D grid coordinates or any other quadruplet of integers.
It uses integer coordinates and is therefore preferable to [Vector4] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector4] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed.
[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code].
[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a Vector4i will always evaluate to [code]true[/code].
</description>
<tutorials>
</tutorials>
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