Merge pull request #7680 from cbscribe/master
grammar fixes, it's -> its [ci skip]
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commit
36b6ba8e94
1 changed files with 12 additions and 12 deletions
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@ -667,7 +667,7 @@
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</methods>
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<constants>
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<constant name="PI" value="3.141593">
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Constant that represents how many times the diameter of a circumference fits around it's perimeter.
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Constant that represents how many times the diameter of a circumference fits around its perimeter.
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</constant>
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</constants>
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</class>
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@ -8025,7 +8025,7 @@
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Circular Shape for 2D Physics.
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</brief_description>
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<description>
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Circular Shape for 2D Physics. This shape is useful for modeling balls or small characters and it's collision detection with everything else is very fast.
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Circular Shape for 2D Physics. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast.
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</description>
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<methods>
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<method name="get_radius" qualifiers="const">
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@ -11258,7 +11258,7 @@
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This function is called for each file exported and depending from the return value one of many things might happen.
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1) If returned value is null, the file is exported as is.
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2) If the returned value is a RawAray (array of bytes), the content of that array becomes the new file being exported.
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3) If the file must also change it's name when exported, then a [Dictionary] must be returned with two fields: 'name' with the new filename and 'data' with a [RawArray] containing the raw contents of the file. Even if the name is changed, the run-time will redirect the old file to the new file automatically when accessed.
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3) If the file must also change its name when exported, then a [Dictionary] must be returned with two fields: 'name' with the new filename and 'data' with a [RawArray] containing the raw contents of the file. Even if the name is changed, the run-time will redirect the old file to the new file automatically when accessed.
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</description>
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</method>
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</methods>
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@ -11706,7 +11706,7 @@
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</class>
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<class name="EditorPlugin" inherits="Node" category="Core">
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<brief_description>
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Used by the editor to extend it's functionality.
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Used by the editor to extend its functionality.
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</brief_description>
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<description>
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Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins.
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@ -12005,7 +12005,7 @@
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</method>
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<method name="save_external_data" qualifiers="virtual">
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<description>
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This method is called after the editor save the project or when the it's closed. It asks the plugin to save edited external scenes/resources.
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This method is called after the editor saves the project or when it's closed. It asks the plugin to save edited external scenes/resources.
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</description>
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</method>
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<method name="set_state" qualifiers="virtual">
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@ -15970,7 +15970,7 @@
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Request does not have a response(yet).
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</constant>
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<constant name="RESULT_BODY_SIZE_LIMIT_EXCEEDED" value="7">
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Request exceded it's maximum size limit, see [method set_body_size_limit].
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Request exceded its maximum size limit, see [method set_body_size_limit].
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</constant>
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<constant name="RESULT_REQUEST_FAILED" value="8">
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Request failed. (unused)
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@ -15982,7 +15982,7 @@
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HTTPRequest couldn't write to the download file.
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</constant>
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<constant name="RESULT_REDIRECT_LIMIT_REACHED" value="11">
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Request reached it's maximum redirect limit, see [method set_max_redirects].
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Request reached its maximum redirect limit, see [method set_max_redirects].
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</constant>
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</constants>
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</class>
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@ -16088,7 +16088,7 @@
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Return the status of hostname queued for resolving, given it's queue ID. Returned status can be any of the RESOLVER_STATUS_* enumeration.
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Return the status of hostname queued for resolving, given its queue ID. Returned status can be any of the RESOLVER_STATUS_* enumeration.
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</description>
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</method>
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<method name="resolve_hostname">
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@ -22660,7 +22660,7 @@
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Nodes can also process input events. When set, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
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To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with [method set_owner]. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
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Finally, when a node is freed with [method free] or [method queue_free], it will also free all its children.
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[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) it is possible to use the built-in RPC (remote procedure call) system to easily communicate over the network. By calling [method rpc] with a method name, it will be called locally, and in all connected peers (peers = clients and the server that accepts connections), with behaviour varying depending on the network mode ([method set_network_mode]) on the receiving peer. To identify which [Node] receives the RPC call Godot will use it's [NodePath] (make sure node names are the same on all peers).
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[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) it is possible to use the built-in RPC (remote procedure call) system to easily communicate over the network. By calling [method rpc] with a method name, it will be called locally, and in all connected peers (peers = clients and the server that accepts connections), with behaviour varying depending on the network mode ([method set_network_mode]) on the receiving peer. To identify which [Node] receives the RPC call Godot will use its [NodePath] (make sure node names are the same on all peers).
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</description>
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<methods>
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<method name="_enter_tree" qualifiers="virtual">
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</signal>
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<signal name="sleeping_state_changed">
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<description>
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Emitted when the body changes it's sleeping state. Either by sleeping or waking up.
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Emitted when the body changes its sleeping state. Either by sleeping or waking up.
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</description>
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</signal>
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</signals>
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</signal>
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<signal name="sleeping_state_changed">
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<description>
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Emitted when the body changes it's sleeping state. Either by sleeping or waking up.
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Emitted when the body changes its sleeping state. Either by sleeping or waking up.
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</description>
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</signal>
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</signals>
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<return type="Error">
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</return>
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<description>
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Tries to wait for the [Semaphore], if it's value is zero, blocks until non-zero.
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Tries to wait for the [Semaphore], if its value is zero, blocks until non-zero.
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</description>
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</method>
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</methods>
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