Fix various typos in documentation
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6 changed files with 6 additions and 6 deletions
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@ -383,7 +383,7 @@
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If [code]true[/code], enables subsurface scattering transmittance. Only effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also [member backlight_enabled].
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</member>
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<member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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The texture to use for multiplying the intensity of the subsurface scattering transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code].
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The texture to use for multiplying the intensity of the subsurface scattering transmittance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code].
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</member>
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<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3">
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Filter flags for the texture. See [enum TextureFilter] for options.
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@ -17,7 +17,7 @@
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The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.
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</member>
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<member name="dof_blur_amount" type="float" setter="set_dof_blur_amount" getter="get_dof_blur_amount" default="0.1">
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Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of bluriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.
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Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of blurriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.
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</member>
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<member name="dof_blur_far_distance" type="float" setter="set_dof_blur_far_distance" getter="get_dof_blur_far_distance" default="10.0">
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Objects further from the [Camera3D] by this amount will be blurred by the depth of field effect. Measured in meters.
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An optionally compressed [Cubemap].
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</brief_description>
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<description>
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A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods:
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A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compression methods:
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- Lossless (WebP or PNG, uncompressed on the GPU)
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- Lossy (WebP, uncompressed on the GPU)
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- VRAM Compressed (compressed on the GPU)
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@ -4,7 +4,7 @@
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An optionally compressed [CubemapArray].
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</brief_description>
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<description>
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A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods:
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A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compression methods:
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- Lossless (WebP or PNG, uncompressed on the GPU)
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- Lossy (WebP, uncompressed on the GPU)
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- VRAM Compressed (compressed on the GPU)
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@ -4,7 +4,7 @@
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Array of 2-dimensional textures, optionally compressed.
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</brief_description>
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<description>
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A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods:
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A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compression methods:
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- Lossless (WebP or PNG, uncompressed on the GPU)
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- Lossy (WebP, uncompressed on the GPU)
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- VRAM Compressed (compressed on the GPU)
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<param index="0" name="object" type="Object" />
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<description>
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Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method _edit] and [method _make_visible] called when the editor requests them. If you have declared the methods [method _forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be called too.
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[b]Note:[/b] Each plugin should handle only one type of objects at a time. If a plugin handes more types of objects and they are edited at the same time, it will result in errors.
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[b]Note:[/b] Each plugin should handle only one type of objects at a time. If a plugin handles more types of objects and they are edited at the same time, it will result in errors.
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</description>
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</method>
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<method name="_has_main_screen" qualifiers="virtual const">
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