diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index d4f840cfa77..6eab2699053 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -117,6 +117,7 @@ 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. diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml index ff4bf97122d..5f0a6c3e8d4 100644 --- a/doc/classes/AnimatedSprite3D.xml +++ b/doc/classes/AnimatedSprite3D.xml @@ -104,6 +104,7 @@ 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. diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index 22e3ae07ba0..a101fd24def 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -4,7 +4,7 @@ A ray in 2D space, used to find the first [CollisionObject2D] it intersects. - 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]. diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index 406fed107f7..641c5ec6531 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -4,7 +4,7 @@ A ray in 3D space, used to find the first [CollisionObject3D] it intersects. - 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]. diff --git a/doc/classes/Vector4i.xml b/doc/classes/Vector4i.xml index 464c19c2230..ded5d6f3ef6 100644 --- a/doc/classes/Vector4i.xml +++ b/doc/classes/Vector4i.xml @@ -6,7 +6,7 @@ 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].