Răsfoiți Sursa

dync classref with current source

Rémi Verschelde 6 ani în urmă
părinte
comite
05d7b34796
100 a modificat fișierele cu 1008 adăugiri și 930 ștergeri
  1. 96 76
      classes/[email protected]
  2. 337 337
      classes/[email protected]
  3. 5 5
      classes/class_acceptdialog.rst
  4. 3 3
      classes/class_animatedsprite.rst
  5. 3 3
      classes/class_animatedsprite3d.rst
  6. 23 21
      classes/class_animation.rst
  7. 12 12
      classes/class_animationnode.rst
  8. 1 1
      classes/class_animationnodeblendspace1d.rst
  9. 1 1
      classes/class_animationnodeblendspace2d.rst
  10. 3 1
      classes/class_animationnodestatemachine.rst
  11. 3 1
      classes/class_animationnodestatemachineplayback.rst
  12. 1 1
      classes/class_animationnodestatemachinetransition.rst
  13. 19 19
      classes/class_animationplayer.rst
  14. 4 4
      classes/class_animationtreeplayer.rst
  15. 8 4
      classes/class_area.rst
  16. 7 3
      classes/class_area2d.rst
  17. 14 6
      classes/class_array.rst
  18. 11 9
      classes/class_arraymesh.rst
  19. 6 6
      classes/class_arvranchor.rst
  20. 10 10
      classes/class_arvrcontroller.rst
  21. 9 9
      classes/class_arvrinterface.rst
  22. 2 2
      classes/class_arvrinterfacegdnative.rst
  23. 4 4
      classes/class_arvrorigin.rst
  24. 6 6
      classes/class_arvrpositionaltracker.rst
  25. 23 23
      classes/class_arvrserver.rst
  26. 15 15
      classes/class_astar.rst
  27. 15 15
      classes/class_astar2d.rst
  28. 1 1
      classes/class_atlastexture.rst
  29. 1 1
      classes/class_audiobuslayout.rst
  30. 1 1
      classes/class_audioeffect.rst
  31. 2 2
      classes/class_audioeffectamplify.rst
  32. 1 1
      classes/class_audioeffectbandlimitfilter.rst
  33. 1 1
      classes/class_audioeffectbandpassfilter.rst
  34. 6 6
      classes/class_audioeffectcompressor.rst
  35. 3 3
      classes/class_audioeffectdelay.rst
  36. 4 4
      classes/class_audioeffectdistortion.rst
  37. 1 1
      classes/class_audioeffecteq.rst
  38. 11 11
      classes/class_audioeffecteq10.rst
  39. 22 22
      classes/class_audioeffecteq21.rst
  40. 7 7
      classes/class_audioeffecteq6.rst
  41. 2 2
      classes/class_audioeffectfilter.rst
  42. 1 1
      classes/class_audioeffecthighpassfilter.rst
  43. 5 5
      classes/class_audioeffectlimiter.rst
  44. 1 1
      classes/class_audioeffectlowpassfilter.rst
  45. 1 1
      classes/class_audioeffectnotchfilter.rst
  46. 1 1
      classes/class_audioeffectpanner.rst
  47. 5 5
      classes/class_audioeffectphaser.rst
  48. 2 2
      classes/class_audioeffectpitchshift.rst
  49. 2 2
      classes/class_audioeffectreverb.rst
  50. 1 1
      classes/class_audioeffectspectrumanalyzer.rst
  51. 2 2
      classes/class_audioeffectspectrumanalyzerinstance.rst
  52. 3 3
      classes/class_audioserver.rst
  53. 1 1
      classes/class_audiostreamplayback.rst
  54. 3 3
      classes/class_audiostreamplayer.rst
  55. 1 1
      classes/class_audiostreamplayer2d.rst
  56. 5 5
      classes/class_audiostreamplayer3d.rst
  57. 1 1
      classes/class_audiostreamrandompitch.rst
  58. 12 12
      classes/class_audiostreamsample.rst
  59. 3 3
      classes/class_backbuffercopy.rst
  60. 6 6
      classes/class_bakedlightmap.rst
  61. 4 4
      classes/class_basebutton.rst
  62. 13 11
      classes/class_basis.rst
  63. 1 1
      classes/class_bitmapfont.rst
  64. 3 3
      classes/class_bool.rst
  65. 2 2
      classes/class_boxcontainer.rst
  66. 1 1
      classes/class_boxshape.rst
  67. 1 1
      classes/class_button.rst
  68. 26 24
      classes/class_camera.rst
  69. 17 17
      classes/class_camera2d.rst
  70. 5 5
      classes/class_camerafeed.rst
  71. 1 1
      classes/class_cameraserver.rst
  72. 4 2
      classes/class_cameratexture.rst
  73. 10 10
      classes/class_canvasitem.rst
  74. 1 1
      classes/class_canvaslayer.rst
  75. 1 1
      classes/class_canvasmodulate.rst
  76. 1 1
      classes/class_centercontainer.rst
  77. 1 1
      classes/class_checkbox.rst
  78. 17 17
      classes/class_classdb.rst
  79. 4 2
      classes/class_collisionpolygon.rst
  80. 1 1
      classes/class_collisionpolygon2d.rst
  81. 8 8
      classes/class_color.rst
  82. 6 4
      classes/class_colorpicker.rst
  83. 1 1
      classes/class_concavepolygonshape.rst
  84. 1 1
      classes/class_concavepolygonshape2d.rst
  85. 6 6
      classes/class_conetwistjoint.rst
  86. 27 3
      classes/class_configfile.rst
  87. 22 22
      classes/class_control.rst
  88. 2 2
      classes/class_convexpolygonshape2d.rst
  89. 4 4
      classes/class_cpuparticles.rst
  90. 4 4
      classes/class_cpuparticles2d.rst
  91. 1 1
      classes/class_cubemap.rst
  92. 3 3
      classes/class_cubemesh.rst
  93. 9 9
      classes/class_curve.rst
  94. 4 4
      classes/class_curve2d.rst
  95. 5 5
      classes/class_curve3d.rst
  96. 4 4
      classes/class_dampedspringjoint2d.rst
  97. 2 2
      classes/class_dictionary.rst
  98. 5 5
      classes/class_directionallight.rst
  99. 19 19
      classes/class_directory.rst
  100. 1 1
      classes/class_dynamicfontdata.rst

+ 96 - 76
classes/[email protected]

@@ -341,7 +341,7 @@ Decodes a byte array back to a value. When ``allow_objects`` is ``true`` decodin
 
 - :ref:`Vector2<class_Vector2>` **cartesian2polar** **(** :ref:`float<class_float>` x, :ref:`float<class_float>` y **)**
 
-Converts a 2D point expressed in the cartesian coordinate system (x and y axis) to the polar coordinate system (a distance from the origin and an angle).
+Converts a 2D point expressed in the cartesian coordinate system (X and Y axis) to the polar coordinate system (a distance from the origin and an angle).
 
 .. _class_@GDScript_method_ceil:
 
@@ -362,10 +362,8 @@ Returns a character as a String of the given ASCII code.
 
 ::
 
-    # a is 'A'
-    a = char(65)
-    # a is 'a'
-    a = char(65 + 32)
+    a = char(65)      # a is "A"
+    a = char(65 + 32) # a is "a"
 
 .. _class_@GDScript_method_clamp:
 
@@ -387,16 +385,15 @@ Clamps ``value`` and returns a value not less than ``min`` and not more than ``m
 
 - :ref:`Variant<class_Variant>` **convert** **(** :ref:`Variant<class_Variant>` what, :ref:`int<class_int>` type **)**
 
-Converts from a type to another in the best way possible. The ``type`` parameter uses the enum TYPE\_\* in :ref:`@GlobalScope<class_@GlobalScope>`.
+Converts from a type to another in the best way possible. The ``type`` parameter uses the enum ``TYPE_*`` in :ref:`@GlobalScope<class_@GlobalScope>`.
 
 ::
 
     a = Vector2(1, 0)
-    # prints 1
+    # Prints 1
     print(a.length())
     a = convert(a, TYPE_STRING)
-    # prints 6
-    # (1, 0) is 6 characters
+    # Prints 6 as "(1, 0)" is 6 characters
     print(a.length())
 
 .. _class_@GDScript_method_cos:
@@ -407,7 +404,7 @@ Returns the cosine of angle ``s`` in radians.
 
 ::
 
-    # prints 1 and -1
+    # Prints 1 then -1
     print(cos(PI * 2))
     print(cos(PI))
 
@@ -419,7 +416,7 @@ Returns the hyperbolic cosine of ``s`` in radians.
 
 ::
 
-    # prints 1.543081
+    # Prints 1.543081
     print(cosh(1))
 
 .. _class_@GDScript_method_db2linear:
@@ -432,7 +429,7 @@ Converts from decibels to linear energy (audio).
 
 - :ref:`int<class_int>` **decimals** **(** :ref:`float<class_float>` step **)**
 
-Deprecated alias for ":ref:`step_decimals<class_@GDScript_method_step_decimals>`".
+Deprecated alias for :ref:`step_decimals<class_@GDScript_method_step_decimals>`.
 
 .. _class_@GDScript_method_dectime:
 
@@ -478,7 +475,7 @@ The natural exponential function. It raises the mathematical constant **e** to t
 
 ::
 
-    a = exp(2) # approximately 7.39
+    a = exp(2) # Approximately 7.39
 
 .. _class_@GDScript_method_floor:
 
@@ -501,7 +498,7 @@ Returns the floating-point remainder of ``x/y``.
 
 ::
 
-    # remainder is 1.5
+    # Remainder is 1.5
     var remainder = fmod(7, 5.5)
 
 .. _class_@GDScript_method_fposmod:
@@ -544,7 +541,7 @@ Returns a reference to the specified function ``funcname`` in the ``instance`` n
         return("bar")
     
     a = funcref(self, "foo")
-    print(a.call_func()) # prints bar
+    print(a.call_func()) # Prints bar
 
 .. _class_@GDScript_method_get_stack:
 
@@ -577,7 +574,7 @@ Returns the integer hash of the variable passed.
 
 ::
 
-    print(hash("a")) # prints 177670
+    print(hash("a")) # Prints 177670
 
 .. _class_@GDScript_method_inst2dict:
 
@@ -612,7 +609,7 @@ Returns the Object that corresponds to ``instance_id``. All Objects have a uniqu
     func _ready():
         var id = get_instance_id()
         var inst = instance_from_id(id)
-        print(inst.foo) # prints bar
+        print(inst.foo) # Prints bar
 
 .. _class_@GDScript_method_inverse_lerp:
 
@@ -622,7 +619,7 @@ Returns a normalized value considering the given range.
 
 ::
 
-    inverse_lerp(3, 5, 4) # returns 0.5
+    inverse_lerp(3, 5, 4) # Returns 0.5
 
 .. _class_@GDScript_method_is_equal_approx:
 
@@ -665,7 +662,7 @@ Returns length of Variant ``var``. Length is the character count of String, elem
 ::
 
     a = [1, 2, 3, 4]
-    len(a) # returns 4
+    len(a) # Returns 4
 
 .. _class_@GDScript_method_lerp:
 
@@ -679,8 +676,8 @@ If both are of the same vector type (:ref:`Vector2<class_Vector2>`, :ref:`Vector
 
 ::
 
-    lerp(0, 4, 0.75) # returns 3.0
-    lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # returns Vector2(2, 3.5)
+    lerp(0, 4, 0.75) # Returns 3.0
+    lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)
 
 .. _class_@GDScript_method_linear2db:
 
@@ -694,11 +691,11 @@ Converts from linear energy to decibels (audio).
 
 Loads a resource from the filesystem located at ``path``.
 
-**Note:** Resource paths can be obtained by right clicking on a resource in the Assets Panel and choosing "Copy Path".
+**Note:** Resource paths can be obtained by right-clicking on a resource in the FileSystem dock and choosing **Copy Path**.
 
 ::
 
-    # load a scene called main located in the root of the project directory
+    # Load a scene called main located in the root of the project directory
     var main = load("res://main.tscn")
 
 .. _class_@GDScript_method_log:
@@ -707,11 +704,11 @@ Loads a resource from the filesystem located at ``path``.
 
 Natural logarithm. The amount of time needed to reach a certain level of continuous growth.
 
-**Note:** This is not the same as the log function on your calculator which is a base 10 logarithm.
+**Note:** This is not the same as the "log" function on most calculators, which uses a base 10 logarithm.
 
 ::
 
-    log(10) # returns 2.302585
+    log(10) # Returns 2.302585
 
 .. _class_@GDScript_method_max:
 
@@ -721,8 +718,8 @@ Returns the maximum of two values.
 
 ::
 
-    max(1, 2) # returns 2
-    max(-3.99, -4) # returns -3.99
+    max(1, 2) # Returns 2
+    max(-3.99, -4) # Returns -3.99
 
 .. _class_@GDScript_method_min:
 
@@ -732,8 +729,8 @@ Returns the minimum of two values.
 
 ::
 
-    min(1, 2) # returns 1
-    min(-3.99, -4) # returns -4
+    min(1, 2) # Returns 1
+    min(-3.99, -4) # Returns -4
 
 .. _class_@GDScript_method_move_toward:
 
@@ -745,7 +742,7 @@ Use a negative ``delta`` value to move away.
 
 ::
 
-    move_toward(10, 5, 4) # returns 6
+    move_toward(10, 5, 4) # Returns 6
 
 .. _class_@GDScript_method_nearest_po2:
 
@@ -755,9 +752,9 @@ Returns the nearest larger power of 2 for integer ``value``.
 
 ::
 
-    nearest_po2(3) # returns 4
-    nearest_po2(4) # returns 4
-    nearest_po2(5) # returns 8
+    nearest_po2(3) # Returns 4
+    nearest_po2(4) # Returns 4
+    nearest_po2(5) # Returns 8
 
 .. _class_@GDScript_method_parse_json:
 
@@ -773,7 +770,7 @@ Note that JSON objects do not preserve key order like Godot dictionaries, thus y
 
     p = parse_json('["a", "b", "c"]')
     if typeof(p) == TYPE_ARRAY:
-        print(p[0]) # prints a
+        print(p[0]) # Prints a
     else:
         print("unexpected results")
 
@@ -781,7 +778,7 @@ Note that JSON objects do not preserve key order like Godot dictionaries, thus y
 
 - :ref:`Vector2<class_Vector2>` **polar2cartesian** **(** :ref:`float<class_float>` r, :ref:`float<class_float>` th **)**
 
-Converts a 2D point expressed in the polar coordinate system (a distance from the origin ``r`` and an angle ``th``) to the cartesian coordinate system (x and y axis).
+Converts a 2D point expressed in the polar coordinate system (a distance from the origin ``r`` and an angle ``th``) to the cartesian coordinate system (X and Y axis).
 
 .. _class_@GDScript_method_pow:
 
@@ -791,7 +788,7 @@ Returns the result of ``x`` raised to the power of ``y``.
 
 ::
 
-    pow(2, 5) # returns 32
+    pow(2, 5) # Returns 32
 
 .. _class_@GDScript_method_preload:
 
@@ -803,7 +800,7 @@ Returns a resource from the filesystem that is loaded during script parsing.
 
 ::
 
-    # load a scene called main located in the root of the project directory
+    # Load a scene called main located in the root of the project directory
     var main = preload("res://main.tscn")
 
 .. _class_@GDScript_method_print:
@@ -815,7 +812,7 @@ Converts one or more arguments to strings in the best way possible and prints th
 ::
 
     a = [1, 2, 3]
-    print("a", "b", a) # prints ab[1, 2, 3]
+    print("a", "b", a) # Prints ab[1, 2, 3]
 
 .. _class_@GDScript_method_print_debug:
 
@@ -855,7 +852,7 @@ Prints one or more arguments to strings in the best way possible to console. No
 
     printraw("A")
     printraw("B")
-    # prints AB
+    # Prints AB
 
 .. _class_@GDScript_method_prints:
 
@@ -865,7 +862,7 @@ Prints one or more arguments to the console with a space between each argument.
 
 ::
 
-    prints("A", "B", "C") # prints A B C
+    prints("A", "B", "C") # Prints A B C
 
 .. _class_@GDScript_method_printt:
 
@@ -875,7 +872,7 @@ Prints one or more arguments to the console with a tab between each argument.
 
 ::
 
-    printt("A", "B", "C") # prints A       B       C
+    printt("A", "B", "C") # Prints A       B       C
 
 .. _class_@GDScript_method_push_error:
 
@@ -885,7 +882,7 @@ Pushes an error message to Godot's built-in debugger and to the OS terminal.
 
 ::
 
-    push_error("test error") # prints "test error" to debugger and terminal as error call
+    push_error("test error") # Prints "test error" to debugger and terminal as error call
 
 .. _class_@GDScript_method_push_warning:
 
@@ -895,7 +892,7 @@ Pushes a warning message to Godot's built-in debugger and to the OS terminal.
 
 ::
 
-    push_warning("test warning") # prints "test warning" to debugger and terminal as warning call
+    push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call
 
 .. _class_@GDScript_method_rad2deg:
 
@@ -905,7 +902,7 @@ Converts from radians to degrees.
 
 ::
 
-    rad2deg(0.523599) # returns 30
+    rad2deg(0.523599) # Returns 30
 
 .. _class_@GDScript_method_rand_range:
 
@@ -915,7 +912,7 @@ Random range, any floating point value between ``from`` and ``to``.
 
 ::
 
-    prints(rand_range(0, 1), rand_range(0, 1)) # prints e.g. 0.135591 0.405263
+    prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263
 
 .. _class_@GDScript_method_rand_seed:
 
@@ -931,7 +928,7 @@ Returns a random floating point value on the interval ``[0, 1]``.
 
 ::
 
-    randf() # returns e.g. 0.375671
+    randf() # Returns e.g. 0.375671
 
 .. _class_@GDScript_method_randi:
 
@@ -941,10 +938,10 @@ Returns a random unsigned 32 bit integer. Use remainder to obtain a random value
 
 ::
 
-    randi()           # returns random integer between 0 and 2^32 - 1
-    randi() % 20      # returns random integer between 0 and 19
-    randi() % 100     # returns random integer between 0 and 99
-    randi() % 100 + 1 # returns random integer between 1 and 100
+    randi()           # Returns random integer between 0 and 2^32 - 1
+    randi() % 20      # Returns random integer between 0 and 19
+    randi() % 100     # Returns random integer between 0 and 99
+    randi() % 100 + 1 # Returns random integer between 1 and 100
 
 .. _class_@GDScript_method_randomize:
 
@@ -997,7 +994,7 @@ Maps a ``value`` from range ``[istart, istop]`` to ``[ostart, ostop]``.
 
 ::
 
-    range_lerp(75, 0, 100, -1, 1) # returns 0.5
+    range_lerp(75, 0, 100, -1, 1) # Returns 0.5
 
 .. _class_@GDScript_method_round:
 
@@ -1007,7 +1004,7 @@ Returns the integral value that is nearest to ``s``, with halfway cases rounded
 
 ::
 
-    round(2.6) # returns 3
+    round(2.6) # Returns 3
 
 .. _class_@GDScript_method_seed:
 
@@ -1028,9 +1025,9 @@ Returns the sign of ``s``: -1 or 1. Returns 0 if ``s`` is 0.
 
 ::
 
-    sign(-6) # returns -1
-    sign(0)  # returns 0
-    sign(6)  # returns 1
+    sign(-6) # Returns -1
+    sign(0)  # Returns 0
+    sign(6)  # Returns 1
 
 .. _class_@GDScript_method_sin:
 
@@ -1040,7 +1037,7 @@ Returns the sine of angle ``s`` in radians.
 
 ::
 
-    sin(0.523599) # returns 0.5
+    sin(0.523599) # Returns 0.5
 
 .. _class_@GDScript_method_sinh:
 
@@ -1050,8 +1047,8 @@ Returns the hyperbolic sine of ``s``.
 
 ::
 
-    a = log(2.0) # returns 0.693147
-    sinh(a) # returns 0.75
+    a = log(2.0) # Returns 0.693147
+    sinh(a) # Returns 0.75
 
 .. _class_@GDScript_method_smoothstep:
 
@@ -1061,9 +1058,9 @@ Returns a number smoothly interpolated between the ``from`` and ``to``, based on
 
 ::
 
-    smoothstep(0, 2, 0.5) # returns 0.15
-    smoothstep(0, 2, 1.0) # returns 0.5
-    smoothstep(0, 2, 2.0) # returns 1.0
+    smoothstep(0, 2, 0.5) # Returns 0.15
+    smoothstep(0, 2, 1.0) # Returns 0.5
+    smoothstep(0, 2, 2.0) # Returns 1.0
 
 .. _class_@GDScript_method_sqrt:
 
@@ -1073,7 +1070,7 @@ Returns the square root of ``s``.
 
 ::
 
-    sqrt(9) # returns 3
+    sqrt(9) # Returns 3
 
 .. _class_@GDScript_method_step_decimals:
 
@@ -1106,8 +1103,8 @@ Converts one or more arguments to string in the best way possible.
 
     var a = [10, 20, 30]
     var b = str(a);
-    len(a) # returns 3
-    len(b) # returns 12
+    len(a) # Returns 3
+    len(b) # Returns 12
 
 .. _class_@GDScript_method_str2var:
 
@@ -1119,7 +1116,7 @@ Converts a formatted string that was returned by :ref:`var2str<class_@GDScript_m
 
     a = '{ "a": 1, "b": 2 }'
     b = str2var(a)
-    print(b['a']) # prints 1
+    print(b["a"]) # Prints 1
 
 .. _class_@GDScript_method_tan:
 
@@ -1129,7 +1126,7 @@ Returns the tangent of angle ``s`` in radians.
 
 ::
 
-    tan(deg2rad(45)) # returns 1
+    tan(deg2rad(45)) # Returns 1
 
 .. _class_@GDScript_method_tanh:
 
@@ -1139,8 +1136,8 @@ Returns the hyperbolic tangent of ``s``.
 
 ::
 
-    a = log(2.0) # returns 0.693147
-    tanh(a)      # returns 0.6
+    a = log(2.0) # Returns 0.693147
+    tanh(a)      # Returns 0.6
 
 .. _class_@GDScript_method_to_json:
 
@@ -1150,7 +1147,7 @@ Converts a Variant ``var`` to JSON text and return the result. Useful for serial
 
 ::
 
-    a = { 'a': 1, 'b': 2 }
+    a = { "a": 1, "b": 2 }
     b = to_json(a)
     print(b) # {"a":1, "b":2}
 
@@ -1162,20 +1159,20 @@ Returns whether the given class exists in :ref:`ClassDB<class_ClassDB>`.
 
 ::
 
-    type_exists("Sprite") # returns true
-    type_exists("Variant") # returns false
+    type_exists("Sprite") # Returns true
+    type_exists("Variant") # Returns false
 
 .. _class_@GDScript_method_typeof:
 
 - :ref:`int<class_int>` **typeof** **(** :ref:`Variant<class_Variant>` what **)**
 
-Returns the internal type of the given Variant object, using the TYPE\_\* enum in :ref:`@GlobalScope<class_@GlobalScope>`.
+Returns the internal type of the given Variant object, using the ``TYPE_*`` enum in :ref:`@GlobalScope<class_@GlobalScope>`.
 
 ::
 
     p = parse_json('["a", "b", "c"]')
     if typeof(p) == TYPE_ARRAY:
-        print(p[0]) # prints a
+        print(p[0]) # Prints a
     else:
         print("unexpected results")
 
@@ -1208,7 +1205,7 @@ Converts a Variant ``var`` to a formatted string that can later be parsed using
 
 ::
 
-    a = { 'a': 1, 'b': 2 }
+    a = { "a": 1, "b": 2 }
     print(var2str(a))
 
 prints
@@ -1248,9 +1245,23 @@ Usable for creating loop-alike behavior or infinite surfaces.
 
 ::
 
-    # infinite loop between 0.0 and 0.99
+    # Infinite loop between 0.0 and 0.99
     f = wrapf(f + 0.1, 0.0, 1.0)
 
+::
+
+    # Infinite rotation (in radians)
+    angle = wrapf(angle + 0.1, 0.0, TAU)
+
+**Note:** If you just want to wrap between 0.0 and ``n`` (where ``n`` is a positive floating-point value), it is better for performance to use the :ref:`fmod<class_@GDScript_method_fmod>` method like ``fmod(number, n)``.
+
+``wrapf`` is more flexible than using the :ref:`fmod<class_@GDScript_method_fmod>` approach by giving the user a simple control over the minimum value. It also fully supports negative numbers, e.g.
+
+::
+
+    # Infinite rotation (in radians)
+    angle = wrapf(angle + 0.1, -PI, PI)
+
 .. _class_@GDScript_method_wrapi:
 
 - :ref:`int<class_int>` **wrapi** **(** :ref:`int<class_int>` value, :ref:`int<class_int>` min, :ref:`int<class_int>` max **)**
@@ -1271,9 +1282,18 @@ Usable for creating loop-alike behavior or infinite surfaces.
 
 ::
 
-    # infinite loop between 0 and 9
+    # Infinite loop between 0 and 9
     frame = wrapi(frame + 1, 0, 10)
 
+**Note:** If you just want to wrap between 0 and ``n`` (where ``n`` is a positive integer value), it is better for performance to use the modulo operator like ``number % n``.
+
+``wrapi`` is more flexible than using the modulo approach by giving the user a simple control over the minimum value. It also fully supports negative numbers, e.g.
+
+::
+
+    # result is -2
+    var result = wrapi(-6, -5, -1)
+
 .. _class_@GDScript_method_yield:
 
 - :ref:`GDScriptFunctionState<class_GDScriptFunctionState>` **yield** **(** :ref:`Object<class_Object>` object=null, :ref:`String<class_String>` signal="" **)**

Fișier diff suprimat deoarece este prea mare
+ 337 - 337
classes/[email protected]


+ 5 - 5
classes/class_acceptdialog.rst

@@ -91,7 +91,7 @@ Sets autowrapping for the text in the dialog.
 
 If ``true``, the dialog is hidden when the OK button is pressed. You can set it to ``false`` if you want to do e.g. input validation when receiving the :ref:`confirmed<class_AcceptDialog_signal_confirmed>` signal, and handle hiding the dialog in your own logic. Default value: ``true``.
 
-Note: Some nodes derived from this class can have a different default value, and potentially their own built-in logic overriding this setting. For example :ref:`FileDialog<class_FileDialog>` defaults to ``false``, and has its own input validation code that is called when you press OK, which eventually hides the dialog if the input is valid. As such this property can't be used in :ref:`FileDialog<class_FileDialog>` to disable hiding the dialog when pressing OK.
+**Note:** Some nodes derived from this class can have a different default value, and potentially their own built-in logic overriding this setting. For example :ref:`FileDialog<class_FileDialog>` defaults to ``false``, and has its own input validation code that is called when you press OK, which eventually hides the dialog if the input is valid. As such, this property can't be used in :ref:`FileDialog<class_FileDialog>` to disable hiding the dialog when pressing OK.
 
 .. _class_AcceptDialog_property_dialog_text:
 
@@ -112,15 +112,15 @@ Method Descriptions
 
 - :ref:`Button<class_Button>` **add_button** **(** :ref:`String<class_String>` text, :ref:`bool<class_bool>` right=false, :ref:`String<class_String>` action="" **)**
 
-Adds a button with label *text* and a custom *action* to the dialog and returns the created button. *action* will be passed to the :ref:`custom_action<class_AcceptDialog_signal_custom_action>` signal when pressed.
+Adds a button with label ``text`` and a custom ``action`` to the dialog and returns the created button. ``action`` will be passed to the :ref:`custom_action<class_AcceptDialog_signal_custom_action>` signal when pressed.
 
-If ``true``, *right* will place the button to the right of any sibling buttons. Default value: ``false``.
+If ``true``, ``right`` will place the button to the right of any sibling buttons. Default value: ``false``.
 
 .. _class_AcceptDialog_method_add_cancel:
 
 - :ref:`Button<class_Button>` **add_cancel** **(** :ref:`String<class_String>` name **)**
 
-Adds a button with label *name* and a cancel action to the dialog and returns the created button.
+Adds a button with label ``name`` and a cancel action to the dialog and returns the created button.
 
 .. _class_AcceptDialog_method_get_label:
 
@@ -132,7 +132,7 @@ Returns the label used for built-in text.
 
 - :ref:`Button<class_Button>` **get_ok** **(** **)**
 
-Returns the OK Button.
+Returns the OK :ref:`Button<class_Button>` instance.
 
 .. _class_AcceptDialog_method_register_text_enter:
 

+ 3 - 3
classes/class_animatedsprite.rst

@@ -182,17 +182,17 @@ Method Descriptions
 
 - :ref:`bool<class_bool>` **is_playing** **(** **)** const
 
-Returns ``true`` if an animation if currently being played.
+Returns ``true`` if an animation is currently being played.
 
 .. _class_AnimatedSprite_method_play:
 
 - void **play** **(** :ref:`String<class_String>` anim="", :ref:`bool<class_bool>` backwards=false **)**
 
-Play the animation set in parameter. If no parameter is provided, the current animation is played. Property ``backwards`` plays the animation in reverse if set to ``true``.
+Plays the animation named ``anim``. If no ``anim`` is provided, the current animation is played. If ``backwards`` is ``true``, the animation will be played in reverse.
 
 .. _class_AnimatedSprite_method_stop:
 
 - void **stop** **(** **)**
 
-Stop the current animation (does not reset the frame counter).
+Stops the current animation (does not reset the frame counter).
 

+ 3 - 3
classes/class_animatedsprite3d.rst

@@ -106,17 +106,17 @@ Method Descriptions
 
 - :ref:`bool<class_bool>` **is_playing** **(** **)** const
 
-Returns ``true`` if an animation if currently being played.
+Returns ``true`` if an animation is currently being played.
 
 .. _class_AnimatedSprite3D_method_play:
 
 - void **play** **(** :ref:`String<class_String>` anim="" **)**
 
-Play the animation set in parameter. If no parameter is provided, the current animation is played.
+Plays the animation named ``anim``. If no ``anim`` is provided, the current animation is played.
 
 .. _class_AnimatedSprite3D_method_stop:
 
 - void **stop** **(** **)**
 
-Stop the current animation (does not reset the frame counter).
+Stops the current animation (does not reset the frame counter).
 

+ 23 - 21
classes/class_animation.rst

@@ -176,7 +176,7 @@ enum **TrackType**:
 
 - **TYPE_VALUE** = **0** --- Value tracks set values in node properties, but only those which can be Interpolated.
 
-- **TYPE_TRANSFORM** = **1** --- Transform tracks are used to change node local transforms or skeleton pose bones. Transitions are Interpolated.
+- **TYPE_TRANSFORM** = **1** --- Transform tracks are used to change node local transforms or skeleton pose bones. Transitions are interpolated.
 
 - **TYPE_METHOD** = **2** --- Method tracks call functions with given arguments per key.
 
@@ -257,7 +257,9 @@ Property Descriptions
 | *Getter* | get_length()      |
 +----------+-------------------+
 
-The total length of the animation (in seconds). Note that length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.
+The total length of the animation (in seconds).
+
+**Note:** Length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.
 
 .. _class_Animation_property_loop:
 
@@ -290,7 +292,7 @@ Method Descriptions
 
 - :ref:`int<class_int>` **add_track** **(** :ref:`TrackType<enum_Animation_TrackType>` type, :ref:`int<class_int>` at_position=-1 **)**
 
-Add a track to the Animation. The track type must be specified as any of the values in the TYPE\_\* enumeration.
+Adds a track to the Animation.
 
 .. _class_Animation_method_animation_track_get_key_animation:
 
@@ -410,13 +412,13 @@ Returns the arguments values to be called on a method track for a given key in a
 
 - void **remove_track** **(** :ref:`int<class_int>` idx **)**
 
-Remove a track by specifying the track index.
+Removes a track by specifying the track index.
 
 .. _class_Animation_method_track_find_key:
 
 - :ref:`int<class_int>` **track_find_key** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` time, :ref:`bool<class_bool>` exact=false **)** const
 
-Find the key index by time in a given track. Optionally, only find it if the exact time is given.
+Finds the key index by time in a given track. Optionally, only find it if the exact time is given.
 
 .. _class_Animation_method_track_get_interpolation_loop_wrap:
 
@@ -428,7 +430,7 @@ Returns ``true`` if the track at ``idx`` wraps the interpolation loop. Default v
 
 - :ref:`InterpolationType<enum_Animation_InterpolationType>` **track_get_interpolation_type** **(** :ref:`int<class_int>` idx **)** const
 
-Returns the interpolation type of a given track, from the INTERPOLATION\_\* enum.
+Returns the interpolation type of a given track.
 
 .. _class_Animation_method_track_get_key_count:
 
@@ -446,7 +448,7 @@ Returns the time at which the key is located.
 
 - :ref:`float<class_float>` **track_get_key_transition** **(** :ref:`int<class_int>` idx, :ref:`int<class_int>` key_idx **)** const
 
-Returns the transition curve (easing) for a specific key (see built-in math function "ease").
+Returns the transition curve (easing) for a specific key (see the built-in math function :ref:`@GDScript.ease<class_@GDScript_method_ease>`).
 
 .. _class_Animation_method_track_get_key_value:
 
@@ -458,13 +460,13 @@ Returns the value of a given key in a given track.
 
 - :ref:`NodePath<class_NodePath>` **track_get_path** **(** :ref:`int<class_int>` idx **)** const
 
-Get the path of a track. for more information on the path format, see :ref:`track_set_path<class_Animation_method_track_set_path>`
+Gets the path of a track. For more information on the path format, see :ref:`track_set_path<class_Animation_method_track_set_path>`.
 
 .. _class_Animation_method_track_get_type:
 
 - :ref:`TrackType<enum_Animation_TrackType>` **track_get_type** **(** :ref:`int<class_int>` idx **)** const
 
-Get the type of a track.
+Gets the type of a track.
 
 .. _class_Animation_method_track_insert_key:
 
@@ -488,7 +490,7 @@ Returns ``true`` if the given track is imported. Else, return ``false``.
 
 - void **track_move_down** **(** :ref:`int<class_int>` idx **)**
 
-Move a track down.
+Moves a track down.
 
 .. _class_Animation_method_track_move_to:
 
@@ -500,19 +502,19 @@ Changes the index position of track ``idx`` to the one defined in ``to_idx``.
 
 - void **track_move_up** **(** :ref:`int<class_int>` idx **)**
 
-Move a track up.
+Moves a track up.
 
 .. _class_Animation_method_track_remove_key:
 
 - void **track_remove_key** **(** :ref:`int<class_int>` idx, :ref:`int<class_int>` key_idx **)**
 
-Remove a key by index in a given track.
+Removes a key by index in a given track.
 
 .. _class_Animation_method_track_remove_key_at_position:
 
 - void **track_remove_key_at_position** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` position **)**
 
-Remove a key by position (seconds) in a given track.
+Removes a key by position (seconds) in a given track.
 
 .. _class_Animation_method_track_set_enabled:
 
@@ -524,7 +526,7 @@ Enables/disables the given track. Tracks are enabled by default.
 
 - void **track_set_imported** **(** :ref:`int<class_int>` idx, :ref:`bool<class_bool>` imported **)**
 
-Set the given track as imported or not.
+Sets the given track as imported or not.
 
 .. _class_Animation_method_track_set_interpolation_loop_wrap:
 
@@ -536,33 +538,33 @@ If ``true``, the track at ``idx`` wraps the interpolation loop.
 
 - void **track_set_interpolation_type** **(** :ref:`int<class_int>` idx, :ref:`InterpolationType<enum_Animation_InterpolationType>` interpolation **)**
 
-Set the interpolation type of a given track, from the INTERPOLATION\_\* enum.
+Sets the interpolation type of a given track.
 
 .. _class_Animation_method_track_set_key_time:
 
 - void **track_set_key_time** **(** :ref:`int<class_int>` idx, :ref:`int<class_int>` key_idx, :ref:`float<class_float>` time **)**
 
-Set the time of an existing key.
+Sets the time of an existing key.
 
 .. _class_Animation_method_track_set_key_transition:
 
 - void **track_set_key_transition** **(** :ref:`int<class_int>` idx, :ref:`int<class_int>` key_idx, :ref:`float<class_float>` transition **)**
 
-Set the transition curve (easing) for a specific key (see built-in math function "ease").
+Sets the transition curve (easing) for a specific key (see the built-in math function :ref:`@GDScript.ease<class_@GDScript_method_ease>`).
 
 .. _class_Animation_method_track_set_key_value:
 
 - void **track_set_key_value** **(** :ref:`int<class_int>` idx, :ref:`int<class_int>` key, :ref:`Variant<class_Variant>` value **)**
 
-Set the value of an existing key.
+Sets the value of an existing key.
 
 .. _class_Animation_method_track_set_path:
 
 - void **track_set_path** **(** :ref:`int<class_int>` idx, :ref:`NodePath<class_NodePath>` path **)**
 
-Set the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ":".
+Sets the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ``":"``.
 
-**Example:** "character/skeleton:ankle" or "character/mesh:transform/local".
+For example, ``"character/skeleton:ankle"`` or ``"character/mesh:transform/local"``.
 
 .. _class_Animation_method_track_swap:
 
@@ -598,5 +600,5 @@ Returns the update mode of a value track.
 
 - void **value_track_set_update_mode** **(** :ref:`int<class_int>` idx, :ref:`UpdateMode<enum_Animation_UpdateMode>` mode **)**
 
-Set the update mode (UPDATE\_\*) of a value track.
+Sets the update mode (``UPDATE_*``) of a value track.
 

+ 12 - 12
classes/class_animationnode.rst

@@ -107,7 +107,7 @@ enum **FilterAction**:
 Description
 -----------
 
-Base resource for :ref:`AnimationTree<class_AnimationTree>` nodes. In general it's not used directly but you can create custom ones with custom blending formulas.
+Base resource for :ref:`AnimationTree<class_AnimationTree>` nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.
 
 Inherit this when creating nodes mainly for use in :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`, otherwise :ref:`AnimationRootNode<class_AnimationRootNode>` should be used instead.
 
@@ -133,7 +133,7 @@ Method Descriptions
 
 - void **add_input** **(** :ref:`String<class_String>` name **)**
 
-Add an input to the node. This is only useful for nodes created for use in an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`
+Adds an input to the node. This is only useful for nodes created for use in an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`
 
 .. _class_AnimationNode_method_blend_animation:
 
@@ -157,19 +157,19 @@ Blend another animaiton node (in case this node contains children animation node
 
 - :ref:`String<class_String>` **get_caption** **(** **)** virtual
 
-Get the text caption for this node (used by some editors)
+Gets the text caption for this node (used by some editors).
 
 .. _class_AnimationNode_method_get_child_by_name:
 
 - :ref:`Object<class_Object>` **get_child_by_name** **(** :ref:`String<class_String>` name **)** virtual
 
-Get the a child node by index (used by editors inheriting from :ref:`AnimationRootNode<class_AnimationRootNode>`).
+Gets a child node by index (used by editors inheriting from :ref:`AnimationRootNode<class_AnimationRootNode>`).
 
 .. _class_AnimationNode_method_get_child_nodes:
 
 - :ref:`Dictionary<class_Dictionary>` **get_child_nodes** **(** **)** virtual
 
-Get all children nodes, in order as a name:node dictionary. Only useful when inheriting :ref:`AnimationRootNode<class_AnimationRootNode>`.
+Gets all children nodes in order as a ``name: node`` dictionary. Only useful when inheriting :ref:`AnimationRootNode<class_AnimationRootNode>`.
 
 .. _class_AnimationNode_method_get_input_count:
 
@@ -181,25 +181,25 @@ Amount of inputs in this node, only useful for nodes that go into :ref:`Animatio
 
 - :ref:`String<class_String>` **get_input_name** **(** :ref:`int<class_int>` input **)**
 
-Get the name of an input by index.
+Gets the name of an input by index.
 
 .. _class_AnimationNode_method_get_parameter:
 
 - :ref:`Variant<class_Variant>` **get_parameter** **(** :ref:`String<class_String>` name **)** const
 
-Get the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
+Gets the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
 
 .. _class_AnimationNode_method_get_parameter_default_value:
 
 - :ref:`Variant<class_Variant>` **get_parameter_default_value** **(** :ref:`String<class_String>` name **)** virtual
 
-Get the default value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
+Gets the default value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
 
 .. _class_AnimationNode_method_get_parameter_list:
 
 - :ref:`Array<class_Array>` **get_parameter_list** **(** **)** virtual
 
-Get the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to :ref:`Object.get_property_list<class_Object_method_get_property_list>`.
+Gets the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to :ref:`Object.get_property_list<class_Object_method_get_property_list>`.
 
 .. _class_AnimationNode_method_has_filter:
 
@@ -229,17 +229,17 @@ This function returns the time left for the current animation to finish (if unsu
 
 - void **remove_input** **(** :ref:`int<class_int>` index **)**
 
-Remove an input, call this only when inactive.
+Removes an input, call this only when inactive.
 
 .. _class_AnimationNode_method_set_filter_path:
 
 - void **set_filter_path** **(** :ref:`NodePath<class_NodePath>` path, :ref:`bool<class_bool>` enable **)**
 
-Add/Remove a path for the filter.
+Adds or removes a path for the filter.
 
 .. _class_AnimationNode_method_set_parameter:
 
 - void **set_parameter** **(** :ref:`String<class_String>` name, :ref:`Variant<class_Variant>` value **)**
 
-Set a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.
+Sets a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.
 

+ 1 - 1
classes/class_animationnodeblendspace1d.rst

@@ -117,7 +117,7 @@ Method Descriptions
 
 - void **add_blend_point** **(** :ref:`AnimationRootNode<class_AnimationRootNode>` node, :ref:`float<class_float>` pos, :ref:`int<class_int>` at_index=-1 **)**
 
-Add a new point that represents a ``node`` on the virtual axis at a given position set by ``pos``. You can insert it at a specific index using the ``at_index`` argument. If you use the default value for ``at_index`` , the point is inserted at the end of the blend points array.
+Adds a new point that represents a ``node`` on the virtual axis at a given position set by ``pos``. You can insert it at a specific index using the ``at_index`` argument. If you use the default value for ``at_index`` , the point is inserted at the end of the blend points array.
 
 .. _class_AnimationNodeBlendSpace1D_method_get_blend_point_count:
 

+ 1 - 1
classes/class_animationnodeblendspace2d.rst

@@ -193,7 +193,7 @@ Method Descriptions
 
 - void **add_blend_point** **(** :ref:`AnimationRootNode<class_AnimationRootNode>` node, :ref:`Vector2<class_Vector2>` pos, :ref:`int<class_int>` at_index=-1 **)**
 
-Add a new point that represents a ``node`` at the position set by ``pos``. You can insert it at a specific index using the ``at_index`` argument. If you use the default value for ``at_index`` , the point is inserted at the end of the blend points array.
+Adds a new point that represents a ``node`` at the position set by ``pos``. You can insert it at a specific index using the ``at_index`` argument. If you use the default value for ``at_index`` , the point is inserted at the end of the blend points array.
 
 .. _class_AnimationNodeBlendSpace2D_method_add_triangle:
 

+ 3 - 1
classes/class_animationnodestatemachine.rst

@@ -68,7 +68,9 @@ Methods
 Description
 -----------
 
-Contains multiple nodes representing animation states, connected in a graph. Nodes transitions can be configured to happen automatically or via code, using a shortest-path algorithm. Retrieve the AnimationNodeStateMachinePlayback object from the :ref:`AnimationTree<class_AnimationTree>` node to control it programatically. Example:
+Contains multiple nodes representing animation states, connected in a graph. Node transitions can be configured to happen automatically or via code, using a shortest-path algorithm. Retrieve the AnimationNodeStateMachinePlayback object from the :ref:`AnimationTree<class_AnimationTree>` node to control it programmatically.
+
+**Example:**
 
 ::
 

+ 3 - 1
classes/class_animationnodestatemachineplayback.rst

@@ -36,7 +36,9 @@ Methods
 Description
 -----------
 
-Allows control of :ref:`AnimationTree<class_AnimationTree>` state machines created with :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>`. Retrieve with ``$AnimationTree.get("parameters/playback")``. Example:
+Allows control of :ref:`AnimationTree<class_AnimationTree>` state machines created with :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>`. Retrieve with ``$AnimationTree.get("parameters/playback")``.
+
+**Example:**
 
 ::
 

+ 1 - 1
classes/class_animationnodestatemachinetransition.rst

@@ -88,7 +88,7 @@ Turn on auto advance when this condition is set. The provided name will become a
 | *Getter* | has_auto_advance()      |
 +----------+-------------------------+
 
-Turn on the transition automatically when this state is reached. This works best with ``SWITCH_MODE_AT_END``.
+Turn on the transition automatically when this state is reached. This works best with :ref:`SWITCH_MODE_AT_END<class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_AT_END>`.
 
 .. _class_AnimationNodeStateMachineTransition_property_disabled:
 

+ 19 - 19
classes/class_animationplayer.rst

@@ -134,7 +134,7 @@ enum **AnimationProcessMode**:
 
 - **ANIMATION_PROCESS_IDLE** = **1** --- Process animation during the idle process.
 
-- **ANIMATION_PROCESS_MANUAL** = **2** --- Do not process animation. Use the 'advance' method to process the animation manually.
+- **ANIMATION_PROCESS_MANUAL** = **2** --- Do not process animation. Use :ref:`advance<class_AnimationPlayer_method_advance>` to process the animation manually.
 
 .. _enum_AnimationPlayer_AnimationMethodCallMode:
 
@@ -151,7 +151,7 @@ enum **AnimationMethodCallMode**:
 Description
 -----------
 
-An animation player is used for general purpose playback of :ref:`Animation<class_Animation>` resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.
+An animation player is used for general-purpose playback of :ref:`Animation<class_Animation>` resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.
 
 Tutorials
 ---------
@@ -229,7 +229,7 @@ The position (in seconds) of the currently playing animation.
 | *Getter* | get_method_call_mode()      |
 +----------+-----------------------------+
 
-The call mode to use for Call Method tracks. Default value: ``ANIMATION_METHOD_CALL_DEFERRED``.
+The call mode to use for Call Method tracks. Default value: :ref:`ANIMATION_METHOD_CALL_DEFERRED<class_AnimationPlayer_constant_ANIMATION_METHOD_CALL_DEFERRED>`.
 
 .. _class_AnimationPlayer_property_playback_active:
 
@@ -265,7 +265,7 @@ The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 p
 | *Getter* | get_animation_process_mode()      |
 +----------+-----------------------------------+
 
-The process notification in which to update animations. Default value: ``ANIMATION_PROCESS_IDLE``.
+The process notification in which to update animations. Default value: :ref:`ANIMATION_PROCESS_IDLE<class_AnimationPlayer_constant_ANIMATION_PROCESS_IDLE>`.
 
 .. _class_AnimationPlayer_property_playback_speed:
 
@@ -277,7 +277,7 @@ The process notification in which to update animations. Default value: ``ANIMATI
 | *Getter* | get_speed_scale()      |
 +----------+------------------------+
 
-The speed scaling ratio. For instance, if this value is 1 then the animation plays at normal speed. If it's 0.5 then it plays at half speed. If it's 2 then it plays at double speed. Default value: ``1``.
+The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed. Default value: ``1``.
 
 .. _class_AnimationPlayer_property_root_node:
 
@@ -322,7 +322,7 @@ Triggers the ``anim_to`` animation when the ``anim_from`` animation completes.
 
 - void **clear_caches** **(** **)**
 
-``AnimationPlayer`` caches animated nodes. It may not notice if a node disappears, so clear_caches forces it to update the cache again.
+``AnimationPlayer`` caches animated nodes. It may not notice if a node disappears; :ref:`clear_caches<class_AnimationPlayer_method_clear_caches>` forces it to update the cache again.
 
 .. _class_AnimationPlayer_method_clear_queue:
 
@@ -352,13 +352,13 @@ Returns the list of stored animation names.
 
 - :ref:`float<class_float>` **get_blend_time** **(** :ref:`String<class_String>` anim_from, :ref:`String<class_String>` anim_to **)** const
 
-Get the blend time (in seconds) between two animations, referenced by their names.
+Gets the blend time (in seconds) between two animations, referenced by their names.
 
 .. _class_AnimationPlayer_method_get_playing_speed:
 
 - :ref:`float<class_float>` **get_playing_speed** **(** **)** const
 
-Get the actual playing speed of current animation or 0 if not playing. This speed is the ``playback_speed`` property multiplied by ``custom_speed`` argument specified when calling the ``play`` method.
+Gets the actual playing speed of current animation or 0 if not playing. This speed is the ``playback_speed`` property multiplied by ``custom_speed`` argument specified when calling the ``play`` method.
 
 .. _class_AnimationPlayer_method_get_queue:
 
@@ -380,53 +380,53 @@ Returns ``true`` if playing an animation.
 
 - void **play** **(** :ref:`String<class_String>` name="", :ref:`float<class_float>` custom_blend=-1, :ref:`float<class_float>` custom_speed=1.0, :ref:`bool<class_bool>` from_end=false **)**
 
-Play the animation with key ``name``. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being ``true`` can play the animation backwards.
+Plays the animation with key ``name``. Custom speed and blend times can be set. If ``custom_speed`` is negative and ``from_end`` is ``true``, the animation will play backwards.
 
-If the animation has been paused by ``stop(true)`` it will be resumed. Calling ``play()`` without arguments will also resume the animation.
+If the animation has been paused by :ref:`stop<class_AnimationPlayer_method_stop>`, it will be resumed. Calling :ref:`play<class_AnimationPlayer_method_play>` without arguments will also resume the animation.
 
 .. _class_AnimationPlayer_method_play_backwards:
 
 - void **play_backwards** **(** :ref:`String<class_String>` name="", :ref:`float<class_float>` custom_blend=-1 **)**
 
-Play the animation with key ``name`` in reverse.
+Plays the animation with key ``name`` in reverse.
 
-If the animation has been paused by ``stop(true)`` it will be resumed backwards. Calling ``play_backwards()`` without arguments will also resume the animation backwards.
+If the animation has been paused by ``stop(true)``, it will be resumed backwards. Calling ``play_backwards()`` without arguments will also resume the animation backwards.
 
 .. _class_AnimationPlayer_method_queue:
 
 - void **queue** **(** :ref:`String<class_String>` name **)**
 
-Queue an animation for playback once the current one is done.
+Queues an animation for playback once the current one is done.
 
 .. _class_AnimationPlayer_method_remove_animation:
 
 - void **remove_animation** **(** :ref:`String<class_String>` name **)**
 
-Remove the animation with key ``name``.
+Removes the animation with key ``name``.
 
 .. _class_AnimationPlayer_method_rename_animation:
 
 - void **rename_animation** **(** :ref:`String<class_String>` name, :ref:`String<class_String>` newname **)**
 
-Rename an existing animation with key ``name`` to ``newname``.
+Renames an existing animation with key ``name`` to ``newname``.
 
 .. _class_AnimationPlayer_method_seek:
 
 - void **seek** **(** :ref:`float<class_float>` seconds, :ref:`bool<class_bool>` update=false **)**
 
-Seek the animation to the ``seconds`` point in time (in seconds). If ``update`` is ``true``, the animation updates too, otherwise it updates at process time. Events between the current frame and ``seconds`` are skipped.
+Seeks the animation to the ``seconds`` point in time (in seconds). If ``update`` is ``true``, the animation updates too, otherwise it updates at process time. Events between the current frame and ``seconds`` are skipped.
 
 .. _class_AnimationPlayer_method_set_blend_time:
 
 - void **set_blend_time** **(** :ref:`String<class_String>` anim_from, :ref:`String<class_String>` anim_to, :ref:`float<class_float>` sec **)**
 
-Specify a blend time (in seconds) between two animations, referenced by their names.
+Specifies a blend time (in seconds) between two animations, referenced by their names.
 
 .. _class_AnimationPlayer_method_stop:
 
 - void **stop** **(** :ref:`bool<class_bool>` reset=true **)**
 
-Stop the currently playing animation. If ``reset`` is ``true``, the animation position is reset to ``0`` and the playback speed is reset to ``1.0``.
+Stops the currently playing animation. If ``reset`` is ``true``, the animation position is reset to ``0`` and the playback speed is reset to ``1.0``.
 
-If ``reset`` is ``false``, then calling ``play()`` without arguments or ``play("same_as_before")`` will resume the animation. Works the same for the ``play_backwards()`` method.
+If ``reset`` is ``false``, then calling :ref:`play<class_AnimationPlayer_method_play>` without arguments or ``play("same_as_before")`` will resume the animation. Works the same for the :ref:`play_backwards<class_AnimationPlayer_method_play_backwards>`.
 

+ 4 - 4
classes/class_animationtreeplayer.rst

@@ -267,7 +267,7 @@ Once set, Animation nodes can be added to the AnimationTreePlayer.
 | *Getter* | get_animation_process_mode()      |
 +----------+-----------------------------------+
 
-The thread in which to update animations. Default value: ``ANIMATION_PROCESS_IDLE``.
+The thread in which to update animations. Default value: :ref:`ANIMATION_PROCESS_IDLE<class_AnimationTreePlayer_constant_ANIMATION_PROCESS_IDLE>`.
 
 Method Descriptions
 -------------------
@@ -420,7 +420,7 @@ Returns mix amount of a Mix node given its name.
 
 Sets mix amount of a Mix node given its name and value.
 
-A Mix node adds input b to input a by a the amount given by ratio.
+A Mix node adds input b to input a by the amount given by ratio.
 
 .. _class_AnimationTreePlayer_method_node_exists:
 
@@ -450,7 +450,7 @@ Returns position of a node in the graph given its name.
 
 - :ref:`NodeType<enum_AnimationTreePlayer_NodeType>` **node_get_type** **(** :ref:`String<class_String>` id **)** const
 
-Get the node type, will return from NODE\_\* enum.
+Gets the node type, will return from ``NODE_*`` enum.
 
 .. _class_AnimationTreePlayer_method_node_rename:
 
@@ -586,7 +586,7 @@ If applied after a blend or mix, affects all input animations to that blend or m
 
 - void **timeseek_node_seek** **(** :ref:`String<class_String>` id, :ref:`float<class_float>` seconds **)**
 
-Sets the time seek value of the TimeSeek node with name ``id`` to ``seconds``
+Sets the time seek value of the TimeSeek node with name ``id`` to ``seconds``.
 
 This functions as a seek in the :ref:`Animation<class_Animation>` or the blend or mix of :ref:`Animation<class_Animation>`\ s input in it.
 

+ 8 - 4
classes/class_area.rst

@@ -14,7 +14,7 @@ Area
 Brief Description
 -----------------
 
-General purpose area node for detection and 3D physics influence.
+General-purpose area node for detection and 3D physics influence.
 
 Properties
 ----------
@@ -266,7 +266,7 @@ The falloff factor for point gravity. The greater the value, the faster gravity
 | *Getter* | is_gravity_a_point()        |
 +----------+-----------------------------+
 
-If ``true``, gravity is calculated from a point (set via :ref:`gravity_vec<class_Area_property_gravity_vec>`). Also see :ref:`space_override<class_Area_property_space_override>`. Default value: ``false``.
+If ``true``, gravity is calculated from a point (set via :ref:`gravity_vec<class_Area_property_gravity_vec>`). See also :ref:`space_override<class_Area_property_space_override>`. Default value: ``false``.
 
 .. _class_Area_property_gravity_vec:
 
@@ -419,13 +419,17 @@ Returns a list of intersecting :ref:`PhysicsBody<class_PhysicsBody>`\ s. For per
 
 - :ref:`bool<class_bool>` **overlaps_area** **(** :ref:`Node<class_Node>` area **)** const
 
-If ``true``, the given area overlaps the Area. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
+If ``true``, the given area overlaps the Area.
+
+**Note:** The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
 
 .. _class_Area_method_overlaps_body:
 
 - :ref:`bool<class_bool>` **overlaps_body** **(** :ref:`Node<class_Node>` body **)** const
 
-If ``true``, the given physics body overlaps the Area. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
+If ``true``, the given physics body overlaps the Area.
+
+**Note:** The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
 
 The ``body`` argument can either be a :ref:`PhysicsBody<class_PhysicsBody>` or a :ref:`GridMap<class_GridMap>` instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
 

+ 7 - 3
classes/class_area2d.rst

@@ -258,7 +258,7 @@ The falloff factor for point gravity. The greater the value, the faster gravity
 | *Getter* | is_gravity_a_point()        |
 +----------+-----------------------------+
 
-If ``true``, gravity is calculated from a point (set via :ref:`gravity_vec<class_Area2D_property_gravity_vec>`). Also see :ref:`space_override<class_Area2D_property_space_override>`. Default value: ``false``.
+If ``true``, gravity is calculated from a point (set via :ref:`gravity_vec<class_Area2D_property_gravity_vec>`). See also :ref:`space_override<class_Area2D_property_space_override>`. Default value: ``false``.
 
 .. _class_Area2D_property_gravity_vec:
 
@@ -363,13 +363,17 @@ Returns a list of intersecting :ref:`PhysicsBody2D<class_PhysicsBody2D>`\ s. For
 
 - :ref:`bool<class_bool>` **overlaps_area** **(** :ref:`Node<class_Node>` area **)** const
 
-If ``true``, the given area overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
+If ``true``, the given area overlaps the Area2D.
+
+**Note:** The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
 
 .. _class_Area2D_method_overlaps_body:
 
 - :ref:`bool<class_bool>` **overlaps_body** **(** :ref:`Node<class_Node>` body **)** const
 
-If ``true``, the given physics body overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
+If ``true``, the given physics body overlaps the Area2D.
+
+**Note:** The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
 
 The ``body`` argument can either be a :ref:`PhysicsBody2D<class_PhysicsBody2D>` or a :ref:`TileMap<class_TileMap>` instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
 

+ 14 - 6
classes/class_array.rst

@@ -94,7 +94,9 @@ Methods
 Description
 -----------
 
-Generic array which can contain several elements of any type, accessible by a numerical index starting at 0. Negative indices can be used to count from the back, like in Python (-1 is the last element, -2 the second to last, etc.). Example:
+Generic array which can contain several elements of any type, accessible by a numerical index starting at 0. Negative indices can be used to count from the back, like in Python (-1 is the last element, -2 the second to last, etc.).
+
+**Example:**
 
 ::
 
@@ -156,19 +158,23 @@ Returns the last element of the array if the array is not empty.
 
 - :ref:`int<class_int>` **bsearch** **(** :ref:`Variant<class_Variant>` value, :ref:`bool<class_bool>` before=True **)**
 
-Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search. Optionally, a before specifier can be passed. If ``false``, the returned index comes after all existing entries of the value in the array. Note that calling bsearch on an unsorted array results in unexpected behavior.
+Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search. Optionally, a ``before`` specifier can be passed. If ``false``, the returned index comes after all existing entries of the value in the array.
+
+**Note:** Calling :ref:`bsearch<class_Array_method_bsearch>` on an unsorted array results in unexpected behavior.
 
 .. _class_Array_method_bsearch_custom:
 
 - :ref:`int<class_int>` **bsearch_custom** **(** :ref:`Variant<class_Variant>` value, :ref:`Object<class_Object>` obj, :ref:`String<class_String>` func, :ref:`bool<class_bool>` before=True **)**
 
-Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search and a custom comparison method. Optionally, a before specifier can be passed. If ``false``, the returned index comes after all existing entries of the value in the array. The custom method receives two arguments (an element from the array and the value searched for) and must return ``true`` if the first argument is less than the second, and return ``false`` otherwise. Note that calling bsearch on an unsorted array results in unexpected behavior.
+Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search and a custom comparison method. Optionally, a ``before`` specifier can be passed. If ``false``, the returned index comes after all existing entries of the value in the array. The custom method receives two arguments (an element from the array and the value searched for) and must return ``true`` if the first argument is less than the second, and return ``false`` otherwise.
+
+**Note:** Calling :ref:`bsearch<class_Array_method_bsearch>` on an unsorted array results in unexpected behavior.
 
 .. _class_Array_method_clear:
 
 - void **clear** **(** **)**
 
-Clears the array (resizes to 0).
+Clears the array. This is equivalent to using :ref:`resize<class_Array_method_resize>` with a size of ``0``.
 
 .. _class_Array_method_count:
 
@@ -291,7 +297,7 @@ Removes an element from the array by index.
 
 - void **resize** **(** :ref:`int<class_int>` size **)**
 
-Resizes the array to contain a different number of elements. If the array size is smaller, elements are cleared, if bigger, new elements are Null.
+Resizes the array to contain a different number of elements. If the array size is smaller, elements are cleared, if bigger, new elements are ``null``.
 
 .. _class_Array_method_rfind:
 
@@ -315,7 +321,9 @@ Returns the number of elements in the array.
 
 - void **sort** **(** **)**
 
-Sorts the array. Note: strings are sorted in alphabetical, not natural order.
+Sorts the array.
+
+**Note:** strings are sorted in alphabetical, not natural order.
 
 .. _class_Array_method_sort_custom:
 

+ 11 - 9
classes/class_arraymesh.rst

@@ -109,7 +109,7 @@ enum **ArrayType**:
 
 For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.
 
-- **ARRAY_MAX** = **9**
+- **ARRAY_MAX** = **9** --- Represents the size of the :ref:`ArrayType<enum_ArrayMesh_ArrayType>` enum.
 
 .. _enum_ArrayMesh_ArrayFormat:
 
@@ -217,7 +217,7 @@ Method Descriptions
 
 - void **add_blend_shape** **(** :ref:`String<class_String>` name **)**
 
-Add name for a blend shape that will be added with :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`. Must be called before surface is added.
+Adds name for a blend shape that will be added with :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`. Must be called before surface is added.
 
 .. _class_ArrayMesh_method_add_surface_from_arrays:
 
@@ -227,7 +227,7 @@ Creates a new surface.
 
 Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See :ref:`Mesh<class_Mesh>` for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). :ref:`Mesh.get_surface_count<class_Mesh_method_get_surface_count>` will become the ``surf_idx`` for this new surface.
 
-The ``arrays`` argument is an array of arrays. See :ref:`ArrayType<enum_ArrayMesh_ArrayType>` for the values used in this array. For example, ``arrays[0]`` is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for ``ARRAY_INDEX`` if it is used.
+The ``arrays`` argument is an array of arrays. See :ref:`ArrayType<enum_ArrayMesh_ArrayType>` for the values used in this array. For example, ``arrays[0]`` is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for :ref:`ARRAY_INDEX<class_ArrayMesh_constant_ARRAY_INDEX>` if it is used.
 
 Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices.
 
@@ -237,7 +237,7 @@ Godot uses clockwise winding order for front faces of triangle primitive modes.
 
 - void **clear_blend_shapes** **(** **)**
 
-Remove all blend shapes from this ``ArrayMesh``.
+Removes all blend shapes from this ``ArrayMesh``.
 
 .. _class_ArrayMesh_method_get_blend_shape_count:
 
@@ -267,7 +267,7 @@ Will regenerate normal maps for the ``ArrayMesh``.
 
 - :ref:`int<class_int>` **surface_find_by_name** **(** :ref:`String<class_String>` name **)** const
 
-Returns the index of the first surface with this name held within this ``ArrayMesh``. If none are found -1 is returned.
+Returns the index of the first surface with this name held within this ``ArrayMesh``. If none are found, -1 is returned.
 
 .. _class_ArrayMesh_method_surface_get_array_index_len:
 
@@ -291,7 +291,7 @@ Returns the format mask of the requested surface (see :ref:`add_surface_from_arr
 
 - :ref:`String<class_String>` **surface_get_name** **(** :ref:`int<class_int>` surf_idx **)** const
 
-Get the name assigned to this surface.
+Gets the name assigned to this surface.
 
 .. _class_ArrayMesh_method_surface_get_primitive_type:
 
@@ -303,17 +303,19 @@ Returns the primitive type of the requested surface (see :ref:`add_surface_from_
 
 - void **surface_remove** **(** :ref:`int<class_int>` surf_idx **)**
 
-Remove a surface at position surf_idx, shifting greater surfaces one surf_idx slot down.
+Removes a surface at position ``surf_idx``, shifting greater surfaces one ``surf_idx`` slot down.
 
 .. _class_ArrayMesh_method_surface_set_name:
 
 - void **surface_set_name** **(** :ref:`int<class_int>` surf_idx, :ref:`String<class_String>` name **)**
 
-Set a name for a given surface.
+Sets a name for a given surface.
 
 .. _class_ArrayMesh_method_surface_update_region:
 
 - void **surface_update_region** **(** :ref:`int<class_int>` surf_idx, :ref:`int<class_int>` offset, :ref:`PoolByteArray<class_PoolByteArray>` data **)**
 
-Updates a specified region of mesh arrays on GPU. Warning: only use if you know what you are doing. You can easily cause crashes by calling this function with improper arguments.
+Updates a specified region of mesh arrays on the GPU.
+
+**Warning:** Only use if you know what you are doing. You can easily cause crashes by calling this function with improper arguments.
 

+ 6 - 6
classes/class_arvranchor.rst

@@ -14,7 +14,7 @@ ARVRAnchor
 Brief Description
 -----------------
 
-Anchor point in AR Space.
+An anchor point in AR space.
 
 Properties
 ----------
@@ -45,14 +45,14 @@ Signals
 
 - **mesh_updated** **(** :ref:`Mesh<class_Mesh>` mesh **)**
 
-Emitted when the mesh associated with the anchor changes or when one becomes available. This is especially important for topology that is constantly being mesh_updated.
+Emitted when the mesh associated with the anchor changes or when one becomes available. This is especially important for topology that is constantly being ``mesh_updated``.
 
 Description
 -----------
 
 The ARVR Anchor point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them.
 
-This node is mapped to one of the anchors through its unique id. When you receive a signal that a new anchor is available, you should add this node to your scene for that anchor. You can predefine nodes and set the id and the nodes will simply remain on 0,0,0 until a plane is recognised.
+This node is mapped to one of the anchors through its unique ID. When you receive a signal that a new anchor is available, you should add this node to your scene for that anchor. You can predefine nodes and set the ID; the nodes will simply remain on 0,0,0 until a plane is recognized.
 
 Keep in mind that, as long as plane detection is enabled, the size, placing and orientation of an anchor will be updated as the detection logic learns more about the real world out there especially if only part of the surface is in view.
 
@@ -69,7 +69,7 @@ Property Descriptions
 | *Getter* | get_anchor_id()      |
 +----------+----------------------+
 
-The anchor's id. You can set this before the anchor itself exists. The first anchor gets an id of ``1``, the second an id of ``2``, etc. When anchors get removed, the engine can then assign the corresponding id to new anchors. The most common situation where anchors 'disappear' is when the AR server identifies that two anchors represent different parts of the same plane and merges them.
+The anchor's ID. You can set this before the anchor itself exists. The first anchor gets an ID of ``1``, the second an ID of ``2``, etc. When anchors get removed, the engine can then assign the corresponding ID to new anchors. The most common situation where anchors "disappear" is when the AR server identifies that two anchors represent different parts of the same plane and merges them.
 
 Method Descriptions
 -------------------
@@ -84,13 +84,13 @@ Returns the name given to this anchor.
 
 - :ref:`bool<class_bool>` **get_is_active** **(** **)** const
 
-Returns ``true`` if the anchor is being tracked and ``false`` if no anchor with this id is currently known.
+Returns ``true`` if the anchor is being tracked and ``false`` if no anchor with this ID is currently known.
 
 .. _class_ARVRAnchor_method_get_mesh:
 
 - :ref:`Mesh<class_Mesh>` **get_mesh** **(** **)** const
 
-If provided by the ARVR Interface this returns a mesh object for the anchor. For an anchor this can be a shape related to the object being tracked or it can be a mesh that provides topology related to the anchor and can be used to create shadows/reflections on surfaces or for generating collision shapes.
+If provided by the ARVR Interface, this returns a mesh object for the anchor. For an anchor, this can be a shape related to the object being tracked or it can be a mesh that provides topology related to the anchor and can be used to create shadows/reflections on surfaces or for generating collision shapes.
 
 .. _class_ARVRAnchor_method_get_plane:
 

+ 10 - 10
classes/class_arvrcontroller.rst

@@ -14,7 +14,7 @@ ARVRController
 Brief Description
 -----------------
 
-A spatial node representing a spatially tracked controller.
+A spatial node representing a spatially-tracked controller.
 
 Properties
 ----------
@@ -70,9 +70,9 @@ Description
 
 This is a helper spatial node that is linked to the tracking of controllers. It also offers several handy passthroughs to the state of buttons and such on the controllers.
 
-Controllers are linked by their id. You can create controller nodes before the controllers are available. Say your game always uses two controllers (one for each hand) you can predefine the controllers with id 1 and 2 and they will become active as soon as the controllers are identified. If you expect additional controllers to be used, you should react to the signals and add ARVRController nodes to your scene.
+Controllers are linked by their ID. You can create controller nodes before the controllers are available. If your game always uses two controllers (one for each hand), you can predefine the controllers with ID 1 and 2; they will become active as soon as the controllers are identified. If you expect additional controllers to be used, you should react to the signals and add ARVRController nodes to your scene.
 
-The position of the controller node is automatically updated by the ARVR Server. This makes this node ideal to add child nodes to visualise the controller.
+The position of the controller node is automatically updated by the :ref:`ARVRServer<class_ARVRServer>`. This makes this node ideal to add child nodes to visualize the controller.
 
 Property Descriptions
 ---------------------
@@ -87,13 +87,13 @@ Property Descriptions
 | *Getter* | get_controller_id()      |
 +----------+--------------------------+
 
-The controller's id.
+The controller's ID.
 
-A controller id of 0 is unbound and will always result in an inactive node. Controller id 1 is reserved for the first controller that identifies itself as the left hand controller and id 2 is reserved for the first controller that identifies itself as the right hand controller.
+A controller ID of 0 is unbound and will always result in an inactive node. Controller ID 1 is reserved for the first controller that identifies itself as the left-hand controller and ID 2 is reserved for the first controller that identifies itself as the right-hand controller.
 
-For any other controller that the :ref:`ARVRServer<class_ARVRServer>` detects, we continue with controller id 3.
+For any other controller that the :ref:`ARVRServer<class_ARVRServer>` detects, we continue with controller ID 3.
 
-When a controller is turned off, its slot is freed. This ensures controllers will keep the same id even when controllers with lower ids are turned off.
+When a controller is turned off, its slot is freed. This ensures controllers will keep the same ID even when controllers with lower IDs are turned off.
 
 .. _class_ARVRController_property_rumble:
 
@@ -120,7 +120,7 @@ If active, returns the name of the associated controller if provided by the AR/V
 
 - :ref:`TrackerHand<enum_ARVRPositionalTracker_TrackerHand>` **get_hand** **(** **)** const
 
-Returns the hand holding this controller, if known. See TRACKER\_\* constants in :ref:`ARVRPositionalTracker<class_ARVRPositionalTracker>`.
+Returns the hand holding this controller, if known. See ``TRACKER_*`` constants in :ref:`ARVRPositionalTracker<class_ARVRPositionalTracker>`.
 
 .. _class_ARVRController_method_get_is_active:
 
@@ -138,13 +138,13 @@ Returns the value of the given axis for things like triggers, touchpads, etc. th
 
 - :ref:`int<class_int>` **get_joystick_id** **(** **)** const
 
-Returns the ID of the joystick object bound to this. Every controller tracked by the ARVR Server that has buttons and axis will also be registered as a joystick within Godot. This means that all the normal joystick tracking and input mapping will work for buttons and axis found on the AR/VR controllers. This ID is purely offered as information so you can link up the controller with its joystick entry.
+Returns the ID of the joystick object bound to this. Every controller tracked by the :ref:`ARVRServer<class_ARVRServer>` that has buttons and axis will also be registered as a joystick within Godot. This means that all the normal joystick tracking and input mapping will work for buttons and axis found on the AR/VR controllers. This ID is purely offered as information so you can link up the controller with its joystick entry.
 
 .. _class_ARVRController_method_get_mesh:
 
 - :ref:`Mesh<class_Mesh>` **get_mesh** **(** **)** const
 
-If provided by the ARVR Interface this returns a mesh associated with the controller. This can be used to visualise the controller.
+If provided by the :ref:`ARVRInterface<class_ARVRInterface>`, this returns a mesh associated with the controller. This can be used to visualize the controller.
 
 .. _class_ARVRController_method_is_button_pressed:
 

+ 9 - 9
classes/class_arvrinterface.rst

@@ -16,7 +16,7 @@ ARVRInterface
 Brief Description
 -----------------
 
-Base class for ARVR interface implementation.
+Base class for an AR/VR interface implementation.
 
 Properties
 ----------
@@ -75,7 +75,7 @@ enum **Capabilities**:
 
 - **ARVR_AR** = **4** --- This interface support AR (video background and real world tracking).
 
-- **ARVR_EXTERNAL** = **8** --- This interface outputs to an external device, if the main viewport is used the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of get_render_targetsize. Using a separate viewport node frees up the main viewport for other purposes.
+- **ARVR_EXTERNAL** = **8** --- This interface outputs to an external device, if the main viewport is used the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of :ref:`get_render_targetsize<class_ARVRInterface_method_get_render_targetsize>`). Using a separate viewport node frees up the main viewport for other purposes.
 
 .. _enum_ARVRInterface_Eyes:
 
@@ -109,9 +109,9 @@ enum **Tracking_status**:
 
 - **ARVR_NORMAL_TRACKING** = **0** --- Tracking is behaving as expected.
 
-- **ARVR_EXCESSIVE_MOTION** = **1** --- Tracking is hindered by excessive motion, player is moving faster then tracking can keep up.
+- **ARVR_EXCESSIVE_MOTION** = **1** --- Tracking is hindered by excessive motion, player is moving faster than tracking can keep up.
 
-- **ARVR_INSUFFICIENT_FEATURES** = **2** --- Tracking is hindered by insufficient features, it's too dark (for camera based tracking), player is blocked, etc.
+- **ARVR_INSUFFICIENT_FEATURES** = **2** --- Tracking is hindered by insufficient features, it's too dark (for camera-based tracking), player is blocked, etc.
 
 - **ARVR_UNKNOWN_TRACKING** = **3** --- We don't know the status of the tracking or this interface does not provide feedback.
 
@@ -122,7 +122,7 @@ Description
 
 This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDNative modules (note that for GDNative the subclass ARVRScriptInterface should be used). Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
 
-Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through ARVRServer.
+Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through :ref:`ARVRServer<class_ARVRServer>`.
 
 Property Descriptions
 ---------------------
@@ -170,7 +170,7 @@ Method Descriptions
 
 - :ref:`int<class_int>` **get_camera_feed_id** **(** **)**
 
-If this is an AR interface that requires displaying a camera feed as the background, this method returns the feed id in the :ref:`CameraServer<class_CameraServer>` for this interface.
+If this is an AR interface that requires displaying a camera feed as the background, this method returns the feed ID in the :ref:`CameraServer<class_CameraServer>` for this interface.
 
 .. _class_ARVRInterface_method_get_capabilities:
 
@@ -204,11 +204,11 @@ Call this to initialize this interface. The first interface that is initialized
 
 After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence.
 
-Note that you must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot such as for mobile VR.
+**Note:** You must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot such as for mobile VR.
 
-If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively you can add a separate viewport node to your scene and enable AR/VR on that viewport and it will be used to output to the HMD leaving you free to do anything you like in the main window such as using a separate camera as a spectator camera or render out something completely different.
+If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport and it will be used to output to the HMD leaving you free to do anything you like in the main window such as using a separate camera as a spectator camera or render out something completely different.
 
-While currently not used you can activate additional interfaces, you may wish to do this if you want to track controllers from other platforms. However at this point in time only one interface can render to an HMD.
+While currently not used you can activate additional interfaces, you may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD.
 
 .. _class_ARVRInterface_method_is_stereo:
 

+ 2 - 2
classes/class_arvrinterfacegdnative.rst

@@ -14,10 +14,10 @@ ARVRInterfaceGDNative
 Brief Description
 -----------------
 
-GDNative wrapper for an ARVR interface
+GDNative wrapper for an ARVR interface.
 
 Description
 -----------
 
-This is a wrapper class for GDNative implementations of the ARVR interface. To use a GDNative ARVR interface simply instantiate this object and set your GDNative library containing the ARVR interface implementation.
+This is a wrapper class for GDNative implementations of the ARVR interface. To use a GDNative ARVR interface, simply instantiate this object and set your GDNative library containing the ARVR interface implementation.
 

+ 4 - 4
classes/class_arvrorigin.rst

@@ -14,7 +14,7 @@ ARVROrigin
 Brief Description
 -----------------
 
-Our origin point in AR/VR.
+The origin point in AR/VR.
 
 Properties
 ----------
@@ -32,7 +32,7 @@ There should be only one of these nodes in your scene and you must have one. All
 
 It is the position of this node that you update when your character needs to move through your game world while we're not moving in the real world. Movement in the real world is always in relation to this origin point.
 
-So say that your character is driving a car, the ARVROrigin node should be a child node of this car. If you implement a teleport system to move your character, you change the position of this node. Etc.
+For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
 
 Property Descriptions
 ---------------------
@@ -47,7 +47,7 @@ Property Descriptions
 | *Getter* | get_world_scale()      |
 +----------+------------------------+
 
-Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 meter in the real world.
+Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.
 
-Note that this method is a passthrough to the :ref:`ARVRServer<class_ARVRServer>` itself.
+**Note:** This method is a passthrough to the :ref:`ARVRServer<class_ARVRServer>` itself.
 

+ 6 - 6
classes/class_arvrpositionaltracker.rst

@@ -14,7 +14,7 @@ ARVRPositionalTracker
 Brief Description
 -----------------
 
-A tracked object
+A tracked object.
 
 Properties
 ----------
@@ -70,11 +70,11 @@ enum **TrackerHand**:
 Description
 -----------
 
-An instance of this object represents a device that is tracked such as a controller or anchor point. HMDs aren't represented here as they are fully handled internally.
+An instance of this object represents a device that is tracked, such as a controller or anchor point. HMDs aren't represented here as they are handled internally.
 
-As controllers are turned on and the AR/VR interface detects them instances of this object are automatically added to this list of active tracking objects accessible through the ARVRServer
+As controllers are turned on and the AR/VR interface detects them, instances of this object are automatically added to this list of active tracking objects accessible through the :ref:`ARVRServer<class_ARVRServer>`.
 
-The ARVRController and ARVRAnchor both consume objects of this type and should be the objects you use in game. The positional trackers are just the under the hood objects that make this all work and are mostly exposed so GDNative based interfaces can interact with them.
+The :ref:`ARVRController<class_ARVRController>` and :ref:`ARVRAnchor<class_ARVRAnchor>` both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
 
 Property Descriptions
 ---------------------
@@ -98,13 +98,13 @@ Method Descriptions
 
 - :ref:`TrackerHand<enum_ARVRPositionalTracker_TrackerHand>` **get_hand** **(** **)** const
 
-Returns the hand holding this tracker, if known. See TRACKER\_\* constants.
+Returns the hand holding this tracker, if known. See ``TRACKER_*`` constants.
 
 .. _class_ARVRPositionalTracker_method_get_joy_id:
 
 - :ref:`int<class_int>` **get_joy_id** **(** **)** const
 
-If this is a controller that is being tracked the controller will also be represented by a joystick entry with this id.
+If this is a controller that is being tracked, the controller will also be represented by a joystick entry with this ID.
 
 .. _class_ARVRPositionalTracker_method_get_mesh:
 

+ 23 - 23
classes/class_arvrserver.rst

@@ -14,7 +14,7 @@ ARVRServer
 Brief Description
 -----------------
 
-This is our AR/VR Server.
+The AR/VR server.
 
 Properties
 ----------
@@ -61,25 +61,25 @@ Signals
 
 - **interface_added** **(** :ref:`String<class_String>` interface_name **)**
 
-Signal send when a new interface has been added.
+Emitted when a new interface has been added.
 
 .. _class_ARVRServer_signal_interface_removed:
 
 - **interface_removed** **(** :ref:`String<class_String>` interface_name **)**
 
-Signal send when an interface is removed.
+Emitted when an interface is removed.
 
 .. _class_ARVRServer_signal_tracker_added:
 
 - **tracker_added** **(** :ref:`String<class_String>` tracker_name, :ref:`int<class_int>` type, :ref:`int<class_int>` id **)**
 
-Signal send when a new tracker has been added. If you don't use a fixed number of controllers or if you're using ARVRAnchors for an AR solution it is important to react to this signal and add the appropriate ARVRController or ARVRAnchor node related to this new tracker.
+Emitted when a new tracker has been added. If you don't use a fixed number of controllers or if you're using :ref:`ARVRAnchor<class_ARVRAnchor>`\ s for an AR solution, it is important to react to this signal to add the appropriate :ref:`ARVRController<class_ARVRController>` or :ref:`ARVRAnchor<class_ARVRAnchor>` nodes related to this new tracker.
 
 .. _class_ARVRServer_signal_tracker_removed:
 
 - **tracker_removed** **(** :ref:`String<class_String>` tracker_name, :ref:`int<class_int>` type, :ref:`int<class_int>` id **)**
 
-Signal send when a tracker is removed, you should remove any ARVRController or ARVRAnchor points if applicable. This is not mandatory, the nodes simply become inactive and will be made active again when a new tracker becomes available (i.e. a new controller is switched on that takes the place of the previous one).
+Emitted when a tracker is removed. You should remove any :ref:`ARVRController<class_ARVRController>` or :ref:`ARVRAnchor<class_ARVRAnchor>` points if applicable. This is not mandatory, the nodes simply become inactive and will be made active again when a new tracker becomes available (i.e. a new controller is switched on that takes the place of the previous one).
 
 Enumerations
 ------------
@@ -100,11 +100,11 @@ Enumerations
 
 enum **TrackerType**:
 
-- **TRACKER_CONTROLLER** = **1** --- Our tracker tracks the location of a controller.
+- **TRACKER_CONTROLLER** = **1** --- The tracker tracks the location of a controller.
 
-- **TRACKER_BASESTATION** = **2** --- Our tracker tracks the location of a base station.
+- **TRACKER_BASESTATION** = **2** --- The tracker tracks the location of a base station.
 
-- **TRACKER_ANCHOR** = **4** --- Our tracker tracks the location and size of an AR anchor.
+- **TRACKER_ANCHOR** = **4** --- The tracker tracks the location and size of an AR anchor.
 
 - **TRACKER_ANY_KNOWN** = **127** --- Used internally to filter trackers of any known type.
 
@@ -131,7 +131,7 @@ enum **RotationMode**:
 Description
 -----------
 
-The AR/VR Server is the heart of our AR/VR solution and handles all the processing.
+The AR/VR server is the heart of our AR/VR solution and handles all the processing.
 
 Property Descriptions
 ---------------------
@@ -156,7 +156,7 @@ Property Descriptions
 | *Getter* | get_world_scale()      |
 +----------+------------------------+
 
-Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 meter in the real world.
+Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.
 
 Method Descriptions
 -------------------
@@ -165,23 +165,23 @@ Method Descriptions
 
 - void **center_on_hmd** **(** :ref:`RotationMode<enum_ARVRServer_RotationMode>` rotation_mode, :ref:`bool<class_bool>` keep_height **)**
 
-This is a really important function to understand correctly. AR and VR platforms all handle positioning slightly differently.
+This is an important function to understand correctly. AR and VR platforms all handle positioning slightly differently.
 
-For platforms that do not offer spatial tracking our origin point (0,0,0) is the location of our HMD but you have little control over the direction the player is facing in the real world.
+For platforms that do not offer spatial tracking, our origin point (0,0,0) is the location of our HMD, but you have little control over the direction the player is facing in the real world.
 
-For platforms that do offer spatial tracking our origin point depends very much on the system. For OpenVR our origin point is usually the center of the tracking space, on the ground. For other platforms its often the location of the tracking camera.
+For platforms that do offer spatial tracking, our origin point depends very much on the system. For OpenVR, our origin point is usually the center of the tracking space, on the ground. For other platforms, it's often the location of the tracking camera.
 
-This method allows you to center our tracker on the location of the HMD, it will take the current location of the HMD and use that to adjust all our tracking data in essence realigning the real world to your players current position in your game world.
+This method allows you to center your tracker on the location of the HMD. It will take the current location of the HMD and use that to adjust all your tracking data; in essence, realigning the real world to your player's current position in the game world.
 
-For this method to produce usable results tracking information should be available and this often takes a few frames after starting your game.
+For this method to produce usable results, tracking information must be available. This often takes a few frames after starting your game.
 
-You should call this method after a few seconds have passed, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, and when implementing a teleport mechanism.
+You should call this method after a few seconds have passed. For instance, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism.
 
 .. _class_ARVRServer_method_find_interface:
 
 - :ref:`ARVRInterface<class_ARVRInterface>` **find_interface** **(** :ref:`String<class_String>` name **)** const
 
-Find an interface by its name. Say that you're making a game that uses specific capabilities of an AR/VR platform you can find the interface for that platform by name and initialize it.
+Finds an interface by its name. For instance, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it.
 
 .. _class_ARVRServer_method_get_hmd_transform:
 
@@ -193,19 +193,19 @@ Returns the primary interface's transformation.
 
 - :ref:`ARVRInterface<class_ARVRInterface>` **get_interface** **(** :ref:`int<class_int>` idx **)** const
 
-Get the interface registered at a given index in our list of interfaces.
+Gets the interface registered at a given index in our list of interfaces.
 
 .. _class_ARVRServer_method_get_interface_count:
 
 - :ref:`int<class_int>` **get_interface_count** **(** **)** const
 
-Get the number of interfaces currently registered with the AR/VR server. If your game supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try an initialize each interface and use the first one that returns ``true``.
+Gets the number of interfaces currently registered with the AR/VR server. If your project supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try to initialize each interface and use the first one that returns ``true``.
 
 .. _class_ARVRServer_method_get_interfaces:
 
 - :ref:`Array<class_Array>` **get_interfaces** **(** **)** const
 
-Returns a list of available interfaces with both id and name of the interface.
+Returns a list of available interfaces the ID and name of each interface.
 
 .. _class_ARVRServer_method_get_last_commit_usec:
 
@@ -223,17 +223,17 @@ Returns a list of available interfaces with both id and name of the interface.
 
 - :ref:`Transform<class_Transform>` **get_reference_frame** **(** **)** const
 
-Gets our reference frame transform, mostly used internally and exposed for GDNative build interfaces.
+Gets the reference frame transform. Mostly used internally and exposed for GDNative build interfaces.
 
 .. _class_ARVRServer_method_get_tracker:
 
 - :ref:`ARVRPositionalTracker<class_ARVRPositionalTracker>` **get_tracker** **(** :ref:`int<class_int>` idx **)** const
 
-Get the positional tracker at the given ID.
+Gets the positional tracker at the given ID.
 
 .. _class_ARVRServer_method_get_tracker_count:
 
 - :ref:`int<class_int>` **get_tracker_count** **(** **)** const
 
-Get the number of trackers currently registered.
+Gets the number of trackers currently registered.
 

+ 15 - 15
classes/class_astar.rst

@@ -98,7 +98,7 @@ Adds a new point at the given position with the given identifier. The algorithm
     var as = AStar.new()
     as.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1
 
-If there already exists a point for the given id, its position and weight scale are updated to the given values.
+If there already exists a point for the given ``id``, its position and weight scale are updated to the given values.
 
 .. _class_AStar_method_are_points_connected:
 
@@ -135,13 +135,13 @@ Deletes the segment between the given points.
 
 - :ref:`int<class_int>` **get_available_point_id** **(** **)** const
 
-Returns the next available point id with no point associated to it.
+Returns the next available point ID with no point associated to it.
 
 .. _class_AStar_method_get_closest_point:
 
 - :ref:`int<class_int>` **get_closest_point** **(** :ref:`Vector3<class_Vector3>` to_position **)** const
 
-Returns the id of the closest point to ``to_position``. Returns -1 if there are no points in the points pool.
+Returns the ID of the closest point to ``to_position``. Returns -1 if there are no points in the points pool.
 
 .. _class_AStar_method_get_closest_position_in_segment:
 
@@ -155,7 +155,7 @@ Returns the closest position to ``to_position`` that resides inside a segment be
     as.add_point(1, Vector3(0, 0, 0))
     as.add_point(2, Vector3(0, 5, 0))
     as.connect_points(1, 2)
-    var res = as.get_closest_position_in_segment(Vector3(3, 3, 0)) # returns (0, 3, 0)
+    var res = as.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns (0, 3, 0)
 
 The result is in the segment that goes from ``y = 0`` to ``y = 5``. It's the closest position in the segment to the given point.
 
@@ -163,13 +163,13 @@ The result is in the segment that goes from ``y = 0`` to ``y = 5``. It's the clo
 
 - :ref:`PoolIntArray<class_PoolIntArray>` **get_id_path** **(** :ref:`int<class_int>` from_id, :ref:`int<class_int>` to_id **)**
 
-Returns an array with the ids of the points that form the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.
+Returns an array with the IDs of the points that form the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.
 
 ::
 
     var as = AStar.new()
     as.add_point(1, Vector3(0, 0, 0))
-    as.add_point(2, Vector3(0, 1, 0), 1) # default weight is 1
+    as.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1
     as.add_point(3, Vector3(1, 1, 0))
     as.add_point(4, Vector3(2, 0, 0))
     
@@ -179,7 +179,7 @@ Returns an array with the ids of the points that form the path found by AStar be
     as.connect_points(1, 4, false)
     as.connect_points(5, 4, false)
     
-    var res = as.get_id_path(1, 3) # returns [1, 2, 3]
+    var res = as.get_id_path(1, 3) # Returns [1, 2, 3]
 
 If you change the 2nd point's weight to 3, then the result will be ``[1, 4, 3]`` instead, because now even though the distance is longer, it's "easier" to get through point 4 than through point 2.
 
@@ -187,7 +187,7 @@ If you change the 2nd point's weight to 3, then the result will be ``[1, 4, 3]``
 
 - :ref:`PoolIntArray<class_PoolIntArray>` **get_point_connections** **(** :ref:`int<class_int>` id **)**
 
-Returns an array with the ids of the points that form the connect with the given point.
+Returns an array with the IDs of the points that form the connection with the given point.
 
 ::
 
@@ -200,7 +200,7 @@ Returns an array with the ids of the points that form the connect with the given
     as.connect_points(1, 2, true)
     as.connect_points(1, 3, true)
     
-    var neighbors = as.get_point_connections(1) # returns [2, 3]
+    var neighbors = as.get_point_connections(1) # Returns [2, 3]
 
 .. _class_AStar_method_get_point_path:
 
@@ -212,13 +212,13 @@ Returns an array with the points that are in the path found by AStar between the
 
 - :ref:`Vector3<class_Vector3>` **get_point_position** **(** :ref:`int<class_int>` id **)** const
 
-Returns the position of the point associated with the given id.
+Returns the position of the point associated with the given ``id``.
 
 .. _class_AStar_method_get_point_weight_scale:
 
 - :ref:`float<class_float>` **get_point_weight_scale** **(** :ref:`int<class_int>` id **)** const
 
-Returns the weight scale of the point associated with the given id.
+Returns the weight scale of the point associated with the given ``id``.
 
 .. _class_AStar_method_get_points:
 
@@ -230,7 +230,7 @@ Returns an array of all points.
 
 - :ref:`bool<class_bool>` **has_point** **(** :ref:`int<class_int>` id **)** const
 
-Returns whether a point associated with the given id exists.
+Returns whether a point associated with the given ``id`` exists.
 
 .. _class_AStar_method_is_point_disabled:
 
@@ -242,7 +242,7 @@ Returns whether a point is disabled or not for pathfinding. By default, all poin
 
 - void **remove_point** **(** :ref:`int<class_int>` id **)**
 
-Removes the point associated with the given id from the points pool.
+Removes the point associated with the given ``id`` from the points pool.
 
 .. _class_AStar_method_set_point_disabled:
 
@@ -254,11 +254,11 @@ Disables or enables the specified point for pathfinding. Useful for making a tem
 
 - void **set_point_position** **(** :ref:`int<class_int>` id, :ref:`Vector3<class_Vector3>` position **)**
 
-Sets the position for the point with the given id.
+Sets the ``position`` for the point with the given ``id``.
 
 .. _class_AStar_method_set_point_weight_scale:
 
 - void **set_point_weight_scale** **(** :ref:`int<class_int>` id, :ref:`float<class_float>` weight_scale **)**
 
-Sets the ``weight_scale`` for the point with the given id.
+Sets the ``weight_scale`` for the point with the given ``id``.
 

+ 15 - 15
classes/class_astar2d.rst

@@ -80,7 +80,7 @@ Adds a new point at the given position with the given identifier. The algorithm
     var as = AStar2D.new()
     as.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with weight_scale 4 and id 1
 
-If there already exists a point for the given id, its position and weight scale are updated to the given values.
+If there already exists a point for the given ``id``, its position and weight scale are updated to the given values.
 
 .. _class_AStar2D_method_are_points_connected:
 
@@ -117,13 +117,13 @@ Deletes the segment between the given points.
 
 - :ref:`int<class_int>` **get_available_point_id** **(** **)** const
 
-Returns the next available point id with no point associated to it.
+Returns the next available point ID with no point associated to it.
 
 .. _class_AStar2D_method_get_closest_point:
 
 - :ref:`int<class_int>` **get_closest_point** **(** :ref:`Vector2<class_Vector2>` to_position **)** const
 
-Returns the id of the closest point to ``to_position``. Returns -1 if there are no points in the points pool.
+Returns the ID of the closest point to ``to_position``. Returns -1 if there are no points in the points pool.
 
 .. _class_AStar2D_method_get_closest_position_in_segment:
 
@@ -137,7 +137,7 @@ Returns the closest position to ``to_position`` that resides inside a segment be
     as.add_point(1, Vector2(0, 0))
     as.add_point(2, Vector2(0, 5))
     as.connect_points(1, 2)
-    var res = as.get_closest_position_in_segment(Vector2(3, 3)) # returns (0, 3)
+    var res = as.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, 3)
 
 The result is in the segment that goes from ``y = 0`` to ``y = 5``. It's the closest position in the segment to the given point.
 
@@ -145,13 +145,13 @@ The result is in the segment that goes from ``y = 0`` to ``y = 5``. It's the clo
 
 - :ref:`PoolIntArray<class_PoolIntArray>` **get_id_path** **(** :ref:`int<class_int>` from_id, :ref:`int<class_int>` to_id **)**
 
-Returns an array with the ids of the points that form the path found by AStar2D between the given points. The array is ordered from the starting point to the ending point of the path.
+Returns an array with the IDs of the points that form the path found by AStar2D between the given points. The array is ordered from the starting point to the ending point of the path.
 
 ::
 
     var as = AStar2D.new()
     as.add_point(1, Vector2(0, 0))
-    as.add_point(2, Vector2(0, 1), 1) # default weight is 1
+    as.add_point(2, Vector2(0, 1), 1) # Default weight is 1
     as.add_point(3, Vector2(1, 1))
     as.add_point(4, Vector2(2, 0))
     
@@ -161,7 +161,7 @@ Returns an array with the ids of the points that form the path found by AStar2D
     as.connect_points(1, 4, false)
     as.connect_points(5, 4, false)
     
-    var res = as.get_id_path(1, 3) # returns [1, 2, 3]
+    var res = as.get_id_path(1, 3) # Returns [1, 2, 3]
 
 If you change the 2nd point's weight to 3, then the result will be ``[1, 4, 3]`` instead, because now even though the distance is longer, it's "easier" to get through point 4 than through point 2.
 
@@ -169,7 +169,7 @@ If you change the 2nd point's weight to 3, then the result will be ``[1, 4, 3]``
 
 - :ref:`PoolIntArray<class_PoolIntArray>` **get_point_connections** **(** :ref:`int<class_int>` id **)**
 
-Returns an array with the ids of the points that form the connect with the given point.
+Returns an array with the IDs of the points that form the connection with the given point.
 
 ::
 
@@ -182,7 +182,7 @@ Returns an array with the ids of the points that form the connect with the given
     as.connect_points(1, 2, true)
     as.connect_points(1, 3, true)
     
-    var neighbors = as.get_point_connections(1) # returns [2, 3]
+    var neighbors = as.get_point_connections(1) # Returns [2, 3]
 
 .. _class_AStar2D_method_get_point_path:
 
@@ -194,13 +194,13 @@ Returns an array with the points that are in the path found by AStar2D between t
 
 - :ref:`Vector2<class_Vector2>` **get_point_position** **(** :ref:`int<class_int>` id **)** const
 
-Returns the position of the point associated with the given id.
+Returns the position of the point associated with the given ``id``.
 
 .. _class_AStar2D_method_get_point_weight_scale:
 
 - :ref:`float<class_float>` **get_point_weight_scale** **(** :ref:`int<class_int>` id **)** const
 
-Returns the weight scale of the point associated with the given id.
+Returns the weight scale of the point associated with the given ``id``.
 
 .. _class_AStar2D_method_get_points:
 
@@ -212,7 +212,7 @@ Returns an array of all points.
 
 - :ref:`bool<class_bool>` **has_point** **(** :ref:`int<class_int>` id **)** const
 
-Returns whether a point associated with the given id exists.
+Returns whether a point associated with the given ``id`` exists.
 
 .. _class_AStar2D_method_is_point_disabled:
 
@@ -224,7 +224,7 @@ Returns whether a point is disabled or not for pathfinding. By default, all poin
 
 - void **remove_point** **(** :ref:`int<class_int>` id **)**
 
-Removes the point associated with the given id from the points pool.
+Removes the point associated with the given ``id`` from the points pool.
 
 .. _class_AStar2D_method_set_point_disabled:
 
@@ -236,11 +236,11 @@ Disables or enables the specified point for pathfinding. Useful for making a tem
 
 - void **set_point_position** **(** :ref:`int<class_int>` id, :ref:`Vector2<class_Vector2>` position **)**
 
-Sets the position for the point with the given id.
+Sets the ``position`` for the point with the given ``id``.
 
 .. _class_AStar2D_method_set_point_weight_scale:
 
 - void **set_point_weight_scale** **(** :ref:`int<class_int>` id, :ref:`float<class_float>` weight_scale **)**
 
-Sets the ``weight_scale`` for the point with the given id.
+Sets the ``weight_scale`` for the point with the given ``id``.
 

+ 1 - 1
classes/class_atlastexture.rst

@@ -73,7 +73,7 @@ If ``true``, clips the area outside of the region to avoid bleeding of the surro
 | *Getter* | get_margin()      |
 +----------+-------------------+
 
-The margin around the region. The :ref:`Rect2<class_Rect2>`'s 'size' parameter ('w' and 'h' in the editor) resizes the texture so it fits within the margin.
+The margin around the region. The :ref:`Rect2<class_Rect2>`'s :ref:`Rect2.size<class_Rect2_property_size>` parameter ("w" and "h" in the editor) resizes the texture so it fits within the margin.
 
 .. _class_AtlasTexture_property_region:
 

+ 1 - 1
classes/class_audiobuslayout.rst

@@ -14,7 +14,7 @@ AudioBusLayout
 Brief Description
 -----------------
 
-Stores information about the audiobusses.
+Stores information about the audio buses.
 
 Description
 -----------

+ 1 - 1
classes/class_audioeffect.rst

@@ -16,7 +16,7 @@ AudioEffect
 Brief Description
 -----------------
 
-Audio Effect For Audio.
+Audio effect for audio.
 
 Description
 -----------

+ 2 - 2
classes/class_audioeffectamplify.rst

@@ -14,7 +14,7 @@ AudioEffectAmplify
 Brief Description
 -----------------
 
-Adds a Amplify audio effect to an Audio bus.
+Adds an amplifying audio effect to an audio bus.
 
 Increases or decreases the volume of the selected audio bus.
 
@@ -43,5 +43,5 @@ Property Descriptions
 | *Getter* | get_volume_db()      |
 +----------+----------------------+
 
-Amount of amplification. Positive values make the sound louder, negative values make it quieter. Value can range from -80 to 24. Default value: ``0``.
+Amount of amplification in decibels. Positive values make the sound louder, negative values make it quieter. Value can range from -80 to 24. Default value: ``0``.
 

+ 1 - 1
classes/class_audioeffectbandlimitfilter.rst

@@ -14,7 +14,7 @@ AudioEffectBandLimitFilter
 Brief Description
 -----------------
 
-Adds a band limit filter to the Audio Bus.
+Adds a band limit filter to the audio bus.
 
 Description
 -----------

+ 1 - 1
classes/class_audioeffectbandpassfilter.rst

@@ -14,7 +14,7 @@ AudioEffectBandPassFilter
 Brief Description
 -----------------
 
-Adds a band pass filter to the Audio Bus.
+Adds a band pass filter to the audio bus.
 
 Description
 -----------

+ 6 - 6
classes/class_audioeffectcompressor.rst

@@ -14,7 +14,7 @@ AudioEffectCompressor
 Brief Description
 -----------------
 
-Adds a Compressor audio effect to an Audio bus.
+Adds a compressor audio effect to an audio bus.
 
 Reduces sounds that exceed a certain threshold level, smooths out the dynamics and increases the overall volume.
 
@@ -44,11 +44,11 @@ Dynamic range compressor reduces the level of the sound when the amplitude goes
 
 Compressor has many uses in the mix:
 
-- In the Master bus to compress the whole output (Although a :ref:`AudioEffectLimiter<class_AudioEffectLimiter>` is probably better)
+- In the Master bus to compress the whole output (although an :ref:`AudioEffectLimiter<class_AudioEffectLimiter>` is probably better).
 
 - In voice channels to ensure they sound as balanced as possible.
 
-- Sidechained. Sidechained, which can reduce the sound level sidechained with another audio bus for threshold detection.. This technique is very common in video game mixing to download the level of Music/SFX while voices are being heard.
+- Sidechained. This can reduce the sound level sidechained with another audio bus for threshold detection. This technique is common in video game mixing to the level of music and SFX while voices are being heard.
 
 - Accentuates transients by using a wider attack, making effects sound more punchy.
 
@@ -65,7 +65,7 @@ Property Descriptions
 | *Getter* | get_attack_us()      |
 +----------+----------------------+
 
-Compressor's reaction time when the signal exceeds the threshold. Value can range from 20 to 2000. Default value: ``20ms``.
+Compressor's reaction time when the signal exceeds the threshold, in microseconds. Value can range from 20 to 2000. Default value: ``20us``.
 
 .. _class_AudioEffectCompressor_property_gain:
 
@@ -101,7 +101,7 @@ Balance between original signal and effect signal. Value can range from 0 (total
 | *Getter* | get_ratio()      |
 +----------+------------------+
 
-Amount of compression applied to the audio once it passes the threshold level. The higher the ratio the more the loud parts of the audio will be compressed. Value can range from 1 to 48. Default value: ``4``.
+Amount of compression applied to the audio once it passes the threshold level. The higher the ratio, the more the loud parts of the audio will be compressed. Value can range from 1 to 48. Default value: ``4``.
 
 .. _class_AudioEffectCompressor_property_release_ms:
 
@@ -113,7 +113,7 @@ Amount of compression applied to the audio once it passes the threshold level. T
 | *Getter* | get_release_ms()      |
 +----------+-----------------------+
 
-Compressor's delay time to stop reducing the signal after the signal level falls below the threshold. Value can range from 20 to 2000. Default value: ``250ms``.
+Compressor's delay time to stop reducing the signal after the signal level falls below the threshold, in milliseconds. Value can range from 20 to 2000. Default value: ``250ms``.
 
 .. _class_AudioEffectCompressor_property_sidechain:
 

+ 3 - 3
classes/class_audioeffectdelay.rst

@@ -14,7 +14,7 @@ AudioEffectDelay
 Brief Description
 -----------------
 
-Adds a Delay audio effect to an Audio bus. Plays input signal back after a period of time.
+Adds a delay audio effect to an audio bus. Plays input signal back after a period of time.
 
 Two tap delay and feedback options.
 
@@ -115,7 +115,7 @@ Sound level for ``tap1``. Default value: ``-6 dB``.
 | *Getter* | get_feedback_lowpass()      |
 +----------+-----------------------------+
 
-Low-pass filter for feedback. Frequencies below the Low Cut value are filtered out of the source signal. Default value: ``16000``.
+Low-pass filter for feedback, in Hz. Frequencies below this value are filtered out of the source signal. Default value: ``16000``.
 
 .. _class_AudioEffectDelay_property_tap1/active:
 
@@ -139,7 +139,7 @@ If ``true``, ``tap1`` will be enabled. Default value: ``true``.
 | *Getter* | get_tap1_delay_ms()      |
 +----------+--------------------------+
 
-**Tap1** delay time in milliseconds. Default value: ``250ms``.
+``tap1`` delay time in milliseconds. Default value: ``250ms``.
 
 .. _class_AudioEffectDelay_property_tap1/level_db:
 

+ 4 - 4
classes/class_audioeffectdistortion.rst

@@ -14,7 +14,7 @@ AudioEffectDistortion
 Brief Description
 -----------------
 
-Adds a Distortion audio effect to an Audio bus.
+Adds a distortion audio effect to an Audio bus.
 
 Modify the sound to make it dirty.
 
@@ -63,7 +63,7 @@ enum **Mode**:
 Description
 -----------
 
-Modify the sound and make it dirty. Different types are available : clip, tan, lofi (bit crushing), overdrive, or waveshape.
+Modify the sound and make it dirty. Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape.
 
 By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
 
@@ -92,7 +92,7 @@ Distortion power. Value can range from 0 to 1. Default value: ``0``.
 | *Getter* | get_keep_hf_hz()      |
 +----------+-----------------------+
 
-High-pass filter. Frequencies higher than this value will not be affected by the distortion. Value can range from 1 to 20000. Default value: ``16000``.
+High-pass filter, in Hz. Frequencies higher than this value will not be affected by the distortion. Value can range from 1 to 20000. Default value: ``16000``.
 
 .. _class_AudioEffectDistortion_property_mode:
 
@@ -104,7 +104,7 @@ High-pass filter. Frequencies higher than this value will not be affected by the
 | *Getter* | get_mode()      |
 +----------+-----------------+
 
-Distortion type. Default value: ``MODE_CLIP``.
+Distortion type. Default value: :ref:`MODE_CLIP<class_AudioEffectDistortion_constant_MODE_CLIP>`.
 
 .. _class_AudioEffectDistortion_property_post_gain:
 

+ 1 - 1
classes/class_audioeffecteq.rst

@@ -34,7 +34,7 @@ Methods
 Description
 -----------
 
-AudioEffectEQ gives you control over frequencies. Use it to compensate for existing deficiencies in audio. AudioEffectEQ are very useful on the Master Bus to completely master a mix and give it character. They are also very useful when a game is run on a mobile device, to adjust the mix to that kind of speakers (it can be added but disabled when headphones are plugged).
+AudioEffectEQ gives you control over frequencies. Use it to compensate for existing deficiencies in audio. AudioEffectEQs are useful on the Master bus to completely master a mix and give it more character. They are also useful when a game is run on a mobile device, to adjust the mix to that kind of speakers (it can be added but disabled when headphones are plugged).
 
 Method Descriptions
 -------------------

+ 11 - 11
classes/class_audioeffecteq10.rst

@@ -21,27 +21,27 @@ Each frequency can be modulated between -60/+24 dB.
 Description
 -----------
 
-Frequency bands :
+Frequency bands:
 
-Band 1 : 31 Hz
+Band 1: 31 Hz
 
-Band 2 : 62 Hz
+Band 2: 62 Hz
 
-Band 3 : 125 Hz
+Band 3: 125 Hz
 
-Band 4 : 250 Hz
+Band 4: 250 Hz
 
-Band 5 : 500 Hz
+Band 5: 500 Hz
 
-Band 6 : 1000 Hz
+Band 6: 1000 Hz
 
-Band 7 : 2000 Hz
+Band 7: 2000 Hz
 
-Band 8 : 4000 Hz
+Band 8: 4000 Hz
 
-Band 9 : 8000 Hz
+Band 9: 8000 Hz
 
-Band 10 : 16000 Hz
+Band 10: 16000 Hz
 
 See also :ref:`AudioEffectEQ<class_AudioEffectEQ>`, :ref:`AudioEffectEQ6<class_AudioEffectEQ6>`, :ref:`AudioEffectEQ21<class_AudioEffectEQ21>`.
 

+ 22 - 22
classes/class_audioeffecteq21.rst

@@ -21,49 +21,49 @@ Each frequency can be modulated between -60/+24 dB.
 Description
 -----------
 
-Frequency bands :
+Frequency bands:
 
-Band 1 : 22 Hz
+Band 1: 22 Hz
 
-Band 2 : 32 Hz
+Band 2: 32 Hz
 
-Band 3 : 44 Hz
+Band 3: 44 Hz
 
-Band 4 : 63 Hz
+Band 4: 63 Hz
 
-Band 5 : 90 Hz
+Band 5: 90 Hz
 
-Band 6 : 125 Hz
+Band 6: 125 Hz
 
-Band 7 : 175 Hz
+Band 7: 175 Hz
 
-Band 8 : 250 Hz
+Band 8: 250 Hz
 
-Band 9 : 350 Hz
+Band 9: 350 Hz
 
-Band 10 : 500 Hz
+Band 10: 500 Hz
 
-Band 11 : 700 Hz
+Band 11: 700 Hz
 
-Band 12 : 1000 Hz
+Band 12: 1000 Hz
 
-Band 13 : 1400 Hz
+Band 13: 1400 Hz
 
-Band 14 : 2000 Hz
+Band 14: 2000 Hz
 
-Band 15 : 2800 Hz
+Band 15: 2800 Hz
 
-Band 16 : 4000 Hz
+Band 16: 4000 Hz
 
-Band 17 : 5600 Hz
+Band 17: 5600 Hz
 
-Band 18 : 8000 Hz
+Band 18: 8000 Hz
 
-Band 19 : 11000 Hz
+Band 19: 11000 Hz
 
-Band 20 : 16000 Hz
+Band 20: 16000 Hz
 
-Band 21 : 22000 Hz
+Band 21: 22000 Hz
 
 See also :ref:`AudioEffectEQ<class_AudioEffectEQ>`, :ref:`AudioEffectEQ6<class_AudioEffectEQ6>`, :ref:`AudioEffectEQ10<class_AudioEffectEQ10>`.
 

+ 7 - 7
classes/class_audioeffecteq6.rst

@@ -21,19 +21,19 @@ Each frequency can be modulated between -60/+24 dB.
 Description
 -----------
 
-Frequency bands :
+Frequency bands:
 
-Band 1 : 32 Hz
+Band 1: 32 Hz
 
-Band 2 : 100 Hz
+Band 2: 100 Hz
 
-Band 3 : 320 Hz
+Band 3: 320 Hz
 
-Band 4 : 1000 Hz
+Band 4: 1000 Hz
 
-Band 5 : 3200 Hz
+Band 5: 3200 Hz
 
-Band 6 : 10000 Hz
+Band 6: 10000 Hz
 
 See also :ref:`AudioEffectEQ<class_AudioEffectEQ>`, :ref:`AudioEffectEQ10<class_AudioEffectEQ10>`, :ref:`AudioEffectEQ21<class_AudioEffectEQ21>`.
 

+ 2 - 2
classes/class_audioeffectfilter.rst

@@ -16,7 +16,7 @@ AudioEffectFilter
 Brief Description
 -----------------
 
-Adds a filter to the Audio Bus.
+Adds a filter to the audio bus.
 
 Properties
 ----------
@@ -72,7 +72,7 @@ Property Descriptions
 | *Getter* | get_cutoff()      |
 +----------+-------------------+
 
-Threshold frequency for the filter.
+Threshold frequency for the filter, in Hz.
 
 .. _class_AudioEffectFilter_property_db:
 

+ 1 - 1
classes/class_audioeffecthighpassfilter.rst

@@ -14,7 +14,7 @@ AudioEffectHighPassFilter
 Brief Description
 -----------------
 
-Adds a high pass filter to the Audio Bus.
+Adds a high-pass filter to the Audio Bus.
 
 Description
 -----------

+ 5 - 5
classes/class_audioeffectlimiter.rst

@@ -14,7 +14,7 @@ AudioEffectLimiter
 Brief Description
 -----------------
 
-Adds a soft clip Limiter audio effect to an Audio bus.
+Adds a soft-clip limiter audio effect to an Audio bus.
 
 Properties
 ----------
@@ -32,7 +32,7 @@ Properties
 Description
 -----------
 
-A limiter is similar to a compressor, but it's less flexible and designed to disallow sound going over a given dB threshold. Adding one in the Master Bus is always recommended to reduce the effects of clipping.
+A limiter is similar to a compressor, but it's less flexible and designed to disallow sound going over a given dB threshold. Adding one in the Master bus is always recommended to reduce the effects of clipping.
 
 Soft clipping starts to reduce the peaks a little below the threshold level and progressively increases its effect as the input level increases such that the threshold is never exceeded.
 
@@ -49,7 +49,7 @@ Property Descriptions
 | *Getter* | get_ceiling_db()      |
 +----------+-----------------------+
 
-The waveform's maximum allowed value. Value can range from -20 to -0.1. Default value: ``-0.1dB``.
+The waveform's maximum allowed value, in decibels. Value can range from -20 to -0.1. Default value: ``-0.1dB``.
 
 .. _class_AudioEffectLimiter_property_soft_clip_db:
 
@@ -61,7 +61,7 @@ The waveform's maximum allowed value. Value can range from -20 to -0.1. Default
 | *Getter* | get_soft_clip_db()      |
 +----------+-------------------------+
 
-Applies a gain to the limited waves. Value can range from 0 to 6. Default value: ``2dB``.
+Applies a gain to the limited waves, in decibels. Value can range from 0 to 6. Default value: ``2dB``.
 
 .. _class_AudioEffectLimiter_property_soft_clip_ratio:
 
@@ -83,5 +83,5 @@ Applies a gain to the limited waves. Value can range from 0 to 6. Default value:
 | *Getter* | get_threshold_db()      |
 +----------+-------------------------+
 
-Threshold from which the limiter begins to be active. Value can range from -30 to 0. Default value: ``0dB``.
+Threshold from which the limiter begins to be active, in decibels. Value can range from -30 to 0. Default value: ``0dB``.
 

+ 1 - 1
classes/class_audioeffectlowpassfilter.rst

@@ -14,7 +14,7 @@ AudioEffectLowPassFilter
 Brief Description
 -----------------
 
-Adds a low pass filter to the Audio Bus.
+Adds a low-pass filter to the Audio bus.
 
 Description
 -----------

+ 1 - 1
classes/class_audioeffectnotchfilter.rst

@@ -14,7 +14,7 @@ AudioEffectNotchFilter
 Brief Description
 -----------------
 
-Adds a notch filter to the Audio Bus.
+Adds a notch filter to the Audio bus.
 
 Description
 -----------

+ 1 - 1
classes/class_audioeffectpanner.rst

@@ -14,7 +14,7 @@ AudioEffectPanner
 Brief Description
 -----------------
 
-Adds a Panner audio effect to an Audio bus. Pans sound left or right.
+Adds a panner audio effect to an Audio bus. Pans sound left or right.
 
 Properties
 ----------

+ 5 - 5
classes/class_audioeffectphaser.rst

@@ -14,7 +14,7 @@ AudioEffectPhaser
 Brief Description
 -----------------
 
-Adds a Phaser audio effect to an Audio bus.
+Adds a phaser audio effect to an Audio bus.
 
 Combines the original signal with a copy that is slightly out of phase with the original.
 
@@ -36,7 +36,7 @@ Properties
 Description
 -----------
 
-Combines phase-shifted signals with the original signal. The movement of the phase-shifted signals is controlled using a Low Frequency Oscillator.
+Combines phase-shifted signals with the original signal. The movement of the phase-shifted signals is controlled using a low-frequency oscillator.
 
 Property Descriptions
 ---------------------
@@ -75,7 +75,7 @@ Output percent of modified sound. Value can range from 0.1 to 0.9. Default value
 | *Getter* | get_range_max_hz()      |
 +----------+-------------------------+
 
-Determines the maximum frequency affected by the LFO modulations. Value can range from 10 to 10000. Default value: ``1600hz``.
+Determines the maximum frequency affected by the LFO modulations, in Hz. Value can range from 10 to 10000. Default value: ``1600hz``.
 
 .. _class_AudioEffectPhaser_property_range_min_hz:
 
@@ -87,7 +87,7 @@ Determines the maximum frequency affected by the LFO modulations. Value can rang
 | *Getter* | get_range_min_hz()      |
 +----------+-------------------------+
 
-Determines the minimum frequency affected by the LFO modulations. Value can range from 10 to 10000. Default value: ``440hz``.
+Determines the minimum frequency affected by the LFO modulations, in Hz. Value can range from 10 to 10000. Default value: ``440hz``.
 
 .. _class_AudioEffectPhaser_property_rate_hz:
 
@@ -99,5 +99,5 @@ Determines the minimum frequency affected by the LFO modulations. Value can rang
 | *Getter* | get_rate_hz()      |
 +----------+--------------------+
 
-Adjusts the rate at which the effect sweeps up and down across the frequency range.
+Adjusts the rate in Hz at which the effect sweeps up and down across the frequency range.
 

+ 2 - 2
classes/class_audioeffectpitchshift.rst

@@ -14,7 +14,7 @@ AudioEffectPitchShift
 Brief Description
 -----------------
 
-Adds a Pitch shift audio effect to an Audio bus.
+Adds a pitch-shifting audio effect to an Audio bus.
 
 Raises or lowers the pitch of original sound.
 
@@ -58,7 +58,7 @@ enum **FFT_Size**:
 
 - **FFT_SIZE_4096** = **4**
 
-- **FFT_SIZE_MAX** = **5**
+- **FFT_SIZE_MAX** = **5** --- Represents the size of the :ref:`FFT_Size<enum_AudioEffectPitchShift_FFT_Size>` enum.
 
 Description
 -----------

+ 2 - 2
classes/class_audioeffectreverb.rst

@@ -14,7 +14,7 @@ AudioEffectReverb
 Brief Description
 -----------------
 
-Adds a Reverb audio effect to an Audio bus.
+Adds a reverberation audio effect to an Audio bus.
 
 Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.
 
@@ -105,7 +105,7 @@ Output percent of predelay. Value can range from 0 to 1. Default value: ``1``.
 | *Getter* | get_predelay_msec()      |
 +----------+--------------------------+
 
-Time between the original signal and the early reflections of the reverb signal. Default value: ``150ms``.
+Time between the original signal and the early reflections of the reverb signal, in milliseconds. Default value: ``150ms``.
 
 .. _class_AudioEffectReverb_property_room_size:
 

+ 1 - 1
classes/class_audioeffectspectrumanalyzer.rst

@@ -56,7 +56,7 @@ enum **FFT_Size**:
 
 - **FFT_SIZE_4096** = **4**
 
-- **FFT_SIZE_MAX** = **5**
+- **FFT_SIZE_MAX** = **5** --- Represents the size of the :ref:`FFT_Size<enum_AudioEffectSpectrumAnalyzer_FFT_Size>` enum.
 
 Property Descriptions
 ---------------------

+ 2 - 2
classes/class_audioeffectspectrumanalyzerinstance.rst

@@ -34,9 +34,9 @@ Enumerations
 
 enum **MagnitudeMode**:
 
-- **MAGNITUDE_AVERAGE** = **0**
+- **MAGNITUDE_AVERAGE** = **0** --- Use the average value as magnitude.
 
-- **MAGNITUDE_MAX** = **1**
+- **MAGNITUDE_MAX** = **1** --- Use the maximum value as magnitude.
 
 Method Descriptions
 -------------------

+ 3 - 3
classes/class_audioserver.rst

@@ -14,7 +14,7 @@ AudioServer
 Brief Description
 -----------------
 
-Server interface for low level audio access.
+Server interface for low-level audio access.
 
 Methods
 -------
@@ -144,7 +144,7 @@ enum **SpeakerMode**:
 Description
 -----------
 
-AudioServer is a low level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
+AudioServer is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
 
 Tutorials
 ---------
@@ -396,5 +396,5 @@ Swaps the position of two effects in bus ``bus_idx``.
 
 - void **unlock** **(** **)**
 
-Unlocks the audiodriver's main loop. After locking it always unlock it.
+Unlocks the audio driver's main loop. (After locking it, you should always unlock it.)
 

+ 1 - 1
classes/class_audiostreamplayback.rst

@@ -21,5 +21,5 @@ Meta class for playing back audio.
 Description
 -----------
 
-Can play, loop, pause a scroll through Audio. See :ref:`AudioStream<class_AudioStream>` and :ref:`AudioStreamOGGVorbis<class_AudioStreamOGGVorbis>` for usage.
+Can play, loop, pause a scroll through audio. See :ref:`AudioStream<class_AudioStream>` and :ref:`AudioStreamOGGVorbis<class_AudioStreamOGGVorbis>` for usage.
 

+ 3 - 3
classes/class_audiostreamplayer.rst

@@ -14,7 +14,7 @@ AudioStreamPlayer
 Brief Description
 -----------------
 
-Plays back audio.
+Plays back audio non-positionally.
 
 Properties
 ----------
@@ -83,7 +83,7 @@ enum **MixTarget**:
 Description
 -----------
 
-Plays background audio.
+Plays an audio stream non-positionally.
 
 Tutorials
 ---------
@@ -202,7 +202,7 @@ Returns the position in the :ref:`AudioStream<class_AudioStream>` in seconds.
 
 - void **play** **(** :ref:`float<class_float>` from_position=0.0 **)**
 
-Plays the audio from the given position 'from_position', in seconds.
+Plays the audio from the given ``from_position``, in seconds.
 
 .. _class_AudioStreamPlayer_method_seek:
 

+ 1 - 1
classes/class_audiostreamplayer2d.rst

@@ -211,7 +211,7 @@ Returns the position in the :ref:`AudioStream<class_AudioStream>`.
 
 - void **play** **(** :ref:`float<class_float>` from_position=0.0 **)**
 
-Plays the audio from the given position 'from_position', in seconds.
+Plays the audio from the given position ``from_position``, in seconds.
 
 .. _class_AudioStreamPlayer2D_method_seek:
 

+ 5 - 5
classes/class_audiostreamplayer3d.rst

@@ -81,7 +81,7 @@ Signals
 
 - **finished** **(** **)**
 
-Fires when the audio stops playing.
+Emitted when the audio stops playing.
 
 Enumerations
 ------------
@@ -265,7 +265,7 @@ If ``true``, the audio should be dampened according to the direction of the soun
 | *Getter* | get_emission_angle_filter_attenuation_db()      |
 +----------+-------------------------------------------------+
 
-dampens audio if camera is outside of 'emission_angle_degrees' and 'emission_angle_enabled' is set by this factor, in dB.
+Dampens audio if camera is outside of :ref:`emission_angle_degrees<class_AudioStreamPlayer3D_property_emission_angle_degrees>` and :ref:`emission_angle_enabled<class_AudioStreamPlayer3D_property_emission_angle_enabled>` is set by this factor, in dB.
 
 .. _class_AudioStreamPlayer3D_property_max_db:
 
@@ -289,7 +289,7 @@ Sets the absolute maximum of the soundlevel, in dB.
 | *Getter* | get_max_distance()      |
 +----------+-------------------------+
 
-Sets the distance from which the 'out_of_range_mode' takes effect. Has no effect if set to 0.
+Sets the distance from which the :ref:`out_of_range_mode<class_AudioStreamPlayer3D_property_out_of_range_mode>` takes effect. Has no effect if set to 0.
 
 .. _class_AudioStreamPlayer3D_property_out_of_range_mode:
 
@@ -301,7 +301,7 @@ Sets the distance from which the 'out_of_range_mode' takes effect. Has no effect
 | *Getter* | get_out_of_range_mode()      |
 +----------+------------------------------+
 
-Decides if audio should pause when source is outside of 'max_distance' range.
+Decides if audio should pause when source is outside of :ref:`max_distance<class_AudioStreamPlayer3D_property_max_distance>` range.
 
 .. _class_AudioStreamPlayer3D_property_pitch_scale:
 
@@ -388,7 +388,7 @@ Returns the position in the :ref:`AudioStream<class_AudioStream>`.
 
 - void **play** **(** :ref:`float<class_float>` from_position=0.0 **)**
 
-Plays the audio from the given position 'from_position', in seconds.
+Plays the audio from the given position ``from_position``, in seconds.
 
 .. _class_AudioStreamPlayer3D_method_seek:
 

+ 1 - 1
classes/class_audiostreamrandompitch.rst

@@ -14,7 +14,7 @@ AudioStreamRandomPitch
 Brief Description
 -----------------
 
-Plays audio with random pitch tweaking.
+Plays audio with random pitch shifting.
 
 Properties
 ----------

+ 12 - 12
classes/class_audiostreamsample.rst

@@ -14,7 +14,7 @@ AudioStreamSample
 Brief Description
 -----------------
 
-Stores audio data loaded from ``.wav`` files.
+Stores audio data loaded from WAV files.
 
 Properties
 ----------
@@ -55,11 +55,11 @@ Enumerations
 
 enum **Format**:
 
-- **FORMAT_8_BITS** = **0** --- Audio codec 8 bit.
+- **FORMAT_8_BITS** = **0** --- 8-bit audio codec.
 
-- **FORMAT_16_BITS** = **1** --- Audio codec 16 bit.
+- **FORMAT_16_BITS** = **1** --- 16-bit audio codec.
 
-- **FORMAT_IMA_ADPCM** = **2** --- Audio codec IMA ADPCM.
+- **FORMAT_IMA_ADPCM** = **2** --- Audio is compressed using IMA ADPCM.
 
 .. _enum_AudioStreamSample_LoopMode:
 
@@ -75,18 +75,18 @@ enum **LoopMode**:
 
 - **LOOP_DISABLED** = **0** --- Audio does not loop.
 
-- **LOOP_FORWARD** = **1** --- Audio loops the data between loop_begin and loop_end playing forward only.
+- **LOOP_FORWARD** = **1** --- Audio loops the data between :ref:`loop_begin<class_AudioStreamSample_property_loop_begin>` and :ref:`loop_end<class_AudioStreamSample_property_loop_end>` playing forward only.
 
-- **LOOP_PING_PONG** = **2** --- Audio loops the data between loop_begin and loop_end playing back and forth.
+- **LOOP_PING_PONG** = **2** --- Audio loops the data between :ref:`loop_begin<class_AudioStreamSample_property_loop_begin>` and :ref:`loop_end<class_AudioStreamSample_property_loop_end>` playing back and forth.
 
-- **LOOP_BACKWARD** = **3** --- Audio loops the data between loop_begin and loop_end playing backward only.
+- **LOOP_BACKWARD** = **3** --- Audio loops the data between :ref:`loop_begin<class_AudioStreamSample_property_loop_begin>` and :ref:`loop_end<class_AudioStreamSample_property_loop_end>` playing backward only.
 
 Description
 -----------
 
-AudioStreamSample stores sound samples loaded from ``.wav`` files. To play the stored sound use an :ref:`AudioStreamPlayer<class_AudioStreamPlayer>` (for background music) or :ref:`AudioStreamPlayer2D<class_AudioStreamPlayer2D>`/:ref:`AudioStreamPlayer3D<class_AudioStreamPlayer3D>` (for positional audio). The sound can be looped.
+AudioStreamSample stores sound samples loaded from WAV files. To play the stored sound, use an :ref:`AudioStreamPlayer<class_AudioStreamPlayer>` (for non-positional audio) or :ref:`AudioStreamPlayer2D<class_AudioStreamPlayer2D>`/:ref:`AudioStreamPlayer3D<class_AudioStreamPlayer3D>` (for positional audio). The sound can be looped.
 
-This class can also be used to store dynamically generated PCM audio data.
+This class can also be used to store dynamically-generated PCM audio data.
 
 Property Descriptions
 ---------------------
@@ -113,7 +113,7 @@ Contains the audio data in bytes.
 | *Getter* | get_format()      |
 +----------+-------------------+
 
-Audio format. See FORMAT\_\* constants for values.
+Audio format. See ``FORMAT_*`` constants for values.
 
 .. _class_AudioStreamSample_property_loop_begin:
 
@@ -149,7 +149,7 @@ Loop end in bytes.
 | *Getter* | get_loop_mode()      |
 +----------+----------------------+
 
-Loop mode. See LOOP\_\* constants for values.
+Loop mode. See ``LOOP_*`` constants for values.
 
 .. _class_AudioStreamSample_property_mix_rate:
 
@@ -184,5 +184,5 @@ Method Descriptions
 
 Saves the AudioStreamSample as a WAV file to ``path``. Samples with IMA ADPCM format can't be saved.
 
-Note that a ``.wav`` extension is automatically appended to ``path`` if it is missing.
+**Note:** A ``.wav`` extension is automatically appended to ``path`` if it is missing.
 

+ 3 - 3
classes/class_backbuffercopy.rst

@@ -47,7 +47,7 @@ enum **CopyMode**:
 Description
 -----------
 
-Node for back-buffering the currently displayed screen. The region defined in the BackBufferCopy node is bufferized with the content of the screen it covers, or the entire screen according to the copy mode set. Use ``SCREEN_TEXTURE`` in the ``texture()`` function to access the buffer.
+Node for back-buffering the currently-displayed screen. The region defined in the BackBufferCopy node is bufferized with the content of the screen it covers, or the entire screen according to the copy mode set. Use ``SCREEN_TEXTURE`` in the ``texture()`` function to access the buffer.
 
 Property Descriptions
 ---------------------
@@ -62,7 +62,7 @@ Property Descriptions
 | *Getter* | get_copy_mode()      |
 +----------+----------------------+
 
-Buffer mode. See ``COPY_MODE_*`` constants.
+Buffer mode. See :ref:`CopyMode<enum_BackBufferCopy_CopyMode>` constants.
 
 .. _class_BackBufferCopy_property_rect:
 
@@ -74,5 +74,5 @@ Buffer mode. See ``COPY_MODE_*`` constants.
 | *Getter* | get_rect()      |
 +----------+-----------------+
 
-The area covered by the BackBufferCopy. Only used if ``copy_mode`` is ``COPY_MODE_RECT``.
+The area covered by the BackBufferCopy. Only used if :ref:`copy_mode<class_BackBufferCopy_property_copy_mode>` is :ref:`COPY_MODE_RECT<class_BackBufferCopy_constant_COPY_MODE_RECT>`.
 

+ 6 - 6
classes/class_bakedlightmap.rst

@@ -63,11 +63,11 @@ Enumerations
 
 enum **BakeQuality**:
 
-- **BAKE_QUALITY_LOW** = **0** --- Lowest bake quality mode. Fastest to calculate.
+- **BAKE_QUALITY_LOW** = **0** --- The lowest bake quality mode. Fastest to calculate.
 
-- **BAKE_QUALITY_MEDIUM** = **1** --- Default bake quality mode.
+- **BAKE_QUALITY_MEDIUM** = **1** --- The default bake quality mode.
 
-- **BAKE_QUALITY_HIGH** = **2** --- Highest bake quality mode. Takes longer to calculate.
+- **BAKE_QUALITY_HIGH** = **2** --- The highest bake quality mode. Takes longer to calculate.
 
 .. _enum_BakedLightmap_BakeMode:
 
@@ -150,7 +150,7 @@ Grid subdivision size for lightmapper calculation. Default value of ``0.25`` wil
 | *Getter* | get_extents()      |
 +----------+--------------------+
 
-Size of affected area.
+The size of the affected area.
 
 .. _class_BakedLightmap_property_bake_hdr:
 
@@ -162,7 +162,7 @@ Size of affected area.
 | *Getter* | is_hdr()       |
 +----------+----------------+
 
-If ``true``, lightmap can capture light values greater than ``1.0``. Turning this off will result in a smaller lightmap. Default value:``false``.
+If ``true``, the lightmap can capture light values greater than ``1.0``. Turning this off will result in a smaller file size. Default value: ``false``.
 
 .. _class_BakedLightmap_property_bake_mode:
 
@@ -220,7 +220,7 @@ Grid size used for real-time capture information on dynamic objects. Cannot be l
 | *Getter* | get_image_path()      |
 +----------+-----------------------+
 
-Location where lightmaps will be saved.
+The location where lightmaps will be saved.
 
 .. _class_BakedLightmap_property_light_data:
 

+ 4 - 4
classes/class_basebutton.rst

@@ -75,13 +75,13 @@ Emitted when the button stops being held down.
 
 - **pressed** **(** **)**
 
-This signal is emitted every time the button is toggled or pressed (i.e. activated, so on ``button_down`` if "Click on press" is active and on ``button_up`` otherwise).
+Emitted when the button is toggled or pressed. This is on :ref:`button_down<class_BaseButton_signal_button_down>` if :ref:`action_mode<class_BaseButton_property_action_mode>` is :ref:`ACTION_MODE_BUTTON_PRESS<class_BaseButton_constant_ACTION_MODE_BUTTON_PRESS>` and on :ref:`button_up<class_BaseButton_signal_button_up>` otherwise.
 
 .. _class_BaseButton_signal_toggled:
 
 - **toggled** **(** :ref:`bool<class_bool>` button_pressed **)**
 
-This signal is emitted when the button was just toggled between pressed and normal states (only if toggle_mode is active). The new state is contained in the *button_pressed* argument.
+Emitted when the button was just toggled between pressed and normal states (only if :ref:`toggle_mode<class_BaseButton_property_toggle_mode>` is active). The new state is contained in the ``button_pressed`` argument.
 
 Enumerations
 ------------
@@ -140,7 +140,7 @@ Property Descriptions
 | *Getter* | get_action_mode()      |
 +----------+------------------------+
 
-Determines when the button is considered clicked, one of the ACTION_MODE\_\* constants.
+Determines when the button is considered clicked, one of the ``ACTION_MODE_*`` constants.
 
 .. _class_BaseButton_property_button_mask:
 
@@ -271,7 +271,7 @@ Called when the button is toggled (only if toggle_mode is active).
 
 - :ref:`DrawMode<enum_BaseButton_DrawMode>` **get_draw_mode** **(** **)** const
 
-Returns the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the DRAW\_\* enum.
+Returns the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the ``DRAW_*`` enum.
 
 .. _class_BaseButton_method_is_hovered:
 

+ 13 - 11
classes/class_basis.rst

@@ -12,7 +12,7 @@ Basis
 Brief Description
 -----------------
 
-3x3 matrix datatype.
+3×3 matrix datatype.
 
 Properties
 ----------
@@ -75,7 +75,7 @@ Methods
 Description
 -----------
 
-3x3 matrix used for 3D rotation and scale. Contains 3 vector fields x,y and z as its columns, which can be interpreted as the local basis vectors of a transformation. Can also be accessed as array of 3D vectors. These vectors are orthogonal to each other, but are not necessarily normalized (due to scaling). Almost always used as orthogonal basis for a :ref:`Transform<class_Transform>`.
+3×3 matrix used for 3D rotation and scale. Contains 3 vector fields X, Y and Z as its columns, which can be interpreted as the local basis vectors of a transformation. Can also be accessed as array of 3D vectors. These vectors are orthogonal to each other, but are not necessarily normalized (due to scaling). Almost always used as an orthogonal basis for a :ref:`Transform<class_Transform>`.
 
 For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S).
 
@@ -91,19 +91,19 @@ Property Descriptions
 
 - :ref:`Vector3<class_Vector3>` **x**
 
-The basis matrix's x vector.
+The basis matrix's X vector.
 
 .. _class_Basis_property_y:
 
 - :ref:`Vector3<class_Vector3>` **y**
 
-The basis matrix's y vector.
+The basis matrix's Y vector.
 
 .. _class_Basis_property_z:
 
 - :ref:`Vector3<class_Vector3>` **z**
 
-The basis matrix's z vector.
+The basis matrix's Z vector.
 
 Method Descriptions
 -------------------
@@ -116,7 +116,7 @@ Create a rotation matrix from the given quaternion.
 
 - :ref:`Basis<class_Basis>` **Basis** **(** :ref:`Vector3<class_Vector3>` from **)**
 
-Create a rotation matrix (in the YXZ convention: first Z, then X, and Y last) from the specified Euler angles, given in the vector format as (X-angle, Y-angle, Z-angle).
+Create a rotation matrix (in the YXZ convention: first Z, then X, and Y last) from the specified Euler angles, given in the vector format as (X angle, Y angle, Z angle).
 
 - :ref:`Basis<class_Basis>` **Basis** **(** :ref:`Vector3<class_Vector3>` axis, :ref:`float<class_float>` phi **)**
 
@@ -136,7 +136,7 @@ Returns the determinant of the matrix.
 
 - :ref:`Vector3<class_Vector3>` **get_euler** **(** **)**
 
-Assuming that the matrix is a proper rotation matrix (orthonormal matrix with determinant +1), return Euler angles (in the YXZ convention: first Z, then X, and Y last). Returned vector contains the rotation angles in the format (X-angle, Y-angle, Z-angle).
+Assuming that the matrix is a proper rotation matrix (orthonormal matrix with determinant +1), return Euler angles (in the YXZ convention: first Z, then X, and Y last). Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
 
 .. _class_Basis_method_get_orthogonal_index:
 
@@ -192,19 +192,19 @@ Assuming that the matrix is a proper rotation matrix, slerp performs a spherical
 
 - :ref:`float<class_float>` **tdotx** **(** :ref:`Vector3<class_Vector3>` with **)**
 
-Transposed dot product with the x axis of the matrix.
+Transposed dot product with the X axis of the matrix.
 
 .. _class_Basis_method_tdoty:
 
 - :ref:`float<class_float>` **tdoty** **(** :ref:`Vector3<class_Vector3>` with **)**
 
-Transposed dot product with the y axis of the matrix.
+Transposed dot product with the Y axis of the matrix.
 
 .. _class_Basis_method_tdotz:
 
 - :ref:`float<class_float>` **tdotz** **(** :ref:`Vector3<class_Vector3>` with **)**
 
-Transposed dot product with the z axis of the matrix.
+Transposed dot product with the Z axis of the matrix.
 
 .. _class_Basis_method_transposed:
 
@@ -222,5 +222,7 @@ Returns a vector transformed (multiplied) by the matrix.
 
 - :ref:`Vector3<class_Vector3>` **xform_inv** **(** :ref:`Vector3<class_Vector3>` v **)**
 
-Returns a vector transformed (multiplied) by the transposed matrix. Note that this results in a multiplication by the inverse of the matrix only if it represents a rotation-reflection.
+Returns a vector transformed (multiplied) by the transposed matrix.
+
+**Note:** This results in a multiplication by the inverse of the matrix only if it represents a rotation-reflection.
 

+ 1 - 1
classes/class_bitmapfont.rst

@@ -115,7 +115,7 @@ Method Descriptions
 
 - void **add_char** **(** :ref:`int<class_int>` character, :ref:`int<class_int>` texture, :ref:`Rect2<class_Rect2>` rect, :ref:`Vector2<class_Vector2>` align=Vector2( 0, 0 ), :ref:`float<class_float>` advance=-1 **)**
 
-Adds a character to the font, where ``character`` is the unicode value, ``texture`` is the texture index, ``rect`` is the region in the texture (in pixels!), ``align`` is the (optional) alignment for the character and ``advance`` is the (optional) advance.
+Adds a character to the font, where ``character`` is the Unicode value, ``texture`` is the texture index, ``rect`` is the region in the texture (in pixels!), ``align`` is the (optional) alignment for the character and ``advance`` is the (optional) advance.
 
 .. _class_BitmapFont_method_add_kerning_pair:
 

+ 3 - 3
classes/class_bool.rst

@@ -12,7 +12,7 @@ bool
 Brief Description
 -----------------
 
-Boolean built-in type
+Boolean built-in type.
 
 Methods
 -------
@@ -41,9 +41,9 @@ Cast an :ref:`int<class_int>` value to a boolean value, this method will return
 
 - :ref:`bool<class_bool>` **bool** **(** :ref:`float<class_float>` from **)**
 
-Cast a :ref:`float<class_float>` value to a boolean value, this method will return ``true`` if called with a floating point value different to 0 and ``false`` in other case.
+Cast a :ref:`float<class_float>` value to a boolean value, this method will return ``true`` if called with a floating-point value different to 0 and ``false`` in other case.
 
 - :ref:`bool<class_bool>` **bool** **(** :ref:`String<class_String>` from **)**
 
-Cast a :ref:`String<class_String>` value to a boolean value, this method will return ``true`` if called with a non empty string and ``false`` in other case. Examples: ``bool('False')`` returns ``true``, ``bool('')`` returns ``false``.
+Cast a :ref:`String<class_String>` value to a boolean value, this method will return ``true`` if called with a non-empty string and ``false`` in other case. Examples: ``bool("False")`` returns ``true``, ``bool("")`` returns ``false``.
 

+ 2 - 2
classes/class_boxcontainer.rst

@@ -69,7 +69,7 @@ Property Descriptions
 | *Getter* | get_alignment()      |
 +----------+----------------------+
 
-The alignment of the container's children (must be one of ALIGN_BEGIN, ALIGN_CENTER, or ALIGN_END).
+The alignment of the container's children (must be one of :ref:`ALIGN_BEGIN<class_BoxContainer_constant_ALIGN_BEGIN>`, :ref:`ALIGN_CENTER<class_BoxContainer_constant_ALIGN_CENTER>` or :ref:`ALIGN_END<class_BoxContainer_constant_ALIGN_END>`).
 
 Method Descriptions
 -------------------
@@ -78,5 +78,5 @@ Method Descriptions
 
 - void **add_spacer** **(** :ref:`bool<class_bool>` begin **)**
 
-Adds a control to the box as a spacer. If ``true``, *begin* will insert the spacer control in front of other children.
+Adds a control to the box as a spacer. If ``true``, ``begin`` will insert the spacer control in front of other children.
 

+ 1 - 1
classes/class_boxshape.rst

@@ -41,5 +41,5 @@ Property Descriptions
 | *Getter* | get_extents()      |
 +----------+--------------------+
 
-The shape's half extents.
+The box's half extents. The width, height and depth of this shape is twice the half extents.
 

+ 1 - 1
classes/class_button.rst

@@ -97,7 +97,7 @@ Property Descriptions
 | *Getter* | get_text_align()      |
 +----------+-----------------------+
 
-Text alignment policy for the button's text, use one of the ALIGN\_\* constants.
+Text alignment policy for the button's text, use one of the ``ALIGN_*`` constants.
 
 .. _class_Button_property_clip_text:
 

+ 26 - 24
classes/class_camera.rst

@@ -99,11 +99,11 @@ Enumerations
 
 enum **Projection**:
 
-- **PROJECTION_PERSPECTIVE** = **0** --- Perspective Projection (object's size on the screen becomes smaller when far away).
+- **PROJECTION_PERSPECTIVE** = **0** --- Perspective projection. Objects on the screen becomes smaller when they are far away.
 
-- **PROJECTION_ORTHOGONAL** = **1** --- Orthogonal Projection (objects remain the same size on the screen no matter how far away they are; also known as orthographic projection).
+- **PROJECTION_ORTHOGONAL** = **1** --- Orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
 
-- **PROJECTION_FRUSTUM** = **2**
+- **PROJECTION_FRUSTUM** = **2** --- Frustum projection. This mode allows adjusting :ref:`frustum_offset<class_Camera_property_frustum_offset>` to create "tilted frustum" effects.
 
 .. _enum_Camera_KeepAspect:
 
@@ -113,9 +113,9 @@ enum **Projection**:
 
 enum **KeepAspect**:
 
-- **KEEP_WIDTH** = **0** --- Preserves the horizontal aspect ratio.
+- **KEEP_WIDTH** = **0** --- Preserves the horizontal aspect ratio; also known as Vert- scaling. This is usually the best option for projects running in portrait mode, as taller aspect ratios will benefit from a wider vertical FOV.
 
-- **KEEP_HEIGHT** = **1** --- Preserves the vertical aspect ratio.
+- **KEEP_HEIGHT** = **1** --- Preserves the vertical aspect ratio; also known as Hor+ scaling. This is usually the best option for projects running in landscape mode, as wider aspect ratios will automatically benefit from a wider horizontal FOV.
 
 .. _enum_Camera_DopplerTracking:
 
@@ -127,16 +127,16 @@ enum **KeepAspect**:
 
 enum **DopplerTracking**:
 
-- **DOPPLER_TRACKING_DISABLED** = **0** --- Disable Doppler effect simulation (default).
+- **DOPPLER_TRACKING_DISABLED** = **0** --- Disables Doppler effect simulation (default).
 
-- **DOPPLER_TRACKING_IDLE_STEP** = **1** --- Simulate Doppler effect by tracking positions of objects that are changed in ``_process``. Changes in the relative velocity of this Camera compared to those objects affect how Audio is perceived (changing the Audio's ``pitch shift``).
+- **DOPPLER_TRACKING_IDLE_STEP** = **1** --- Simulate Doppler effect by tracking positions of objects that are changed in ``_process``. Changes in the relative velocity of this camera compared to those objects affect how Audio is perceived (changing the Audio's ``pitch shift``).
 
-- **DOPPLER_TRACKING_PHYSICS_STEP** = **2** --- Simulate Doppler effect by tracking positions of objects that are changed in ``_physics_process``. Changes in the relative velocity of this Camera compared to those objects affect how Audio is perceived (changing the Audio's ``pitch shift``).
+- **DOPPLER_TRACKING_PHYSICS_STEP** = **2** --- Simulate Doppler effect by tracking positions of objects that are changed in ``_physics_process``. Changes in the relative velocity of this camera compared to those objects affect how Audio is perceived (changing the Audio's ``pitch shift``).
 
 Description
 -----------
 
-Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest :ref:`Viewport<class_Viewport>` node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the Camera will register in the global viewport. In other words, a Camera just provides *3D* display capabilities to a :ref:`Viewport<class_Viewport>`, and, without one, a scene registered in that :ref:`Viewport<class_Viewport>` (or higher viewports) can't be displayed.
+Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest :ref:`Viewport<class_Viewport>` node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. In other words, a camera just provides 3D display capabilities to a :ref:`Viewport<class_Viewport>`, and, without one, a scene registered in that :ref:`Viewport<class_Viewport>` (or higher viewports) can't be displayed.
 
 Property Descriptions
 ---------------------
@@ -163,7 +163,7 @@ The culling mask that describes which 3D render layers are rendered by this came
 | *Getter* | is_current()       |
 +----------+--------------------+
 
-If ``true``, the ancestor :ref:`Viewport<class_Viewport>` is currently using this Camera. Default value: ``false``.
+If ``true``, the ancestor :ref:`Viewport<class_Viewport>` is currently using this camera. Default value: ``false``.
 
 .. _class_Camera_property_doppler_tracking:
 
@@ -175,7 +175,7 @@ If ``true``, the ancestor :ref:`Viewport<class_Viewport>` is currently using thi
 | *Getter* | get_doppler_tracking()      |
 +----------+-----------------------------+
 
-If not ``DOPPLER_TRACKING_DISABLED`` this Camera will simulate the Doppler effect for objects changed in particular ``_process`` methods. Default value: ``DOPPLER_TRACKING_DISABLED``.
+If not :ref:`DOPPLER_TRACKING_DISABLED<class_Camera_constant_DOPPLER_TRACKING_DISABLED>`, this camera will simulate the Doppler effect for objects changed in particular ``_process`` methods. See :ref:`DopplerTracking<enum_Camera_DopplerTracking>` for possible values. Default value: :ref:`DOPPLER_TRACKING_DISABLED<class_Camera_constant_DOPPLER_TRACKING_DISABLED>`.
 
 .. _class_Camera_property_environment:
 
@@ -187,7 +187,7 @@ If not ``DOPPLER_TRACKING_DISABLED`` this Camera will simulate the Doppler effec
 | *Getter* | get_environment()      |
 +----------+------------------------+
 
-The :ref:`Environment<class_Environment>` to use for this Camera.
+The :ref:`Environment<class_Environment>` to use for this camera.
 
 .. _class_Camera_property_far:
 
@@ -199,7 +199,7 @@ The :ref:`Environment<class_Environment>` to use for this Camera.
 | *Getter* | get_zfar()      |
 +----------+-----------------+
 
-The distance to the far culling boundary for this Camera relative to its local z-axis.
+The distance to the far culling boundary for this camera relative to its local Z axis.
 
 .. _class_Camera_property_fov:
 
@@ -233,7 +233,7 @@ The camera's field of view angle (in degrees). Only applicable in perspective mo
 | *Getter* | get_h_offset()      |
 +----------+---------------------+
 
-The horizontal (X) offset of the Camera viewport.
+The horizontal (X) offset of the camera viewport.
 
 .. _class_Camera_property_keep_aspect:
 
@@ -245,7 +245,7 @@ The horizontal (X) offset of the Camera viewport.
 | *Getter* | get_keep_aspect_mode()      |
 +----------+-----------------------------+
 
-The axis to lock during :ref:`fov<class_Camera_property_fov>`/:ref:`size<class_Camera_property_size>` adjustments. Can be either ``KEEP_WIDTH`` or ``KEEP_HEIGHT``.
+The axis to lock during :ref:`fov<class_Camera_property_fov>`/:ref:`size<class_Camera_property_size>` adjustments. Can be either :ref:`KEEP_WIDTH<class_Camera_constant_KEEP_WIDTH>` or :ref:`KEEP_HEIGHT<class_Camera_constant_KEEP_HEIGHT>`.
 
 .. _class_Camera_property_near:
 
@@ -257,7 +257,7 @@ The axis to lock during :ref:`fov<class_Camera_property_fov>`/:ref:`size<class_C
 | *Getter* | get_znear()      |
 +----------+------------------+
 
-The distance to the near culling boundary for this Camera relative to its local z-axis.
+The distance to the near culling boundary for this camera relative to its local Z axis.
 
 .. _class_Camera_property_projection:
 
@@ -269,7 +269,7 @@ The distance to the near culling boundary for this Camera relative to its local
 | *Getter* | get_projection()      |
 +----------+-----------------------+
 
-The camera's projection mode. In ``PROJECTION_PERSPECTIVE`` mode, objects' z-distance from the camera's local space scales their perceived size.
+The camera's projection mode. In :ref:`PROJECTION_PERSPECTIVE<class_Camera_constant_PROJECTION_PERSPECTIVE>` mode, objects' Z distance from the camera's local space scales their perceived size.
 
 .. _class_Camera_property_size:
 
@@ -293,7 +293,7 @@ The camera's size measured as 1/2 the width or height. Only applicable in orthog
 | *Getter* | get_v_offset()      |
 +----------+---------------------+
 
-The vertical (Y) offset of the Camera viewport.
+The vertical (Y) offset of the camera viewport.
 
 Method Descriptions
 -------------------
@@ -302,7 +302,7 @@ Method Descriptions
 
 - void **clear_current** **(** :ref:`bool<class_bool>` enable_next=true **)**
 
-If this is the current Camera, remove it from being current. If ``enable_next`` is ``true``, request to make the next Camera current, if any.
+If this is the current camera, remove it from being current. If ``enable_next`` is ``true``, request to make the next camera current, if any.
 
 .. _class_Camera_method_get_camera_rid:
 
@@ -314,7 +314,7 @@ Returns the camera's RID from the :ref:`VisualServer<class_VisualServer>`.
 
 - :ref:`Transform<class_Transform>` **get_camera_transform** **(** **)** const
 
-Gets the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the :ref:`Node<class_Node>` transform.
+Gets the camera transform. Subclassed cameras such as :ref:`InterpolatedCamera<class_InterpolatedCamera>` may provide different transforms than the :ref:`Node<class_Node>` transform.
 
 .. _class_Camera_method_get_cull_mask_bit:
 
@@ -328,13 +328,15 @@ Gets the camera transform. Subclassed cameras (such as CharacterCamera) may prov
 
 - :ref:`bool<class_bool>` **is_position_behind** **(** :ref:`Vector3<class_Vector3>` world_point **)** const
 
-Returns ``true`` if the given position is behind the Camera. Note that a position which returns ``false`` may still be outside the Camera's field of view.
+Returns ``true`` if the given position is behind the camera.
+
+**Note:** A position which returns ``false`` may still be outside the camera's field of view.
 
 .. _class_Camera_method_make_current:
 
 - void **make_current** **(** **)**
 
-Makes this camera the current Camera for the :ref:`Viewport<class_Viewport>` (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it's added.
+Makes this camera the current camera for the :ref:`Viewport<class_Viewport>` (see class description). If the camera node is outside the scene tree, it will attempt to become current once it's added.
 
 .. _class_Camera_method_project_local_ray_normal:
 
@@ -372,13 +374,13 @@ Returns a 3D position in worldspace, that is the result of projecting a point on
 
 - void **set_orthogonal** **(** :ref:`float<class_float>` size, :ref:`float<class_float>` z_near, :ref:`float<class_float>` z_far **)**
 
-Sets the camera projection to orthogonal mode, by specifying a width and the *near* and *far* clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels)
+Sets the camera projection to orthogonal mode, by specifying a width and the ``near`` and ``far`` clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels)
 
 .. _class_Camera_method_set_perspective:
 
 - void **set_perspective** **(** :ref:`float<class_float>` fov, :ref:`float<class_float>` z_near, :ref:`float<class_float>` z_far **)**
 
-Sets the camera projection to perspective mode, by specifying a *FOV* Y angle in degrees (FOV means Field of View), and the *near* and *far* clip planes in worldspace units.
+Sets the camera projection to perspective mode, by specifying a ``fov`` angle in degrees (FOV means Field of View), and the ``near`` and ``far`` clip planes in world-space units.
 
 .. _class_Camera_method_unproject_position:
 

+ 17 - 17
classes/class_camera2d.rst

@@ -120,9 +120,9 @@ enum **Camera2DProcessMode**:
 Description
 -----------
 
-Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of :ref:`CanvasItem<class_CanvasItem>` based nodes.
+Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of :ref:`CanvasItem<class_CanvasItem>`-based nodes.
 
-This node is intended to be a simple helper to get things going quickly and it may happen often that more functionality is desired to change how the camera works. To make your own custom camera node, simply inherit from :ref:`Node2D<class_Node2D>` and change the transform of the canvas by calling get_viewport().set_canvas_transform(m) in :ref:`Viewport<class_Viewport>`.
+This node is intended to be a simple helper to get things going quickly and it may happen that more functionality is desired to change how the camera works. To make your own custom camera node, simply inherit from :ref:`Node2D<class_Node2D>` and change the transform of the canvas by calling get_viewport().set_canvas_transform(m) in :ref:`Viewport<class_Viewport>`.
 
 Property Descriptions
 ---------------------
@@ -159,7 +159,7 @@ If ``true``, the camera is the active camera for the current scene. Only one cam
 | *Getter* | get_custom_viewport()      |
 +----------+----------------------------+
 
-The custom :ref:`Viewport<class_Viewport>` node attached to the ``Camera2D``. If null or not a :ref:`Viewport<class_Viewport>`, uses the default viewport instead.
+The custom :ref:`Viewport<class_Viewport>` node attached to the ``Camera2D``. If ``null`` or not a :ref:`Viewport<class_Viewport>`, uses the default viewport instead.
 
 .. _class_Camera2D_property_drag_margin_bottom:
 
@@ -243,7 +243,7 @@ If ``true``, the camera only moves when reaching the vertical drag margins. If `
 | *Getter* | is_margin_drawing_enabled()       |
 +----------+-----------------------------------+
 
-If ``true``, draws the camera's drag margin rectangle in the editor. Default value: ``false``
+If ``true``, draws the camera's drag margin rectangle in the editor. Default value: ``false``.
 
 .. _class_Camera2D_property_editor_draw_limits:
 
@@ -255,7 +255,7 @@ If ``true``, draws the camera's drag margin rectangle in the editor. Default val
 | *Getter* | is_limit_drawing_enabled()       |
 +----------+----------------------------------+
 
-If ``true``, draws the camera's limits rectangle in the editor. Default value: ``true``
+If ``true``, draws the camera's limits rectangle in the editor. Default value: ``true``.
 
 .. _class_Camera2D_property_editor_draw_screen:
 
@@ -267,7 +267,7 @@ If ``true``, draws the camera's limits rectangle in the editor. Default value: `
 | *Getter* | is_screen_drawing_enabled()       |
 +----------+-----------------------------------+
 
-If ``true``, draws the camera's screen rectangle in the editor. Default value: ``false``
+If ``true``, draws the camera's screen rectangle in the editor. Default value: ``false``.
 
 .. _class_Camera2D_property_limit_bottom:
 
@@ -315,7 +315,7 @@ Right scroll limit in pixels. The camera stops moving when reaching this value.
 | *Getter* | is_limit_smoothing_enabled()       |
 +----------+------------------------------------+
 
-If ``true``, the camera smoothly stops when reaches its limits. Default value: ``false``
+If ``true``, the camera smoothly stops when reaches its limits. Default value: ``false``.
 
 .. _class_Camera2D_property_limit_top:
 
@@ -351,7 +351,7 @@ The camera's offset, useful for looking around or camera shake animations.
 | *Getter* | get_h_offset()      |
 +----------+---------------------+
 
-The horizontal offset of the camera, relative to the drag margins. Default value: ``0``
+The horizontal offset of the camera, relative to the drag margins. Default value: ``0``.
 
 .. _class_Camera2D_property_offset_v:
 
@@ -363,7 +363,7 @@ The horizontal offset of the camera, relative to the drag margins. Default value
 | *Getter* | get_v_offset()      |
 +----------+---------------------+
 
-The vertical offset of the camera, relative to the drag margins. Default value: ``0``
+The vertical offset of the camera, relative to the drag margins. Default value: ``0``.
 
 .. _class_Camera2D_property_process_mode:
 
@@ -385,7 +385,7 @@ The vertical offset of the camera, relative to the drag margins. Default value:
 | *Getter* | is_rotating()       |
 +----------+---------------------+
 
-If ``true``, the camera rotates with the target. Default value: ``false``
+If ``true``, the camera rotates with the target. Default value: ``false``.
 
 .. _class_Camera2D_property_smoothing_enabled:
 
@@ -397,7 +397,7 @@ If ``true``, the camera rotates with the target. Default value: ``false``
 | *Getter* | is_follow_smoothing_enabled()      |
 +----------+------------------------------------+
 
-If ``true``, the camera smoothly moves towards the target at :ref:`smoothing_speed<class_Camera2D_property_smoothing_speed>`. Default value: ``false``
+If ``true``, the camera smoothly moves towards the target at :ref:`smoothing_speed<class_Camera2D_property_smoothing_speed>`. Default value: ``false``.
 
 .. _class_Camera2D_property_smoothing_speed:
 
@@ -409,7 +409,7 @@ If ``true``, the camera smoothly moves towards the target at :ref:`smoothing_spe
 | *Getter* | get_follow_smoothing()      |
 +----------+-----------------------------+
 
-Speed in pixels per second of the camera's smoothing effect when :ref:`smoothing_enabled<class_Camera2D_property_smoothing_enabled>` is ``true``
+Speed in pixels per second of the camera's smoothing effect when :ref:`smoothing_enabled<class_Camera2D_property_smoothing_enabled>` is ``true``.
 
 .. _class_Camera2D_property_zoom:
 
@@ -421,7 +421,7 @@ Speed in pixels per second of the camera's smoothing effect when :ref:`smoothing
 | *Getter* | get_zoom()      |
 +----------+-----------------+
 
-The camera's zoom relative to the viewport. Values larger than ``Vector2(1, 1)`` zoom out and smaller values zoom in. For an example, use ``Vector2(0.5, 0.5)`` for a 2x zoom in, and ``Vector2(4, 4)`` for a 4x zoom out.
+The camera's zoom relative to the viewport. Values larger than ``Vector2(1, 1)`` zoom out and smaller values zoom in. For an example, use ``Vector2(0.5, 0.5)`` for a 2× zoom-in, and ``Vector2(4, 4)`` for a 4× zoom-out.
 
 Method Descriptions
 -------------------
@@ -430,7 +430,7 @@ Method Descriptions
 
 - void **align** **(** **)**
 
-Align the camera to the tracked node
+Aligns the camera to the tracked node.
 
 .. _class_Camera2D_method_clear_current:
 
@@ -442,7 +442,7 @@ Removes any ``Camera2D`` from the ancestor :ref:`Viewport<class_Viewport>`'s int
 
 - void **force_update_scroll** **(** **)**
 
-Force the camera to update scroll immediately.
+Forces the camera to update scroll immediately.
 
 .. _class_Camera2D_method_get_camera_position:
 
@@ -460,13 +460,13 @@ Returns the location of the ``Camera2D``'s screen-center, relative to the origin
 
 - void **make_current** **(** **)**
 
-Make this the current 2D camera for the scene (viewport and layer), in case there's many cameras in the scene.
+Make this the current 2D camera for the scene (viewport and layer), in case there are many cameras in the scene.
 
 .. _class_Camera2D_method_reset_smoothing:
 
 - void **reset_smoothing** **(** **)**
 
-Set the camera's position immediately to its current smoothing destination.
+Sets the camera's position immediately to its current smoothing destination.
 
 This has no effect if smoothing is disabled.
 

+ 5 - 5
classes/class_camerafeed.rst

@@ -73,14 +73,14 @@ enum **FeedPosition**:
 
 - **FEED_FRONT** = **1** --- Camera is mounted at the front of the device.
 
-- **FEED_BACK** = **2** --- Camera is moutned at the back of the device.
+- **FEED_BACK** = **2** --- Camera is mounted at the back of the device.
 
 Description
 -----------
 
-A camera feed gives you access to a single physical camera attached to your device.
+A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used.
 
-When enabled Godot will start capturing frames from the camera which can then be used. Do note that many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background.
+**Note:** Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background.
 
 Property Descriptions
 ---------------------
@@ -112,13 +112,13 @@ Method Descriptions
 
 - :ref:`int<class_int>` **get_id** **(** **)** const
 
-Get unique id for this feed
+Gets the unique ID for this feed.
 
 .. _class_CameraFeed_method_get_name:
 
 - :ref:`String<class_String>` **get_name** **(** **)** const
 
-Get name of the camera
+Gets the camera's name.
 
 .. _class_CameraFeed_method_get_position:
 

+ 1 - 1
classes/class_cameraserver.rst

@@ -14,7 +14,7 @@ CameraServer
 Brief Description
 -----------------
 
-Our camera server keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone.
+The CameraServer keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone.
 
 Methods
 -------

+ 4 - 2
classes/class_cameratexture.rst

@@ -14,7 +14,9 @@ CameraTexture
 Brief Description
 -----------------
 
-This texture gives access to the camera texture provided by a :ref:`CameraFeed<class_CameraFeed>`. Note that many cameras supply YCbCr images which need to be converted in a shader.
+This texture gives access to the camera texture provided by a :ref:`CameraFeed<class_CameraFeed>`.
+
+**Note:** Many cameras supply YCbCr images which need to be converted in a shader.
 
 Properties
 ----------
@@ -40,7 +42,7 @@ Property Descriptions
 | *Getter* | get_camera_feed_id()      |
 +----------+---------------------------+
 
-Id of the :ref:`CameraFeed<class_CameraFeed>` for which we want to display the image.
+The ID of the :ref:`CameraFeed<class_CameraFeed>` for which we want to display the image.
 
 .. _class_CameraTexture_property_camera_is_active:
 

+ 10 - 10
classes/class_canvasitem.rst

@@ -190,7 +190,7 @@ enum **BlendMode**:
 
 - **BLEND_MODE_PREMULT_ALPHA** = **4** --- Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
 
-- **BLEND_MODE_DISABLED** = **5** --- Disable blending mode. Colors including alpha are written as-is. Only applicable for render targets with a transparent background. No lighting will be applied.
+- **BLEND_MODE_DISABLED** = **5** --- Disables blending mode. Colors including alpha are written as-is. Only applicable for render targets with a transparent background. No lighting will be applied.
 
 Constants
 ---------
@@ -473,55 +473,55 @@ Returns the canvas item RID used by :ref:`VisualServer<class_VisualServer>` for
 
 - :ref:`Transform2D<class_Transform2D>` **get_canvas_transform** **(** **)** const
 
-Get the transform matrix of this item's canvas.
+Gets the transform matrix of this item's canvas.
 
 .. _class_CanvasItem_method_get_global_mouse_position:
 
 - :ref:`Vector2<class_Vector2>` **get_global_mouse_position** **(** **)** const
 
-Get the global position of the mouse.
+Gets the global position of the mouse.
 
 .. _class_CanvasItem_method_get_global_transform:
 
 - :ref:`Transform2D<class_Transform2D>` **get_global_transform** **(** **)** const
 
-Get the global transform matrix of this item.
+Gets the global transform matrix of this item.
 
 .. _class_CanvasItem_method_get_global_transform_with_canvas:
 
 - :ref:`Transform2D<class_Transform2D>` **get_global_transform_with_canvas** **(** **)** const
 
-Get the global transform matrix of this item in relation to the canvas.
+Gets the global transform matrix of this item in relation to the canvas.
 
 .. _class_CanvasItem_method_get_local_mouse_position:
 
 - :ref:`Vector2<class_Vector2>` **get_local_mouse_position** **(** **)** const
 
-Get the mouse position relative to this item's position.
+Gets the mouse position relative to this item's position.
 
 .. _class_CanvasItem_method_get_transform:
 
 - :ref:`Transform2D<class_Transform2D>` **get_transform** **(** **)** const
 
-Get the transform matrix of this item.
+Gets the transform matrix of this item.
 
 .. _class_CanvasItem_method_get_viewport_rect:
 
 - :ref:`Rect2<class_Rect2>` **get_viewport_rect** **(** **)** const
 
-Get the viewport's boundaries as a :ref:`Rect2<class_Rect2>`.
+Gets the viewport's boundaries as a :ref:`Rect2<class_Rect2>`.
 
 .. _class_CanvasItem_method_get_viewport_transform:
 
 - :ref:`Transform2D<class_Transform2D>` **get_viewport_transform** **(** **)** const
 
-Get this item's transform in relation to the viewport.
+Gets this item's transform in relation to the viewport.
 
 .. _class_CanvasItem_method_get_world_2d:
 
 - :ref:`World2D<class_World2D>` **get_world_2d** **(** **)** const
 
-Get the :ref:`World2D<class_World2D>` where this item is in.
+Gets the :ref:`World2D<class_World2D>` where this item is in.
 
 .. _class_CanvasItem_method_hide:
 

+ 1 - 1
classes/class_canvaslayer.rst

@@ -73,7 +73,7 @@ Property Descriptions
 | *Getter* | get_custom_viewport()      |
 +----------+----------------------------+
 
-The custom :ref:`Viewport<class_Viewport>` node assigned to the ``CanvasLayer``. If null, uses the default viewport instead.
+The custom :ref:`Viewport<class_Viewport>` node assigned to the ``CanvasLayer``. If ``null``, uses the default viewport instead.
 
 .. _class_CanvasLayer_property_follow_viewport_enable:
 

+ 1 - 1
classes/class_canvasmodulate.rst

@@ -26,7 +26,7 @@ Properties
 Description
 -----------
 
-``CanvasModulate`` tints the canvas elements using its assigned ``color``.
+``CanvasModulate`` tints the canvas elements using its assigned :ref:`color<class_CanvasModulate_property_color>`.
 
 Property Descriptions
 ---------------------

+ 1 - 1
classes/class_centercontainer.rst

@@ -26,7 +26,7 @@ Properties
 Description
 -----------
 
-CenterContainer Keeps children controls centered. This container keeps all children to their minimum size, in the center.
+CenterContainer keeps children controls centered. This container keeps all children to their minimum size, in the center.
 
 Property Descriptions
 ---------------------

+ 1 - 1
classes/class_checkbox.rst

@@ -60,5 +60,5 @@ Theme Properties
 Description
 -----------
 
-A checkbox allows the user to make a binary choice (choosing only one of two possible options), for example Answer 'yes' or 'no'.
+A checkbox allows the user to make a binary choice (choosing only one of two possible options).
 

+ 17 - 17
classes/class_classdb.rst

@@ -73,13 +73,13 @@ Method Descriptions
 
 - :ref:`bool<class_bool>` **can_instance** **(** :ref:`String<class_String>` class **)** const
 
-Returns ``true`` if you can instance objects from the specified 'class', ``false`` in other case.
+Returns ``true`` if you can instance objects from the specified ``class``, ``false`` in other case.
 
 .. _class_ClassDB_method_class_exists:
 
 - :ref:`bool<class_bool>` **class_exists** **(** :ref:`String<class_String>` class **)** const
 
-Returns whether the specified 'class' is available or not.
+Returns whether the specified ``class`` is available or not.
 
 .. _class_ClassDB_method_class_get_category:
 
@@ -91,67 +91,67 @@ Returns a category associated with the class for use in documentation and the As
 
 - :ref:`int<class_int>` **class_get_integer_constant** **(** :ref:`String<class_String>` class, :ref:`String<class_String>` name **)** const
 
-Returns the value of the integer constant 'name' of 'class' or its ancestry. Always returns 0 when the constant could not be found.
+Returns the value of the integer constant ``name`` of ``class`` or its ancestry. Always returns 0 when the constant could not be found.
 
 .. _class_ClassDB_method_class_get_integer_constant_list:
 
 - :ref:`PoolStringArray<class_PoolStringArray>` **class_get_integer_constant_list** **(** :ref:`String<class_String>` class, :ref:`bool<class_bool>` no_inheritance=false **)** const
 
-Returns an array with the names all the integer constants of 'class' or its ancestry.
+Returns an array with the names all the integer constants of ``class`` or its ancestry.
 
 .. _class_ClassDB_method_class_get_method_list:
 
 - :ref:`Array<class_Array>` **class_get_method_list** **(** :ref:`String<class_String>` class, :ref:`bool<class_bool>` no_inheritance=false **)** const
 
-Returns an array with all the methods of 'class' or its ancestry if 'no_inheritance' is ``false``. Every element of the array is a :ref:`Dictionary<class_Dictionary>` with the following keys: args, default_args, flags, id, name, return: (class_name, hint, hint_string, name, type, usage).
+Returns an array with all the methods of ``class`` or its ancestry if ``no_inheritance`` is ``false``. Every element of the array is a :ref:`Dictionary<class_Dictionary>` with the following keys: ``args``, ``default_args``, ``flags``, ``id``, ``name``, ``return: (class_name, hint, hint_string, name, type, usage)``.
 
 .. _class_ClassDB_method_class_get_property:
 
 - :ref:`Variant<class_Variant>` **class_get_property** **(** :ref:`Object<class_Object>` object, :ref:`String<class_String>` property **)** const
 
-Returns the value of 'property' of 'class' or its ancestry.
+Returns the value of ``property`` of ``class`` or its ancestry.
 
 .. _class_ClassDB_method_class_get_property_list:
 
 - :ref:`Array<class_Array>` **class_get_property_list** **(** :ref:`String<class_String>` class, :ref:`bool<class_bool>` no_inheritance=false **)** const
 
-Returns an array with all the properties of 'class' or its ancestry if 'no_inheritance' is ``false``.
+Returns an array with all the properties of ``class`` or its ancestry if ``no_inheritance`` is ``false``.
 
 .. _class_ClassDB_method_class_get_signal:
 
 - :ref:`Dictionary<class_Dictionary>` **class_get_signal** **(** :ref:`String<class_String>` class, :ref:`String<class_String>` signal **)** const
 
-Returns the 'signal' data of 'class' or its ancestry. The returned value is a :ref:`Dictionary<class_Dictionary>` with the following keys: args, default_args, flags, id, name, return: (class_name, hint, hint_string, name, type, usage).
+Returns the ``signal`` data of ``class`` or its ancestry. The returned value is a :ref:`Dictionary<class_Dictionary>` with the following keys: ``args``, ``default_args``, ``flags``, ``id``, ``name``, ``return: (class_name, hint, hint_string, name, type, usage)``.
 
 .. _class_ClassDB_method_class_get_signal_list:
 
 - :ref:`Array<class_Array>` **class_get_signal_list** **(** :ref:`String<class_String>` class, :ref:`bool<class_bool>` no_inheritance=false **)** const
 
-Returns an array with all the signals of 'class' or its ancestry if 'no_inheritance' is ``false``. Every element of the array is a :ref:`Dictionary<class_Dictionary>` as described in :ref:`class_get_signal<class_ClassDB_method_class_get_signal>`.
+Returns an array with all the signals of ``class`` or its ancestry if ``no_inheritance`` is ``false``. Every element of the array is a :ref:`Dictionary<class_Dictionary>` as described in :ref:`class_get_signal<class_ClassDB_method_class_get_signal>`.
 
 .. _class_ClassDB_method_class_has_integer_constant:
 
 - :ref:`bool<class_bool>` **class_has_integer_constant** **(** :ref:`String<class_String>` class, :ref:`String<class_String>` name **)** const
 
-Returns whether 'class' or its ancestry has an integer constant called 'name' or not.
+Returns whether ``class`` or its ancestry has an integer constant called ``name`` or not.
 
 .. _class_ClassDB_method_class_has_method:
 
 - :ref:`bool<class_bool>` **class_has_method** **(** :ref:`String<class_String>` class, :ref:`String<class_String>` method, :ref:`bool<class_bool>` no_inheritance=false **)** const
 
-Returns whether 'class' (or its ancestry if 'no_inheritance' is false) has a method called 'method' or not.
+Returns whether ``class`` (or its ancestry if ``no_inheritance`` is false) has a method called ``method`` or not.
 
 .. _class_ClassDB_method_class_has_signal:
 
 - :ref:`bool<class_bool>` **class_has_signal** **(** :ref:`String<class_String>` class, :ref:`String<class_String>` signal **)** const
 
-Returns whether 'class' or its ancestry has a signal called 'signal' or not.
+Returns whether ``class`` or its ancestry has a signal called ``signal`` or not.
 
 .. _class_ClassDB_method_class_set_property:
 
 - :ref:`Error<enum_@GlobalScope_Error>` **class_set_property** **(** :ref:`Object<class_Object>` object, :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)** const
 
-Sets 'property' value of 'class' to 'value'.
+Sets ``property`` value of ``class`` to ``value``.
 
 .. _class_ClassDB_method_get_class_list:
 
@@ -163,19 +163,19 @@ Returns the names of all the classes available.
 
 - :ref:`PoolStringArray<class_PoolStringArray>` **get_inheriters_from_class** **(** :ref:`String<class_String>` class **)** const
 
-Returns the names of all the classes that directly or indirectly inherit from 'class'.
+Returns the names of all the classes that directly or indirectly inherit from ``class``.
 
 .. _class_ClassDB_method_get_parent_class:
 
 - :ref:`String<class_String>` **get_parent_class** **(** :ref:`String<class_String>` class **)** const
 
-Returns the parent class of 'class'.
+Returns the parent class of ``class``.
 
 .. _class_ClassDB_method_instance:
 
 - :ref:`Variant<class_Variant>` **instance** **(** :ref:`String<class_String>` class **)** const
 
-Creates an instance of 'class'.
+Creates an instance of ``class``.
 
 .. _class_ClassDB_method_is_class_enabled:
 
@@ -187,5 +187,5 @@ Returns whether this class is enabled or not.
 
 - :ref:`bool<class_bool>` **is_parent_class** **(** :ref:`String<class_String>` class, :ref:`String<class_String>` inherits **)** const
 
-Returns whether 'inherits' is an ancestor of 'class' or not.
+Returns whether ``inherits`` is an ancestor of ``class`` or not.
 

+ 4 - 2
classes/class_collisionpolygon.rst

@@ -30,7 +30,7 @@ Properties
 Description
 -----------
 
-Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at runtime. Creates a :ref:`Shape<class_Shape>` for gameplay. Properties modified during gameplay will have no effect.
+Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates a :ref:`Shape<class_Shape>` for gameplay. Properties modified during gameplay will have no effect.
 
 Property Descriptions
 ---------------------
@@ -69,5 +69,7 @@ If ``true``, no collision will be produced.
 | *Getter* | get_polygon()      |
 +----------+--------------------+
 
-Array of vertices which define the polygon. Note that the returned value is a copy of the original. Methods which mutate the size or properties of the return value will not impact the original polygon. To change properties of the polygon, assign it to a temporary variable and make changes before reassigning the ``polygon`` member.
+Array of vertices which define the polygon.
+
+**Note:** The returned value is a copy of the original. Methods which mutate the size or properties of the return value will not impact the original polygon. To change properties of the polygon, assign it to a temporary variable and make changes before reassigning the ``polygon`` member.
 

+ 1 - 1
classes/class_collisionpolygon2d.rst

@@ -64,7 +64,7 @@ Property Descriptions
 | *Getter* | get_build_mode()      |
 +----------+-----------------------+
 
-Collision build mode. Use one of the ``BUILD_*`` constants. Default value: ``BUILD_SOLIDS``.
+Collision build mode. Use one of the ``BUILD_*`` constants. Default value: :ref:`BUILD_SOLIDS<class_CollisionPolygon2D_constant_BUILD_SOLIDS>`.
 
 .. _class_CollisionPolygon2D_property_disabled:
 

+ 8 - 8
classes/class_color.rst

@@ -674,7 +674,7 @@ Constants
 Description
 -----------
 
-A color is represented by red, green, and blue ``(r, g, b)`` components. Additionally, ``a`` represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some properties (such as :ref:`CanvasItem.modulate<class_CanvasItem_property_modulate>`) may accept values > 1.
+A color is represented by red, green, and blue ``(r, g, b)`` components. Additionally, ``a`` represents the alpha component, often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as :ref:`CanvasItem.modulate<class_CanvasItem_property_modulate>`) may accept values greater than 1.
 
 You can also create a color from standardized color names by using :ref:`@GDScript.ColorN<class_@GDScript_method_ColorN>`.
 
@@ -759,9 +759,9 @@ Constructs a color from an HTML hexadecimal color string in ARGB or RGB format.
 ::
 
     # Each of the following creates the same color RGBA(178, 217, 10, 255)
-    var c1 = Color("#ffb2d90a") # ARGB format with '#'
+    var c1 = Color("#ffb2d90a") # ARGB format with "#"
     var c2 = Color("ffb2d90a")  # ARGB format
-    var c3 = Color("#b2d90a")   # RGB format with '#'
+    var c3 = Color("#b2d90a")   # RGB format with "#"
     var c4 = Color("b2d90a")    # RGB format
 
 - :ref:`Color<class_Color>` **Color** **(** :ref:`int<class_int>` from **)**
@@ -843,7 +843,7 @@ The gray value is calculated as ``(r + g + b) / 3``.
 ::
 
     var c = Color(0.2, 0.45, 0.82)
-    var gray = c.gray() # a value of 0.466667
+    var gray = c.gray() # A value of 0.466667
 
 .. _class_Color_method_inverted:
 
@@ -854,7 +854,7 @@ Returns the inverted color ``(1 - r, 1 - g, 1 - b, a)``.
 ::
 
     var c = Color(0.3, 0.4, 0.9)
-    var inverted_color = c.inverted() # a color of an RGBA(178, 153, 26, 255)
+    var inverted_color = c.inverted() # A color of an RGBA(178, 153, 26, 255)
 
 .. _class_Color_method_lightened:
 
@@ -877,7 +877,7 @@ Returns the linear interpolation with another color. The interpolation factor ``
 
     var c1 = Color(1.0, 0.0, 0.0)
     var c2 = Color(0.0, 1.0, 0.0)
-    var li_c = c1.linear_interpolate(c2, 0.5) # a color of an RGBA(128, 128, 0, 255)
+    var li_c = c1.linear_interpolate(c2, 0.5) # A color of an RGBA(128, 128, 0, 255)
 
 .. _class_Color_method_to_abgr32:
 
@@ -934,8 +934,8 @@ Setting ``with_alpha`` to ``false`` excludes alpha from the hexadecimal string.
 ::
 
     var c = Color(1, 1, 1, 0.5)
-    var s1 = c.to_html() # Results "7fffffff"
-    var s2 = c.to_html(false) # Results 'ffffff'
+    var s1 = c.to_html() # Returns "7fffffff"
+    var s2 = c.to_html(false) # Returns "ffffff"
 
 .. _class_Color_method_to_rgba32:
 

+ 6 - 4
classes/class_colorpicker.rst

@@ -146,7 +146,7 @@ If ``true``, shows an alpha channel slider (transparency).
 | *Getter* | is_hsv_mode()       |
 +----------+---------------------+
 
-If ``true``, allows to edit color with Hue/Saturation/Value sliders.
+If ``true``, allows editing the color with Hue/Saturation/Value sliders.
 
 **Note:** Cannot be enabled if raw mode is on.
 
@@ -182,7 +182,7 @@ If ``true``, allows to edit color with Hue/Saturation/Value sliders.
 
 If ``true``, allows the color R, G, B component values to go beyond 1.0, which can be used for certain special operations that require it (like tinting without darkening or rendering sprites in HDR).
 
-**Note:** Cannot be enabled if hsv mode is on.
+**Note:** Cannot be enabled if HSV mode is on.
 
 Method Descriptions
 -------------------
@@ -191,13 +191,15 @@ Method Descriptions
 
 - void **add_preset** **(** :ref:`Color<class_Color>` color **)**
 
-Adds the given color to a list of color presets. The presets are displayed in the color picker and the user will be able to select them. Note: the presets list is only for *this* color picker.
+Adds the given color to a list of color presets. The presets are displayed in the color picker and the user will be able to select them.
+
+**Note:** the presets list is only for *this* color picker.
 
 .. _class_ColorPicker_method_erase_preset:
 
 - void **erase_preset** **(** :ref:`Color<class_Color>` color **)**
 
-Remove the given color from the list of color presets of this color picker.
+Removes the given color from the list of color presets of this color picker.
 
 .. _class_ColorPicker_method_get_presets:
 

+ 1 - 1
classes/class_concavepolygonshape.rst

@@ -43,5 +43,5 @@ Returns the faces (an array of triangles).
 
 - void **set_faces** **(** :ref:`PoolVector3Array<class_PoolVector3Array>` faces **)**
 
-Set the faces (an array of triangles).
+Sets the faces (an array of triangles).
 

+ 1 - 1
classes/class_concavepolygonshape2d.rst

@@ -26,7 +26,7 @@ Properties
 Description
 -----------
 
-Concave polygon 2D shape resource for physics. It is made out of segments and is very optimal for complex polygonal concave collisions. It is really not advised to use for :ref:`RigidBody2D<class_RigidBody2D>` nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
+Concave polygon 2D shape resource for physics. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for :ref:`RigidBody2D<class_RigidBody2D>` nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
 
 The main difference between a :ref:`ConvexPolygonShape2D<class_ConvexPolygonShape2D>` and a ``ConcavePolygonShape2D`` is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.
 

+ 6 - 6
classes/class_conetwistjoint.rst

@@ -52,11 +52,11 @@ enum **Param**:
 
 - **PARAM_SWING_SPAN** = **0** --- Swing is rotation from side to side, around the axis perpendicular to the twist axis.
 
-The swing span defines, how much rotation will not get corrected allong the swing axis.
+The swing span defines, how much rotation will not get corrected along the swing axis.
 
 Could be defined as looseness in the ``ConeTwistJoint``.
 
-If below 0.05, this behaviour is locked. Default value: ``PI/4``.
+If below 0.05, this behavior is locked. Default value: ``PI/4``.
 
 - **PARAM_TWIST_SPAN** = **1** --- Twist is the rotation around the twist axis, this value defined how far the joint can twist.
 
@@ -70,14 +70,14 @@ The higher, the faster.
 
 - **PARAM_RELAXATION** = **4** --- Defines, how fast the swing- and twist-speed-difference on both sides gets synced.
 
-- **PARAM_MAX** = **5** --- End flag of PARAM\_\* constants, used internally.
+- **PARAM_MAX** = **5** --- Represents the size of the :ref:`Param<enum_ConeTwistJoint_Param>` enum.
 
 Description
 -----------
 
 The joint can rotate the bodies across an axis defined by the local x-axes of the :ref:`Joint<class_Joint>`.
 
-The twist axis is initiated as the x-axis of the :ref:`Joint<class_Joint>`.
+The twist axis is initiated as the X axis of the :ref:`Joint<class_Joint>`.
 
 Once the Bodies swing, the twist axis is calculated as the middle of the x-axes of the Joint in the local space of the two Bodies.
 
@@ -128,11 +128,11 @@ The ease with which the joint starts to twist. If it's too low, it takes more fo
 
 Swing is rotation from side to side, around the axis perpendicular to the twist axis.
 
-The swing span defines, how much rotation will not get corrected allong the swing axis.
+The swing span defines, how much rotation will not get corrected along the swing axis.
 
 Could be defined as looseness in the ``ConeTwistJoint``.
 
-If below 0.05, this behaviour is locked. Default value: ``PI/4``.
+If below 0.05, this behavior is locked. Default value: ``PI/4``.
 
 .. _class_ConeTwistJoint_property_twist_span:
 

+ 27 - 3
classes/class_configfile.rst

@@ -34,8 +34,16 @@ Methods
 +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
 | :ref:`Error<enum_@GlobalScope_Error>`         | :ref:`load<class_ConfigFile_method_load>` **(** :ref:`String<class_String>` path **)**                                                                                                 |
 +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+| :ref:`Error<enum_@GlobalScope_Error>`         | :ref:`load_encrypted<class_ConfigFile_method_load_encrypted>` **(** :ref:`String<class_String>` path, :ref:`PoolByteArray<class_PoolByteArray>` key **)**                              |
++-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+| :ref:`Error<enum_@GlobalScope_Error>`         | :ref:`load_encrypted_pass<class_ConfigFile_method_load_encrypted_pass>` **(** :ref:`String<class_String>` path, :ref:`String<class_String>` pass **)**                                 |
++-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
 | :ref:`Error<enum_@GlobalScope_Error>`         | :ref:`save<class_ConfigFile_method_save>` **(** :ref:`String<class_String>` path **)**                                                                                                 |
 +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+| :ref:`Error<enum_@GlobalScope_Error>`         | :ref:`save_encrypted<class_ConfigFile_method_save_encrypted>` **(** :ref:`String<class_String>` path, :ref:`PoolByteArray<class_PoolByteArray>` key **)**                              |
++-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+| :ref:`Error<enum_@GlobalScope_Error>`         | :ref:`save_encrypted_pass<class_ConfigFile_method_save_encrypted_pass>` **(** :ref:`String<class_String>` path, :ref:`String<class_String>` pass **)**                                 |
++-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
 | void                                          | :ref:`set_value<class_ConfigFile_method_set_value>` **(** :ref:`String<class_String>` section, :ref:`String<class_String>` key, :ref:`Variant<class_Variant>` value **)**              |
 +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
 
@@ -59,7 +67,7 @@ The following example shows how to parse an INI-style file from the system, read
 
     var config = ConfigFile.new()
     var err = config.load("user://settings.cfg")
-    if err == OK: # if not, something went wrong with the file loading
+    if err == OK: # If not, something went wrong with the file loading
         # Look for the display/width pair, and default to 1024 if missing
         var screen_width = config.get_value("display", "width", 1024)
         # Store a variable if and only if it hasn't been defined yet
@@ -113,13 +121,29 @@ Returns ``true`` if the specified section-key pair exists.
 
 - :ref:`Error<enum_@GlobalScope_Error>` **load** **(** :ref:`String<class_String>` path **)**
 
-Loads the config file specified as a parameter. The file's contents are parsed and loaded in the ConfigFile object which the method was called on. Returns one of the ``OK``, ``FAILED`` or ``ERR_*`` constants listed in :ref:`@GlobalScope<class_@GlobalScope>`. If the load was successful, the return value is ``OK``.
+Loads the config file specified as a parameter. The file's contents are parsed and loaded in the ConfigFile object which the method was called on. Returns one of the :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>`, :ref:`@GlobalScope.FAILED<class_@GlobalScope_constant_FAILED>` or ``ERR_*`` constants listed in :ref:`@GlobalScope<class_@GlobalScope>`. If the load was successful, the return value is :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>`.
+
+.. _class_ConfigFile_method_load_encrypted:
+
+- :ref:`Error<enum_@GlobalScope_Error>` **load_encrypted** **(** :ref:`String<class_String>` path, :ref:`PoolByteArray<class_PoolByteArray>` key **)**
+
+.. _class_ConfigFile_method_load_encrypted_pass:
+
+- :ref:`Error<enum_@GlobalScope_Error>` **load_encrypted_pass** **(** :ref:`String<class_String>` path, :ref:`String<class_String>` pass **)**
 
 .. _class_ConfigFile_method_save:
 
 - :ref:`Error<enum_@GlobalScope_Error>` **save** **(** :ref:`String<class_String>` path **)**
 
-Saves the contents of the ConfigFile object to the file specified as a parameter. The output file uses an INI-style structure. Returns one of the ``OK``, ``FAILED`` or ``ERR_*`` constants listed in :ref:`@GlobalScope<class_@GlobalScope>`. If the load was successful, the return value is ``OK``.
+Saves the contents of the ConfigFile object to the file specified as a parameter. The output file uses an INI-style structure. Returns one of the :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>`, :ref:`@GlobalScope.FAILED<class_@GlobalScope_constant_FAILED>` or ``ERR_*`` constants listed in :ref:`@GlobalScope<class_@GlobalScope>`. If the load was successful, the return value is :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>`.
+
+.. _class_ConfigFile_method_save_encrypted:
+
+- :ref:`Error<enum_@GlobalScope_Error>` **save_encrypted** **(** :ref:`String<class_String>` path, :ref:`PoolByteArray<class_PoolByteArray>` key **)**
+
+.. _class_ConfigFile_method_save_encrypted_pass:
+
+- :ref:`Error<enum_@GlobalScope_Error>` **save_encrypted_pass** **(** :ref:`String<class_String>` path, :ref:`String<class_String>` pass **)**
 
 .. _class_ConfigFile_method_set_value:
 

+ 22 - 22
classes/class_control.rst

@@ -352,19 +352,19 @@ enum **CursorShape**:
 
 - **CURSOR_FORBIDDEN** = **8** --- Show the system's forbidden mouse cursor when the user hovers the node. Often a crossed circle.
 
-- **CURSOR_VSIZE** = **9** --- Show the system's vertical resize mouse cursor when the user hovers the node. A double headed vertical arrow. It tells the user they can resize the window or the panel vertically.
+- **CURSOR_VSIZE** = **9** --- Show the system's vertical resize mouse cursor when the user hovers the node. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.
 
-- **CURSOR_HSIZE** = **10** --- Show the system's horizontal resize mouse cursor when the user hovers the node. A double headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.
+- **CURSOR_HSIZE** = **10** --- Show the system's horizontal resize mouse cursor when the user hovers the node. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.
 
-- **CURSOR_BDIAGSIZE** = **11** --- Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
+- **CURSOR_BDIAGSIZE** = **11** --- Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
 
-- **CURSOR_FDIAGSIZE** = **12** --- Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double headed arrow that goes from the top left to the bottom right, the opposite of ``CURSOR_BDIAGSIZE``. It tells the user they can resize the window or the panel both horizontally and vertically.
+- **CURSOR_FDIAGSIZE** = **12** --- Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of :ref:`CURSOR_BDIAGSIZE<class_Control_constant_CURSOR_BDIAGSIZE>`. It tells the user they can resize the window or the panel both horizontally and vertically.
 
 - **CURSOR_MOVE** = **13** --- Show the system's move mouse cursor when the user hovers the node. It shows 2 double-headed arrows at a 90 degree angle. It tells the user they can move a UI element freely.
 
-- **CURSOR_VSPLIT** = **14** --- Show the system's vertical split mouse cursor when the user hovers the node. On Windows, it's the same as ``CURSOR_VSIZE``.
+- **CURSOR_VSPLIT** = **14** --- Show the system's vertical split mouse cursor when the user hovers the node. On Windows, it's the same as :ref:`CURSOR_VSIZE<class_Control_constant_CURSOR_VSIZE>`.
 
-- **CURSOR_HSPLIT** = **15** --- Show the system's horizontal split mouse cursor when the user hovers the node. On Windows, it's the same as ``CURSOR_HSIZE``.
+- **CURSOR_HSPLIT** = **15** --- Show the system's horizontal split mouse cursor when the user hovers the node. On Windows, it's the same as :ref:`CURSOR_HSIZE<class_Control_constant_CURSOR_HSIZE>`.
 
 - **CURSOR_HELP** = **16** --- Show the system's help mouse cursor when the user hovers the node, a question mark.
 
@@ -434,7 +434,7 @@ enum **LayoutPreset**:
 
 - **PRESET_HCENTER_WIDE** = **14** --- Snap all 4 anchors to a horizontal line that cuts the parent control in half. Use with :ref:`set_anchors_preset<class_Control_method_set_anchors_preset>`.
 
-- **PRESET_WIDE** = **15** --- Snap all 4 anchors to the respective corners of the parent control. Set all 4 margins to 0 after you applied this preset and the ``Control`` will fit its parent control. This is equivalent to to the "Full Rect" layout option in the editor. Use with :ref:`set_anchors_preset<class_Control_method_set_anchors_preset>`.
+- **PRESET_WIDE** = **15** --- Snap all 4 anchors to the respective corners of the parent control. Set all 4 margins to 0 after you applied this preset and the ``Control`` will fit its parent control. This is equivalent to the "Full Rect" layout option in the editor. Use with :ref:`set_anchors_preset<class_Control_method_set_anchors_preset>`.
 
 .. _enum_Control_LayoutPresetMode:
 
@@ -490,11 +490,11 @@ enum **SizeFlags**:
 
 enum **MouseFilter**:
 
-- **MOUSE_FILTER_STOP** = **0** --- The control will receive mouse button input events through :ref:`_gui_input<class_Control_method__gui_input>` if clicked on. And the control will receive the :ref:`mouse_entered<class_Control_signal_mouse_entered>` and :ref:`mouse_exited<class_Control_signal_mouse_exited>` signals. These events are automatically marked as handled and they will not propagate further to other controls. This also results in blocking signals in other controls.
+- **MOUSE_FILTER_STOP** = **0** --- The control will receive mouse button input events through :ref:`_gui_input<class_Control_method__gui_input>` if clicked on. And the control will receive the :ref:`mouse_entered<class_Control_signal_mouse_entered>` and :ref:`mouse_exited<class_Control_signal_mouse_exited>` signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls.
 
 - **MOUSE_FILTER_PASS** = **1** --- The control will receive mouse button input events through :ref:`_gui_input<class_Control_method__gui_input>` if clicked on. And the control will receive the :ref:`mouse_entered<class_Control_signal_mouse_entered>` and :ref:`mouse_exited<class_Control_signal_mouse_exited>` signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. Even if no control handled it at all, the event will still be handled automatically, so unhandled input will not be fired.
 
-- **MOUSE_FILTER_IGNORE** = **2** --- The control will not receive mouse button input events through :ref:`_gui_input<class_Control_method__gui_input>`. Also the control will not receive the :ref:`mouse_entered<class_Control_signal_mouse_entered>` nor :ref:`mouse_exited<class_Control_signal_mouse_exited>` signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically.
+- **MOUSE_FILTER_IGNORE** = **2** --- The control will not receive mouse button input events through :ref:`_gui_input<class_Control_method__gui_input>`. The control will also not receive the :ref:`mouse_entered<class_Control_signal_mouse_entered>` nor :ref:`mouse_exited<class_Control_signal_mouse_exited>` signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically.
 
 .. _enum_Control_GrowDirection:
 
@@ -566,7 +566,7 @@ Constants
 Description
 -----------
 
-Base class for all User Interface or *UI* related nodes. ``Control`` features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.
+Base class for all UI-related nodes. ``Control`` features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.
 
 For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from ``Control`` and :ref:`Container<class_Container>` nodes.
 
@@ -576,7 +576,7 @@ Godot sends input events to the scene's root node first, by calling :ref:`Node._
 
 Only one ``Control`` node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call :ref:`grab_focus<class_Control_method_grab_focus>`. ``Control`` nodes lose focus when another node grabs it, or if you hide the node in focus.
 
-Set :ref:`mouse_filter<class_Control_property_mouse_filter>` to :ref:`MOUSE_FILTER_IGNORE<class_Control_constant_MOUSE_FILTER_IGNORE>` to tell a ``Control`` node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
+Sets :ref:`mouse_filter<class_Control_property_mouse_filter>` to :ref:`MOUSE_FILTER_IGNORE<class_Control_constant_MOUSE_FILTER_IGNORE>` to tell a ``Control`` node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
 
 :ref:`Theme<class_Theme>` resources change the Control's appearance. If you change the :ref:`Theme<class_Theme>` on a ``Control`` node, it affects all of its children. To override some of the theme's parameters, call one of the ``add_*_override`` methods, like :ref:`add_font_override<class_Control_method_add_font_override>`. You can override the theme with the inspector.
 
@@ -598,7 +598,7 @@ Property Descriptions
 | *Getter* | get_anchor() |
 +----------+--------------+
 
-Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom margin updates when the node moves or changes size. You can use one of the ``ANCHOR_*`` constants for convenience. Default value: ``ANCHOR_BEGIN``.
+Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom margin updates when the node moves or changes size. You can use one of the ``ANCHOR_*`` constants for convenience. Default value: :ref:`ANCHOR_BEGIN<class_Control_constant_ANCHOR_BEGIN>`.
 
 .. _class_Control_property_anchor_left:
 
@@ -608,7 +608,7 @@ Anchors the bottom edge of the node to the origin, the center, or the end of its
 | *Getter* | get_anchor() |
 +----------+--------------+
 
-Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left margin updates when the node moves or changes size. You can use one of the ``ANCHOR_*`` constants for convenience.Default value: ``ANCHOR_BEGIN``.
+Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left margin updates when the node moves or changes size. You can use one of the ``ANCHOR_*`` constants for convenience.Default value: :ref:`ANCHOR_BEGIN<class_Control_constant_ANCHOR_BEGIN>`.
 
 .. _class_Control_property_anchor_right:
 
@@ -618,7 +618,7 @@ Anchors the left edge of the node to the origin, the center or the end of its pa
 | *Getter* | get_anchor() |
 +----------+--------------+
 
-Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right margin updates when the node moves or changes size. You can use one of the ``ANCHOR_*`` constants for convenience. Default value: ``ANCHOR_BEGIN``.
+Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right margin updates when the node moves or changes size. You can use one of the ``ANCHOR_*`` constants for convenience. Default value: :ref:`ANCHOR_BEGIN<class_Control_constant_ANCHOR_BEGIN>`.
 
 .. _class_Control_property_anchor_top:
 
@@ -628,7 +628,7 @@ Anchors the right edge of the node to the origin, the center or the end of its p
 | *Getter* | get_anchor() |
 +----------+--------------+
 
-Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use  one of the ``ANCHOR_*`` constants for convenience. Default value: ``ANCHOR_BEGIN``.
+Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use  one of the ``ANCHOR_*`` constants for convenience. Default value: :ref:`ANCHOR_BEGIN<class_Control_constant_ANCHOR_BEGIN>`.
 
 .. _class_Control_property_focus_mode:
 
@@ -946,7 +946,7 @@ Tells the parent :ref:`Container<class_Container>` nodes how they should resize
 | *Getter* | get_stretch_ratio()      |
 +----------+--------------------------+
 
-If the node and at least one of its neighbours uses the ``SIZE_EXPAND`` size flag, the parent :ref:`Container<class_Container>` will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.
+If the node and at least one of its neighbours uses the :ref:`SIZE_EXPAND<class_Control_constant_SIZE_EXPAND>` size flag, the parent :ref:`Container<class_Container>` will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.
 
 .. _class_Control_property_size_flags_vertical:
 
@@ -1052,9 +1052,9 @@ This method should only be used to test the data. Process the data in :ref:`drop
     extends Control
     
     func can_drop_data(position, data):
-        # check position if it is relevant to you
-        # otherwise just check data
-        return typeof(data) == TYPE_DICTIONARY and data.has('expected')
+        # Check position if it is relevant to you
+        # Otherwise, just check data
+        return typeof(data) == TYPE_DICTIONARY and data.has("expected")
 
 .. _class_Control_method_drop_data:
 
@@ -1067,10 +1067,10 @@ Godot calls this method to pass you the ``data`` from a control's :ref:`get_drag
     extends ColorRect
     
     func can_drop_data(position, data):
-        return typeof(data) == TYPE_DICTIONARY and data.has('color')
+        return typeof(data) == TYPE_DICTIONARY and data.has("color")
     
     func drop_data(position, data):
-        color = data['color']
+        color = data["color"]
 
 .. _class_Control_method_force_drag:
 
@@ -1108,7 +1108,7 @@ Returns the mouse cursor shape the control displays on mouse hover. See :ref:`Cu
 
 - :ref:`Object<class_Object>` **get_drag_data** **(** :ref:`Vector2<class_Vector2>` position **)** virtual
 
-Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns null if there is no data to drag. Controls that want to receive drop data should implement :ref:`can_drop_data<class_Control_method_can_drop_data>` and :ref:`drop_data<class_Control_method_drop_data>`. ``position`` is local to this control. Drag may be forced with :ref:`force_drag<class_Control_method_force_drag>`.
+Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns ``null`` if there is no data to drag. Controls that want to receive drop data should implement :ref:`can_drop_data<class_Control_method_can_drop_data>` and :ref:`drop_data<class_Control_method_drop_data>`. ``position`` is local to this control. Drag may be forced with :ref:`force_drag<class_Control_method_force_drag>`.
 
 A preview that will follow the mouse that should represent the data can be set with :ref:`set_drag_preview<class_Control_method_set_drag_preview>`. A good time to set the preview is in this method.
 

+ 2 - 2
classes/class_convexpolygonshape2d.rst

@@ -14,7 +14,7 @@ ConvexPolygonShape2D
 Brief Description
 -----------------
 
-Convex Polygon Shape for 2D physics.
+Convex polygon shape for 2D physics.
 
 Properties
 ----------
@@ -33,7 +33,7 @@ Methods
 Description
 -----------
 
-Convex Polygon Shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check).
+Convex polygon shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check).
 
 The main difference between a ``ConvexPolygonShape2D`` and a :ref:`ConcavePolygonShape2D<class_ConcavePolygonShape2D>` is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.
 

+ 4 - 4
classes/class_cpuparticles.rst

@@ -563,7 +563,7 @@ The rectangle's extents if :ref:`emission_shape<class_CPUParticles_property_emis
 | *Getter* | get_emission_shape()      |
 +----------+---------------------------+
 
-Particles will be emitted inside this region. Use :ref:`EmissionShape<enum_CPUParticles_EmissionShape>` for values. Default value: :ref:`EMISSION_SHAPE_POINT<class_CPUParticles_constant_EMISSION_SHAPE_POINT>`.
+Particles will be emitted inside this region. See :ref:`EmissionShape<enum_CPUParticles_EmissionShape>` for possible values. Default value: :ref:`EMISSION_SHAPE_POINT<class_CPUParticles_constant_EMISSION_SHAPE_POINT>`.
 
 .. _class_CPUParticles_property_emission_sphere_radius:
 
@@ -623,7 +623,7 @@ The particle system's frame rate is fixed to a value. For instance, changing the
 | *Getter* | get_particle_flag()      |
 +----------+--------------------------+
 
-Align y-axis of particle with the direction of its velocity.
+Align Y axis of particle with the direction of its velocity.
 
 .. _class_CPUParticles_property_flag_disable_z:
 
@@ -647,7 +647,7 @@ If ``true``, particles will not move on the z axis. Default value: ``false``.
 | *Getter* | get_particle_flag()      |
 +----------+--------------------------+
 
-If ``true``, particles rotate around y-axis by :ref:`angle<class_CPUParticles_property_angle>`.
+If ``true``, particles rotate around Y axis by :ref:`angle<class_CPUParticles_property_angle>`.
 
 .. _class_CPUParticles_property_flatness:
 
@@ -671,7 +671,7 @@ Amount of :ref:`spread<class_CPUParticles_property_spread>` in Y/Z plane. A valu
 | *Getter* | get_fractional_delta()      |
 +----------+-----------------------------+
 
-If ``true``, results in fractional delta calculation which has a smoother particles display effect. Default value: ``true``
+If ``true``, results in fractional delta calculation which has a smoother particles display effect. Default value: ``true``.
 
 .. _class_CPUParticles_property_gravity:
 

+ 4 - 4
classes/class_cpuparticles2d.rst

@@ -562,7 +562,7 @@ The rectangle's extents if :ref:`emission_shape<class_CPUParticles2D_property_em
 | *Getter* | get_emission_shape()      |
 +----------+---------------------------+
 
-Particles will be emitted inside this region. Use :ref:`EmissionShape<enum_CPUParticles2D_EmissionShape>` for values. Default value: :ref:`EMISSION_SHAPE_POINT<class_CPUParticles2D_constant_EMISSION_SHAPE_POINT>`.
+Particles will be emitted inside this region. See :ref:`EmissionShape<enum_CPUParticles2D_EmissionShape>` for possible values. Default value: :ref:`EMISSION_SHAPE_POINT<class_CPUParticles2D_constant_EMISSION_SHAPE_POINT>`.
 
 .. _class_CPUParticles2D_property_emission_sphere_radius:
 
@@ -622,7 +622,7 @@ The particle system's frame rate is fixed to a value. For instance, changing the
 | *Getter* | get_particle_flag()      |
 +----------+--------------------------+
 
-Align y-axis of particle with the direction of its velocity.
+Align Y axis of particle with the direction of its velocity.
 
 .. _class_CPUParticles2D_property_flatness:
 
@@ -644,7 +644,7 @@ Align y-axis of particle with the direction of its velocity.
 | *Getter* | get_fractional_delta()      |
 +----------+-----------------------------+
 
-If ``true``, results in fractional delta calculation which has a smoother particles display effect. Default value: ``true``
+If ``true``, results in fractional delta calculation which has a smoother particles display effect. Default value: ``true``.
 
 .. _class_CPUParticles2D_property_gravity:
 
@@ -1004,7 +1004,7 @@ Tangential acceleration randomness ratio. Default value: ``0``.
 | *Getter* | get_texture()      |
 +----------+--------------------+
 
-Particle texture. If ``null`` particles will be squares.
+Particle texture. If ``null``, particles will be squares.
 
 Method Descriptions
 -------------------

+ 1 - 1
classes/class_cubemap.rst

@@ -14,7 +14,7 @@ CubeMap
 Brief Description
 -----------------
 
-A CubeMap is a 6 sided 3D texture.
+A CubeMap is a 6-sided 3D texture.
 
 Properties
 ----------

+ 3 - 3
classes/class_cubemesh.rst

@@ -61,7 +61,7 @@ Size of the cuboid mesh. Defaults to (2, 2, 2).
 | *Getter* | get_subdivide_depth()      |
 +----------+----------------------------+
 
-Number of extra edge loops inserted along the z-axis. Defaults to 0.
+Number of extra edge loops inserted along the Z axis. Defaults to 0.
 
 .. _class_CubeMesh_property_subdivide_height:
 
@@ -73,7 +73,7 @@ Number of extra edge loops inserted along the z-axis. Defaults to 0.
 | *Getter* | get_subdivide_height()      |
 +----------+-----------------------------+
 
-Number of extra edge loops inserted along the y-axis. Defaults to 0.
+Number of extra edge loops inserted along the Y axis. Defaults to 0.
 
 .. _class_CubeMesh_property_subdivide_width:
 
@@ -85,5 +85,5 @@ Number of extra edge loops inserted along the y-axis. Defaults to 0.
 | *Getter* | get_subdivide_width()      |
 +----------+----------------------------+
 
-Number of extra edge loops inserted along the x-axis. Defaults to 0.
+Number of extra edge loops inserted along the X axis. Defaults to 0.
 

+ 9 - 9
classes/class_curve.rst

@@ -101,7 +101,7 @@ enum **TangentMode**:
 Description
 -----------
 
-A curve that can be saved and re-used for other objects. By default it ranges between ``0`` and ``1`` on the y-axis and positions points relative to the ``0.5`` y-position.
+A curve that can be saved and re-used for other objects. By default, it ranges between ``0`` and ``1`` on the Y axis and positions points relative to the ``0.5`` Y position.
 
 Property Descriptions
 ---------------------
@@ -149,7 +149,7 @@ Method Descriptions
 
 - :ref:`int<class_int>` **add_point** **(** :ref:`Vector2<class_Vector2>` position, :ref:`float<class_float>` left_tangent=0, :ref:`float<class_float>` right_tangent=0, :ref:`TangentMode<enum_Curve_TangentMode>` left_mode=0, :ref:`TangentMode<enum_Curve_TangentMode>` right_mode=0 **)**
 
-Adds a point to the curve. For each side, if the ``*_mode`` is ``TANGENT_LINEAR``, the ``*_tangent`` angle (in degrees) uses the slope of the curve halfway to the adjacent point. Allows custom assignments to the ``*_tangent`` angle if ``*_mode`` is set to ``TANGENT_FREE``.
+Adds a point to the curve. For each side, if the ``*_mode`` is :ref:`TANGENT_LINEAR<class_Curve_constant_TANGENT_LINEAR>`, the ``*_tangent`` angle (in degrees) uses the slope of the curve halfway to the adjacent point. Allows custom assignments to the ``*_tangent`` angle if ``*_mode`` is set to :ref:`TANGENT_FREE<class_Curve_constant_TANGENT_FREE>`.
 
 .. _class_Curve_method_bake:
 
@@ -179,7 +179,7 @@ Returns the number of points describing the curve.
 
 - :ref:`TangentMode<enum_Curve_TangentMode>` **get_point_left_mode** **(** :ref:`int<class_int>` index **)** const
 
-Returns the left ``TangentMode`` for the point at ``index``.
+Returns the left :ref:`TangentMode<enum_Curve_TangentMode>` for the point at ``index``.
 
 .. _class_Curve_method_get_point_left_tangent:
 
@@ -197,7 +197,7 @@ Returns the curve coordinates for the point at ``index``.
 
 - :ref:`TangentMode<enum_Curve_TangentMode>` **get_point_right_mode** **(** :ref:`int<class_int>` index **)** const
 
-Returns the right ``TangentMode`` for the point at ``index``.
+Returns the right :ref:`TangentMode<enum_Curve_TangentMode>` for the point at ``index``.
 
 .. _class_Curve_method_get_point_right_tangent:
 
@@ -209,13 +209,13 @@ Returns the right tangent angle (in degrees) for the point at ``index``.
 
 - :ref:`float<class_float>` **interpolate** **(** :ref:`float<class_float>` offset **)** const
 
-Returns the y value for the point that would exist at x-position ``offset`` along the curve.
+Returns the Y value for the point that would exist at the X position ``offset`` along the curve.
 
 .. _class_Curve_method_interpolate_baked:
 
 - :ref:`float<class_float>` **interpolate_baked** **(** :ref:`float<class_float>` offset **)**
 
-Returns the y value for the point that would exist at x-position ``offset`` along the curve using the baked cache. Bakes the curve's points if not already baked.
+Returns the Y value for the point that would exist at the X position ``offset`` along the curve using the baked cache. Bakes the curve's points if not already baked.
 
 .. _class_Curve_method_remove_point:
 
@@ -227,7 +227,7 @@ Removes the point at ``index`` from the curve.
 
 - void **set_point_left_mode** **(** :ref:`int<class_int>` index, :ref:`TangentMode<enum_Curve_TangentMode>` mode **)**
 
-Sets the left ``TangentMode`` for the point at ``index`` to ``mode``.
+Sets the left :ref:`TangentMode<enum_Curve_TangentMode>` for the point at ``index`` to ``mode``.
 
 .. _class_Curve_method_set_point_left_tangent:
 
@@ -239,13 +239,13 @@ Sets the left tangent angle for the point at ``index`` to ``tangent``.
 
 - :ref:`int<class_int>` **set_point_offset** **(** :ref:`int<class_int>` index, :ref:`float<class_float>` offset **)**
 
-Sets the offset from ``0.5``
+Sets the offset from ``0.5``.
 
 .. _class_Curve_method_set_point_right_mode:
 
 - void **set_point_right_mode** **(** :ref:`int<class_int>` index, :ref:`TangentMode<enum_Curve_TangentMode>` mode **)**
 
-Sets the right ``TangentMode`` for the point at ``index`` to ``mode``.
+Sets the right :ref:`TangentMode<enum_Curve_TangentMode>` for the point at ``index`` to ``mode``.
 
 .. _class_Curve_method_set_point_right_tangent:
 

+ 4 - 4
classes/class_curve2d.rst

@@ -14,7 +14,7 @@ Curve2D
 Brief Description
 -----------------
 
-Describes a Bezier curve in 2D space.
+Describes a Bézier curve in 2D space.
 
 Properties
 ----------
@@ -67,9 +67,9 @@ Methods
 Description
 -----------
 
-This class describes a Bezier curve in 2D space. It is mainly used to give a shape to a :ref:`Path2D<class_Path2D>`, but can be manually sampled for other purposes.
+This class describes a Bézier curve in 2D space. It is mainly used to give a shape to a :ref:`Path2D<class_Path2D>`, but can be manually sampled for other purposes.
 
-It keeps a cache of precalculated points along the curve, to speed further calculations up.
+It keeps a cache of precalculated points along the curve, to speed up further calculations.
 
 Property Descriptions
 ---------------------
@@ -93,7 +93,7 @@ Method Descriptions
 
 - void **add_point** **(** :ref:`Vector2<class_Vector2>` position, :ref:`Vector2<class_Vector2>` in=Vector2( 0, 0 ), :ref:`Vector2<class_Vector2>` out=Vector2( 0, 0 ), :ref:`int<class_int>` at_position=-1 **)**
 
-Adds a point to a curve, at ``position``, with control points ``in`` and ``out``.
+Adds a point to a curve at ``position``, with control points ``in`` and ``out``.
 
 If ``at_position`` is given, the point is inserted before the point number ``at_position``, moving that point (and every point after) after the inserted point. If ``at_position`` is not given, or is an illegal value (``at_position <0`` or ``at_position >= [method get_point_count]``), the point will be appended at the end of the point list.
 

+ 5 - 5
classes/class_curve3d.rst

@@ -14,7 +14,7 @@ Curve3D
 Brief Description
 -----------------
 
-Describes a Bezier curve in 3D space.
+Describes a Bézier curve in 3D space.
 
 Properties
 ----------
@@ -79,9 +79,9 @@ Methods
 Description
 -----------
 
-This class describes a Bezier curve in 3D space. It is mainly used to give a shape to a :ref:`Path<class_Path>`, but can be manually sampled for other purposes.
+This class describes a Bézier curve in 3D space. It is mainly used to give a shape to a :ref:`Path<class_Path>`, but can be manually sampled for other purposes.
 
-It keeps a cache of precalculated points along the curve, to speed further calculations up.
+It keeps a cache of precalculated points along the curve, to speed up further calculations.
 
 Property Descriptions
 ---------------------
@@ -108,7 +108,7 @@ The distance in meters between two adjacent cached points. Changing it forces th
 | *Getter* | is_up_vector_enabled()       |
 +----------+------------------------------+
 
-If ``true``, the curve will bake up vectors used for orientation. This is used when a :ref:`PathFollow.rotation_mode<class_PathFollow_property_rotation_mode>` is set to ``ROTATION_ORIENTED``, see :ref:`PathFollow<class_PathFollow>` for details. Changing it forces the cache to be recomputed.
+If ``true``, the curve will bake up vectors used for orientation. This is used when :ref:`PathFollow.rotation_mode<class_PathFollow_property_rotation_mode>` is set to :ref:`PathFollow.ROTATION_ORIENTED<class_PathFollow_constant_ROTATION_ORIENTED>`. Changing it forces the cache to be recomputed.
 
 Method Descriptions
 -------------------
@@ -117,7 +117,7 @@ Method Descriptions
 
 - void **add_point** **(** :ref:`Vector3<class_Vector3>` position, :ref:`Vector3<class_Vector3>` in=Vector3( 0, 0, 0 ), :ref:`Vector3<class_Vector3>` out=Vector3( 0, 0, 0 ), :ref:`int<class_int>` at_position=-1 **)**
 
-Adds a point to a curve, at ``position``, with control points ``in`` and ``out``.
+Adds a point to a curve at ``position``, with control points ``in`` and ``out``.
 
 If ``at_position`` is given, the point is inserted before the point number ``at_position``, moving that point (and every point after) after the inserted point. If ``at_position`` is not given, or is an illegal value (``at_position <0`` or ``at_position >= [method get_point_count]``), the point will be appended at the end of the point list.
 

+ 4 - 4
classes/class_dampedspringjoint2d.rst

@@ -47,7 +47,7 @@ Property Descriptions
 | *Getter* | get_damping()      |
 +----------+--------------------+
 
-The spring joint's damping ratio. A value between ``0`` and ``1``. When the two bodies move into different directions the system tries to align them to the spring axis again. A high ``damping`` value forces the attached bodies to align faster. Default value: ``1``
+The spring joint's damping ratio. A value between ``0`` and ``1``. When the two bodies move into different directions the system tries to align them to the spring axis again. A high ``damping`` value forces the attached bodies to align faster. Default value: ``1``.
 
 .. _class_DampedSpringJoint2D_property_length:
 
@@ -59,7 +59,7 @@ The spring joint's damping ratio. A value between ``0`` and ``1``. When the two
 | *Getter* | get_length()      |
 +----------+-------------------+
 
-The spring joint's maximum length. The two attached bodies cannot stretch it past this value. Default value: ``50``
+The spring joint's maximum length. The two attached bodies cannot stretch it past this value. Default value: ``50``.
 
 .. _class_DampedSpringJoint2D_property_rest_length:
 
@@ -71,7 +71,7 @@ The spring joint's maximum length. The two attached bodies cannot stretch it pas
 | *Getter* | get_rest_length()      |
 +----------+------------------------+
 
-When the bodies attached to the spring joint move they stretch or squash it. The joint always tries to resize towards this length. Default value: ``0``
+When the bodies attached to the spring joint move they stretch or squash it. The joint always tries to resize towards this length. Default value: ``0``.
 
 .. _class_DampedSpringJoint2D_property_stiffness:
 
@@ -83,5 +83,5 @@ When the bodies attached to the spring joint move they stretch or squash it. The
 | *Getter* | get_stiffness()      |
 +----------+----------------------+
 
-The higher the value, the less the bodies attached to the joint will deform it. The joint applies an opposing force to the bodies, the product of the stiffness multiplied by the size difference from its resting length. Default value: ``20``
+The higher the value, the less the bodies attached to the joint will deform it. The joint applies an opposing force to the bodies, the product of the stiffness multiplied by the size difference from its resting length. Default value: ``20``.
 

+ 2 - 2
classes/class_dictionary.rst

@@ -91,13 +91,13 @@ Returns ``true`` if the dictionary is empty.
 
 - :ref:`bool<class_bool>` **erase** **(** :ref:`Variant<class_Variant>` key **)**
 
-Erase a dictionary key/value pair by key. Returns ``true`` if the given key was present in the dictionary, ``false`` otherwise. Do not erase elements while iterating over the dictionary.
+Erase a dictionary key/value pair by key. Returns ``true`` if the given key was present in the dictionary, ``false`` otherwise. Does not erase elements while iterating over the dictionary.
 
 .. _class_Dictionary_method_get:
 
 - :ref:`Variant<class_Variant>` **get** **(** :ref:`Variant<class_Variant>` key, :ref:`Variant<class_Variant>` default=Null **)**
 
-Returns the current value for the specified key in the ``Dictionary``. If the key does not exist, the method returns the value of the optional default argument, or Null if it is omitted.
+Returns the current value for the specified key in the ``Dictionary``. If the key does not exist, the method returns the value of the optional default argument, or ``null`` if it is omitted.
 
 .. _class_Dictionary_method_has:
 

+ 5 - 5
classes/class_directionallight.rst

@@ -73,7 +73,7 @@ enum **ShadowDepthRange**:
 Description
 -----------
 
-A directional light is a type of :ref:`Light<class_Light>` node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used do determine light direction.
+A directional light is a type of :ref:`Light<class_Light>` node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used to determine light direction.
 
 Tutorials
 ---------
@@ -93,7 +93,7 @@ Property Descriptions
 | *Getter* | get_param()      |
 +----------+------------------+
 
-Amount of extra bias for shadow splits that are far away. If self shadowing occurs only on the splits far away, this value can fix them.
+Amount of extra bias for shadow splits that are far away. If self-shadowing occurs only on the splits far away, increasing this value can fix them.
 
 .. _class_DirectionalLight_property_directional_shadow_blend_splits:
 
@@ -105,7 +105,7 @@ Amount of extra bias for shadow splits that are far away. If self shadowing occu
 | *Getter* | is_blend_splits_enabled() |
 +----------+---------------------------+
 
-If ``true``, shadow detail is sacrificed in exchange for smoother transitions between splits. Default value:``false``.
+If ``true``, shadow detail is sacrificed in exchange for smoother transitions between splits. Default value: ``false``.
 
 .. _class_DirectionalLight_property_directional_shadow_depth_range:
 
@@ -165,7 +165,7 @@ Can be used to fix special cases of self shadowing when objects are perpendicula
 | *Getter* | get_param()      |
 +----------+------------------+
 
-The distance from camera to shadow split 1. Relative to :ref:`directional_shadow_max_distance<class_DirectionalLight_property_directional_shadow_max_distance>`. Only used when :ref:`directional_shadow_mode<class_DirectionalLight_property_directional_shadow_mode>` is one of the ``SHADOW_PARALLEL_*_SPLITS`` constants.
+The distance from camera to shadow split 1. Relative to :ref:`directional_shadow_max_distance<class_DirectionalLight_property_directional_shadow_max_distance>`. Only used when :ref:`directional_shadow_mode<class_DirectionalLight_property_directional_shadow_mode>` is ``SHADOW_PARALLEL_2_SPLITS`` or ``SHADOW_PARALLEL_4_SPLITS``.
 
 .. _class_DirectionalLight_property_directional_shadow_split_2:
 
@@ -177,7 +177,7 @@ The distance from camera to shadow split 1. Relative to :ref:`directional_shadow
 | *Getter* | get_param()      |
 +----------+------------------+
 
-The distance from shadow split 1 to split 2. Relative to :ref:`directional_shadow_max_distance<class_DirectionalLight_property_directional_shadow_max_distance>`. Only used when :ref:`directional_shadow_mode<class_DirectionalLight_property_directional_shadow_mode>` is ``SHADOW_PARALLEL_3_SPLITS`` or ``SHADOW_PARALLEL_4_SPLITS``.
+The distance from shadow split 1 to split 2. Relative to :ref:`directional_shadow_max_distance<class_DirectionalLight_property_directional_shadow_max_distance>`. Only used when :ref:`directional_shadow_mode<class_DirectionalLight_property_directional_shadow_mode>` is ``SHADOW_PARALLEL_2_SPLITS`` or ``SHADOW_PARALLEL_4_SPLITS``.
 
 .. _class_DirectionalLight_property_directional_shadow_split_3:
 

+ 19 - 19
classes/class_directory.rst

@@ -92,17 +92,17 @@ Method Descriptions
 
 - :ref:`Error<enum_@GlobalScope_Error>` **change_dir** **(** :ref:`String<class_String>` todir **)**
 
-Change the currently opened directory to the one passed as an argument. The argument can be relative to the current directory (e.g. ``newdir`` or ``../newdir``), or an absolute path (e.g. ``/tmp/newdir`` or ``res://somedir/newdir``).
+Changes the currently opened directory to the one passed as an argument. The argument can be relative to the current directory (e.g. ``newdir`` or ``../newdir``), or an absolute path (e.g. ``/tmp/newdir`` or ``res://somedir/newdir``).
 
-The method returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (OK or ERR\_\*).
+The method returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (``OK`` or ``ERR_*``).
 
 .. _class_Directory_method_copy:
 
 - :ref:`Error<enum_@GlobalScope_Error>` **copy** **(** :ref:`String<class_String>` from, :ref:`String<class_String>` to **)**
 
-Copy the *from* file to the *to* destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten.
+Copies the ``from`` file to the ``to`` destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten.
 
-Returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (OK, FAILED or ERR\_\*).
+Returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (``OK``, ``FAILED`` or ``ERR_*``).
 
 .. _class_Directory_method_current_is_dir:
 
@@ -138,13 +138,13 @@ Returns the currently opened directory's drive index. See :ref:`get_drive<class_
 
 - :ref:`String<class_String>` **get_drive** **(** :ref:`int<class_int>` idx **)**
 
-On Windows, return the name of the drive (partition) passed as an argument (e.g. ``C:``). On other platforms, or if the requested drive does not existed, the method returns an empty String.
+On Windows, returns the name of the drive (partition) passed as an argument (e.g. ``C:``). On other platforms, or if the requested drive does not existed, the method returns an empty String.
 
 .. _class_Directory_method_get_drive_count:
 
 - :ref:`int<class_int>` **get_drive_count** **(** **)**
 
-On Windows, return the number of drives (partitions) mounted on the current filesystem. On other platforms, the method returns 0.
+On Windows, returns the number of drives (partitions) mounted on the current filesystem. On other platforms, the method returns 0.
 
 .. _class_Directory_method_get_next:
 
@@ -158,13 +158,13 @@ The name of the file or directory is returned (and not its full path). Once the
 
 - :ref:`int<class_int>` **get_space_left** **(** **)**
 
-On Unix desktop systems, return the available space on the current directory's disk. On other platforms, this information is not available and the method returns 0 or -1.
+On UNIX desktop systems, returns the available space on the current directory's disk. On other platforms, this information is not available and the method returns 0 or -1.
 
 .. _class_Directory_method_list_dir_begin:
 
 - :ref:`Error<enum_@GlobalScope_Error>` **list_dir_begin** **(** :ref:`bool<class_bool>` skip_navigational=false, :ref:`bool<class_bool>` skip_hidden=false **)**
 
-Initialise the stream used to list all files and directories using the :ref:`get_next<class_Directory_method_get_next>` function, closing the current opened stream if needed. Once the stream has been processed, it should typically be closed with :ref:`list_dir_end<class_Directory_method_list_dir_end>`.
+Initializes the stream used to list all files and directories using the :ref:`get_next<class_Directory_method_get_next>` function, closing the current opened stream if needed. Once the stream has been processed, it should typically be closed with :ref:`list_dir_end<class_Directory_method_list_dir_end>`.
 
 If you pass ``skip_navigational``, then ``.`` and ``..`` would be filtered out.
 
@@ -174,45 +174,45 @@ If you pass ``skip_hidden``, then hidden files would be filtered out.
 
 - void **list_dir_end** **(** **)**
 
-Close the current stream opened with :ref:`list_dir_begin<class_Directory_method_list_dir_begin>` (whether it has been fully processed with :ref:`get_next<class_Directory_method_get_next>` or not does not matter).
+Closes the current stream opened with :ref:`list_dir_begin<class_Directory_method_list_dir_begin>` (whether it has been fully processed with :ref:`get_next<class_Directory_method_get_next>` or not does not matter).
 
 .. _class_Directory_method_make_dir:
 
 - :ref:`Error<enum_@GlobalScope_Error>` **make_dir** **(** :ref:`String<class_String>` path **)**
 
-Create a directory. The argument can be relative to the current directory, or an absolute path. The target directory should be placed in an already existing directory (to create the full path recursively, see :ref:`make_dir_recursive<class_Directory_method_make_dir_recursive>`).
+Creates a directory. The argument can be relative to the current directory, or an absolute path. The target directory should be placed in an already existing directory (to create the full path recursively, see :ref:`make_dir_recursive<class_Directory_method_make_dir_recursive>`).
 
-The method returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (OK, FAILED or ERR\_\*).
+The method returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (``OK``, ``FAILED`` or ``ERR_*``).
 
 .. _class_Directory_method_make_dir_recursive:
 
 - :ref:`Error<enum_@GlobalScope_Error>` **make_dir_recursive** **(** :ref:`String<class_String>` path **)**
 
-Create a target directory and all necessary intermediate directories in its path, by calling :ref:`make_dir<class_Directory_method_make_dir>` recursively. The argument can be relative to the current directory, or an absolute path.
+Creates a target directory and all necessary intermediate directories in its path, by calling :ref:`make_dir<class_Directory_method_make_dir>` recursively. The argument can be relative to the current directory, or an absolute path.
 
-Returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (OK, FAILED or ERR\_\*).
+Returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (``0K``, ``FAILED`` or ``ERR_*``).
 
 .. _class_Directory_method_open:
 
 - :ref:`Error<enum_@GlobalScope_Error>` **open** **(** :ref:`String<class_String>` path **)**
 
-Open an existing directory of the filesystem. The *path* argument can be within the project tree (``res://folder``), the user directory (``user://folder``) or an absolute path of the user filesystem (e.g. ``/tmp/folder`` or ``C:\tmp\folder``).
+Opens an existing directory of the filesystem. The ``path`` argument can be within the project tree (``res://folder``), the user directory (``user://folder``) or an absolute path of the user filesystem (e.g. ``/tmp/folder`` or ``C:\tmp\folder``).
 
-The method returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (OK or ERR\_\*).
+The method returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (``OK`` or ``ERR_*``).
 
 .. _class_Directory_method_remove:
 
 - :ref:`Error<enum_@GlobalScope_Error>` **remove** **(** :ref:`String<class_String>` path **)**
 
-Delete the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail.
+Deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail.
 
-Returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (OK or FAILED).
+Returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (``OK`` or ``FAILED``).
 
 .. _class_Directory_method_rename:
 
 - :ref:`Error<enum_@GlobalScope_Error>` **rename** **(** :ref:`String<class_String>` from, :ref:`String<class_String>` to **)**
 
-Rename (move) the *from* file to the *to* destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten.
+Renames (move) the ``from`` file to the ``to`` destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten.
 
-Returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (OK or FAILED).
+Returns one of the error code constants defined in :ref:`@GlobalScope<class_@GlobalScope>` (``OK`` or ``FAILED``).
 

+ 1 - 1
classes/class_dynamicfontdata.rst

@@ -40,7 +40,7 @@ Enumerations
 
 enum **Hinting**:
 
-- **HINTING_NONE** = **0** --- Disable font hinting (smoother but less crisp).
+- **HINTING_NONE** = **0** --- Disables font hinting (smoother but less crisp).
 
 - **HINTING_LIGHT** = **1** --- Use the light font hinting mode.
 

Unele fișiere nu au fost afișate deoarece prea multe fișiere au fost modificate în acest diff