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doc: Sync classref with 3.4 branch

Minus changes specific to 3.4.3, not stable yet.
Rémi Verschelde 3 years ago
parent
commit
3c5e91a4f6

+ 2 - 2
classes/class_audioeffectspectrumanalyzer.rst

@@ -23,9 +23,9 @@ See also :ref:`AudioStreamGenerator<class_AudioStreamGenerator>` for procedurall
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/528 <Audio Spectrum Demo>`__
+- `Audio Spectrum Demo <https://godotengine.org/asset-library/asset/528>`__
 
-- `https://godotengine.org/article/godot-32-will-get-new-audio-features <Godot 3.2 will get new audio features>`__
+- `Godot 3.2 will get new audio features <https://godotengine.org/article/godot-32-will-get-new-audio-features>`__
 
 Properties
 ----------

+ 1 - 1
classes/class_audiostreamgenerator.rst

@@ -27,7 +27,7 @@ Tutorials
 
 - `Audio Generator Demo <https://godotengine.org/asset-library/asset/526>`__
 
-- `https://godotengine.org/article/godot-32-will-get-new-audio-features <Godot 3.2 will get new audio features>`__
+- `Godot 3.2 will get new audio features <https://godotengine.org/article/godot-32-will-get-new-audio-features>`__
 
 Properties
 ----------

+ 1 - 1
classes/class_audiostreamgeneratorplayback.rst

@@ -23,7 +23,7 @@ Tutorials
 
 - `Audio Generator Demo <https://godotengine.org/asset-library/asset/526>`__
 
-- `https://godotengine.org/article/godot-32-will-get-new-audio-features <Godot 3.2 will get new audio features>`__
+- `Godot 3.2 will get new audio features <https://godotengine.org/article/godot-32-will-get-new-audio-features>`__
 
 Methods
 -------

+ 1 - 1
classes/class_bakedlightmap.rst

@@ -301,7 +301,7 @@ When enabled, an octree containing the scene's lighting information will be comp
 | *Getter*  | get_capture_propagation()      |
 +-----------+--------------------------------+
 
-Bias value to reduce the amount of light proagation in the captured octree.
+Bias value to reduce the amount of light propagation in the captured octree.
 
 ----
 

+ 1 - 1
classes/class_collisionobject.rst

@@ -172,7 +172,7 @@ If ``true``, the ``CollisionObject`` will continue to receive input events as th
 | *Getter*  | is_ray_pickable()       |
 +-----------+-------------------------+
 
-If ``true``, the ``CollisionObject``'s shapes will respond to :ref:`RayCast<class_RayCast>`\ s.
+If ``true``, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one :ref:`collision_layer<class_CollisionObject_property_collision_layer>` bit to be set.
 
 Method Descriptions
 -------------------

+ 1 - 1
classes/class_collisionobject2d.rst

@@ -162,7 +162,7 @@ The physics layers this CollisionObject2D scans. Collision objects can scan one
 | *Getter*  | is_pickable()       |
 +-----------+---------------------+
 
-If ``true``, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one ``collision_layer`` bit to be set.
+If ``true``, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one :ref:`collision_layer<class_CollisionObject2D_property_collision_layer>` bit to be set.
 
 Method Descriptions
 -------------------

+ 1 - 1
classes/class_csgmesh.rst

@@ -16,7 +16,7 @@ A CSG Mesh shape that uses a mesh resource.
 Description
 -----------
 
-This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more then two faces.
+This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more than two faces. See also :ref:`CSGPolygon<class_CSGPolygon>` for drawing 2D extruded polygons to be used as CSG nodes.
 
 Properties
 ----------

+ 4 - 2
classes/class_csgpolygon.rst

@@ -16,7 +16,7 @@ Extrudes a 2D polygon shape to create a 3D mesh.
 Description
 -----------
 
-An array of 2D points is extruded to quickly and easily create a variety of 3D meshes.
+An array of 2D points is extruded to quickly and easily create a variety of 3D meshes. See also :ref:`CSGMesh<class_CSGMesh>` for using 3D meshes as CSG nodes.
 
 Properties
 ----------
@@ -297,7 +297,9 @@ When :ref:`mode<class_CSGPolygon_property_mode>` is :ref:`MODE_PATH<class_CSGPol
 | *Getter*  | get_polygon()                                  |
 +-----------+------------------------------------------------+
 
-The point array that defines the 2D polygon that is extruded.
+The point array that defines the 2D polygon that is extruded. This can be a convex or concave polygon with 3 or more points. The polygon must *not* have any intersecting edges. Otherwise, triangulation will fail and no mesh will be generated.
+
+**Note:** If only 1 or 2 points are defined in :ref:`polygon<class_CSGPolygon_property_polygon>`, no mesh will be generated.
 
 ----
 

+ 9 - 1
classes/class_environment.rst

@@ -26,7 +26,15 @@ Resource for environment nodes (like :ref:`WorldEnvironment<class_WorldEnvironme
 
 - Adjustments
 
-These effects will only apply when the :ref:`Viewport<class_Viewport>`'s intended usage is "3D" or "3D Without Effects". This can be configured for the root Viewport with :ref:`ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation<class_ProjectSettings_property_rendering/quality/intended_usage/framebuffer_allocation>`, or for specific Viewports via the :ref:`Viewport.usage<class_Viewport_property_usage>` property.
+If the target :ref:`Viewport<class_Viewport>` is set to "2D Without Sampling", all post-processing effects will be unavailable. With "3D Without Effects", the following options will be unavailable:
+
+- Ssao
+
+- Ss Reflections
+
+This can be configured for the root Viewport with :ref:`ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation<class_ProjectSettings_property_rendering/quality/intended_usage/framebuffer_allocation>`, or for specific Viewports via the :ref:`Viewport.usage<class_Viewport_property_usage>` property.
+
+Note that :ref:`ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation<class_ProjectSettings_property_rendering/quality/intended_usage/framebuffer_allocation>` has a mobile platform override to use "3D Without Effects" by default. It improves the performance on mobile devices, but at the same time affects the screen display on mobile devices.
 
 Tutorials
 ---------

+ 4 - 4
classes/class_input.rst

@@ -485,7 +485,7 @@ This is useful for code that needs to run only once when an action is pressed, i
 
 If ``exact`` is ``false``, it ignores the input modifiers for :ref:`InputEventKey<class_InputEventKey>` and :ref:`InputEventMouseButton<class_InputEventMouseButton>` events, and the direction for :ref:`InputEventJoypadMotion<class_InputEventJoypadMotion>` events.
 
-**Note:** Due to keyboard ghosting, :ref:`is_action_just_pressed<class_Input_method_is_action_just_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
+**Note:** Due to keyboard ghosting, :ref:`is_action_just_pressed<class_Input_method_is_action_just_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <https://docs.godotengine.org/en/3.4/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
 
 ----
 
@@ -507,7 +507,7 @@ Returns ``true`` if you are pressing the action event. Note that if an action ha
 
 If ``exact`` is ``false``, it ignores the input modifiers for :ref:`InputEventKey<class_InputEventKey>` and :ref:`InputEventMouseButton<class_InputEventMouseButton>` events, and the direction for :ref:`InputEventJoypadMotion<class_InputEventJoypadMotion>` events.
 
-**Note:** Due to keyboard ghosting, :ref:`is_action_pressed<class_Input_method_is_action_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
+**Note:** Due to keyboard ghosting, :ref:`is_action_pressed<class_Input_method_is_action_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <https://docs.godotengine.org/en/3.4/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
 
 ----
 
@@ -535,7 +535,7 @@ Returns ``true`` if you are pressing the key in the current keyboard layout. You
 
 :ref:`is_key_pressed<class_Input_method_is_key_pressed>` is only recommended over :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>` in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>`.
 
-**Note:** Due to keyboard ghosting, :ref:`is_key_pressed<class_Input_method_is_key_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
+**Note:** Due to keyboard ghosting, :ref:`is_key_pressed<class_Input_method_is_key_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <https://docs.godotengine.org/en/3.4/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
 
 ----
 
@@ -555,7 +555,7 @@ Returns ``true`` if you are pressing the key in the physical location on the 101
 
 :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>` is recommended over :ref:`is_key_pressed<class_Input_method_is_key_pressed>` for in-game actions, as it will make W/A/S/D layouts work regardless of the user's keyboard layout. :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>` will also ensure that the top row number keys work on any keyboard layout. If in doubt, use :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>`.
 
-**Note:** Due to keyboard ghosting, :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
+**Note:** Due to keyboard ghosting, :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <https://docs.godotengine.org/en/3.4/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
 
 ----
 

+ 2 - 2
classes/class_inputevent.rst

@@ -133,7 +133,7 @@ Returns ``true`` if the given action is being pressed (and is not an echo event
 
 If ``exact_match`` is ``false``, it ignores the input modifiers for :ref:`InputEventKey<class_InputEventKey>` and :ref:`InputEventMouseButton<class_InputEventMouseButton>` events, and the direction for :ref:`InputEventJoypadMotion<class_InputEventJoypadMotion>` events.
 
-**Note:** Due to keyboard ghosting, :ref:`is_action_pressed<class_InputEvent_method_is_action_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
+**Note:** Due to keyboard ghosting, :ref:`is_action_pressed<class_InputEvent_method_is_action_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <https://docs.godotengine.org/en/3.4/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
 
 ----
 
@@ -169,7 +169,7 @@ Returns ``true`` if this input event is an echo event (only for events of type :
 
 Returns ``true`` if this input event is pressed. Not relevant for events of type :ref:`InputEventMouseMotion<class_InputEventMouseMotion>` or :ref:`InputEventScreenDrag<class_InputEventScreenDrag>`.
 
-**Note:** Due to keyboard ghosting, :ref:`is_action_pressed<class_InputEvent_method_is_action_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
+**Note:** Due to keyboard ghosting, :ref:`is_action_pressed<class_InputEvent_method_is_action_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <https://docs.godotengine.org/en/3.4/tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
 
 ----
 

+ 29 - 13
classes/class_json.rst

@@ -46,7 +46,7 @@ Converts a :ref:`Variant<class_Variant>` var to JSON text and returns the result
 
 **Note:** The JSON specification does not define integer or float types, but only a *number* type. Therefore, converting a Variant to JSON text will convert all numerical values to :ref:`float<class_float>` types.
 
-Use ``indent`` parameter to pretty print the output.
+The ``indent`` parameter controls if and how something is indented, the string used for this parameter will be used where there should be an indent in the output, even spaces like ``"   "`` will work. ``\t`` and ``\n`` can also be used for a tab indent, or to make a newline for each indent respectively.
 
 **Example output:**
 
@@ -57,18 +57,34 @@ Use ``indent`` parameter to pretty print the output.
     
     ## JSON.print(my_dictionary, "\t")
     {
-            "name": "my_dictionary",
-            "version": "1.0.0",
-            "entities": [
-                    {
-                            "name": "entity_0",
-                            "value": "value_0"
-                    },
-                    {
-                            "name": "entity_1",
-                            "value": "value_1"
-                    }
-            ]
+        "name": "my_dictionary",
+        "version": "1.0.0",
+        "entities": [
+            {
+                "name": "entity_0",
+                "value": "value_0"
+            },
+            {
+                "name": "entity_1",
+                "value": "value_1"
+            }
+        ]
+    }
+    
+    ## JSON.print(my_dictionary, "...")
+    {
+    ..."name": "my_dictionary",
+    ..."version": "1.0.0",
+    ..."entities": [
+    ......{
+    ........."name": "entity_0",
+    ........."value": "value_0"
+    ......},
+    ......{
+    ........."name": "entity_1",
+    ........."value": "value_1"
+    ......}
+    ...]
     }
 
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`

+ 6 - 0
classes/class_os.rst

@@ -1041,6 +1041,12 @@ If you wish to access a shell built-in or perform a composite command, a platfor
 
 **Note:** This method is implemented on Android, iOS, Linux, macOS and Windows.
 
+**Note:** To execute a Windows command interpreter built-in command, specify ``cmd.exe`` in ``path``, ``/c`` as the first argument, and the desired command as the second argument.
+
+**Note:** To execute a PowerShell built-in command, specify ``powershell.exe`` in ``path``, ``-Command`` as the first argument, and the desired command as the second argument.
+
+**Note:** To execute a Unix shell built-in command, specify shell executable name in ``path``, ``-c`` as the first argument, and the desired command as the second argument.
+
 ----
 
 .. _class_OS_method_find_scancode_from_string:

+ 4 - 2
classes/class_rect2.rst

@@ -176,7 +176,7 @@ Returns a copy of this ``Rect2`` expanded to include a given point.
 
 - :ref:`float<class_float>` **get_area** **(** **)**
 
-Returns the area of the ``Rect2``.
+Returns the area of the ``Rect2``. See also :ref:`has_no_area<class_Rect2_method_has_no_area>`.
 
 ----
 
@@ -208,7 +208,9 @@ Returns a copy of the ``Rect2`` grown a given amount of units towards the :ref:`
 
 - :ref:`bool<class_bool>` **has_no_area** **(** **)**
 
-Returns ``true`` if the ``Rect2`` is flat or empty.
+Returns ``true`` if the ``Rect2`` is flat or empty, ``false`` otherwise. See also :ref:`get_area<class_Rect2_method_get_area>`.
+
+**Note:** If the ``Rect2`` has a negative size and is not flat or empty, :ref:`has_no_area<class_Rect2_method_has_no_area>` will return ``true``.
 
 ----
 

+ 2 - 0
classes/class_reflectionprobe.rst

@@ -240,6 +240,8 @@ If ``true``, reflections will ignore sky contribution. Ambient lighting is then
 
 The maximum distance away from the ``ReflectionProbe`` an object can be before it is culled. Decrease this to improve performance, especially when using the :ref:`UPDATE_ALWAYS<class_ReflectionProbe_constant_UPDATE_ALWAYS>` :ref:`update_mode<class_ReflectionProbe_property_update_mode>`.
 
+**Note:** The maximum reflection distance is always at least equal to the :ref:`extents<class_ReflectionProbe_property_extents>`. This means that decreasing :ref:`max_distance<class_ReflectionProbe_property_max_distance>` will not always cull objects from reflections, especially if the reflection probe's :ref:`extents<class_ReflectionProbe_property_extents>` are already large.
+
 ----
 
 .. _class_ReflectionProbe_property_origin_offset:

+ 1 - 1
classes/class_richtextlabel.rst

@@ -361,7 +361,7 @@ If ``true``, the label uses BBCode formatting.
 
 The label's text in BBCode format. Is not representative of manual modifications to the internal tag stack. Erases changes made by other methods when edited.
 
-**Note:** It is unadvised to use the ``+=`` operator with ``bbcode_text`` (e.g. ``bbcode_text += "some string"``) as it replaces the whole text and can cause slowdowns. Use :ref:`append_bbcode<class_RichTextLabel_method_append_bbcode>` for adding text instead, unless you absolutely need to close a tag that was opened in an earlier method call.
+**Note:** It is unadvised to use the ``+=`` operator with ``bbcode_text`` (e.g. ``bbcode_text += "some string"``) as it replaces the whole text and can cause slowdowns. It will also erase all BBCode that was added to stack using ``push_*`` methods. Use :ref:`append_bbcode<class_RichTextLabel_method_append_bbcode>` for adding text instead, unless you absolutely need to close a tag that was opened in an earlier method call.
 
 ----
 

+ 2 - 0
classes/class_softbody.rst

@@ -18,6 +18,8 @@ Description
 
 A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
 
+**Note:** There are many known bugs in ``SoftBody``. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies).
+
 Tutorials
 ---------
 

+ 4 - 2
classes/class_spatial.rst

@@ -405,9 +405,11 @@ Returns ``true`` if the node is present in the :ref:`SceneTree<class_SceneTree>`
 
 - void **look_at** **(** :ref:`Vector3<class_Vector3>` target, :ref:`Vector3<class_Vector3>` up **)**
 
-Rotates itself so that the local -Z axis points towards the ``target`` position.
+Rotates the node so that the local forward axis (-Z) points toward the ``target`` position.
 
-The transform will first be rotated around the given ``up`` vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the ``target`` and ``up`` vectors.
+The local up axis (+Y) points as close to the ``up`` vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly.
+
+The ``target`` position cannot be the same as the node's position, the ``up`` vector cannot be zero, and the direction from the node's position to the ``target`` vector cannot be parallel to the ``up`` vector.
 
 Operations take place in global space.
 

+ 6 - 2
classes/class_spritebase3d.rst

@@ -228,7 +228,9 @@ If ``true``, texture is flipped vertically.
 | *Getter*  | get_modulate()          |
 +-----------+-------------------------+
 
-A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.
+A color value used to *multiply* the texture's colors. Can be used for mood-coloring or to simulate the color of light.
+
+**Note:** If a :ref:`GeometryInstance.material_override<class_GeometryInstance_property_material_override>` is defined on the ``SpriteBase3D``, the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in :ref:`modulate<class_SpriteBase3D_property_modulate>` will be ignored. For a :ref:`SpatialMaterial<class_SpatialMaterial>`, :ref:`SpatialMaterial.vertex_color_use_as_albedo<class_SpatialMaterial_property_vertex_color_use_as_albedo>` must be ``true``. For a :ref:`ShaderMaterial<class_ShaderMaterial>`, ``ALBEDO *= COLOR.rgb;[/color] must be inserted in the shader's [code]fragment()`` function.
 
 ----
 
@@ -260,7 +262,9 @@ The texture's drawing offset.
 | *Getter*  | get_opacity()      |
 +-----------+--------------------+
 
-The objects' visibility on a scale from ``0`` fully invisible to ``1`` fully visible.
+The texture's visibility on a scale from ``0`` (fully invisible) to ``1`` (fully visible). :ref:`opacity<class_SpriteBase3D_property_opacity>` is a multiplier for the :ref:`modulate<class_SpriteBase3D_property_modulate>` color's alpha channel.
+
+**Note:** If a :ref:`GeometryInstance.material_override<class_GeometryInstance_property_material_override>` is defined on the ``SpriteBase3D``, the material override must be configured to take vertex colors into account for albedo. Otherwise, the opacity defined in :ref:`opacity<class_SpriteBase3D_property_opacity>` will be ignored. For a :ref:`SpatialMaterial<class_SpatialMaterial>`, :ref:`SpatialMaterial.vertex_color_use_as_albedo<class_SpatialMaterial_property_vertex_color_use_as_albedo>` must be ``true``. For a :ref:`ShaderMaterial<class_ShaderMaterial>`, ``ALPHA *= COLOR.a;[/color] must be inserted in the shader's [code]fragment()`` function.
 
 ----
 

+ 15 - 2
classes/class_string.rst

@@ -1088,7 +1088,14 @@ Converts the String (which is a character array) to :ref:`PoolByteArray<class_Po
 
 - :ref:`float<class_float>` **to_float** **(** **)**
 
-Converts a string containing a decimal number into a ``float``.
+Converts a string containing a decimal number into a ``float``. The method will stop on the first non-number character except the first ``.`` (decimal point), and ``e`` which is used for exponential.
+
+::
+
+    print("12.3".to_float()) # 12.3
+    print("1.2.3".to_float()) # 1.2
+    print("12ab3".to_float()) # 12
+    print("1e3".to_float()) # 1000
 
 ----
 
@@ -1096,7 +1103,13 @@ Converts a string containing a decimal number into a ``float``.
 
 - :ref:`int<class_int>` **to_int** **(** **)**
 
-Converts a string containing an integer number into an ``int``.
+Converts a string containing an integer number into an ``int``. The method will remove any non-number character and stop if it encounters a ``.``.
+
+::
+
+    print("123".to_int()) # 123
+    print("a1b2c3".to_int()) # 123
+    print("1.2.3".to_int()) # 1
 
 ----
 

+ 1 - 1
classes/class_tilemap.rst

@@ -645,7 +645,7 @@ Optionally, the tilemap's half offset can be ignored.
 
 - void **set_cell** **(** :ref:`int<class_int>` x, :ref:`int<class_int>` y, :ref:`int<class_int>` tile, :ref:`bool<class_bool>` flip_x=false, :ref:`bool<class_bool>` flip_y=false, :ref:`bool<class_bool>` transpose=false, :ref:`Vector2<class_Vector2>` autotile_coord=Vector2( 0, 0 ) **)**
 
-Sets the tile index for the cell given by a Vector2.
+Sets the tile index for the given cell.
 
 An index of ``-1`` clears the cell.
 

+ 2 - 0
classes/class_tileset.rst

@@ -694,6 +694,8 @@ Sets the tile's material.
 
 Sets the tile's modulation color.
 
+**Note:** Modulation is performed by setting the tile's vertex color. To access this in a shader, use ``COLOR`` rather than ``MODULATE`` (which instead accesses the :ref:`TileMap<class_TileMap>`'s :ref:`CanvasItem.modulate<class_CanvasItem_property_modulate>` property).
+
 ----
 
 .. _class_TileSet_method_tile_set_name:

+ 4 - 4
classes/class_tree.rst

@@ -504,7 +504,7 @@ Clears the tree. This removes all items.
 
 - :ref:`TreeItem<class_TreeItem>` **create_item** **(** :ref:`Object<class_Object>` parent=null, :ref:`int<class_int>` idx=-1 **)**
 
-Creates an item in the tree and adds it as a child of ``parent``.
+Creates an item in the tree and adds it as a child of ``parent``, which can be either a valid :ref:`TreeItem<class_TreeItem>` or ``null``.
 
 If ``parent`` is ``null``, the root item will be the parent, or the new item will be the root itself if the tree is empty.
 
@@ -604,7 +604,7 @@ Returns the column for the currently edited item.
 
 - :ref:`Rect2<class_Rect2>` **get_item_area_rect** **(** :ref:`Object<class_Object>` item, :ref:`int<class_int>` column=-1 **)** |const|
 
-Returns the rectangle area for the specified item. If ``column`` is specified, only get the position and size of that column, otherwise get the rectangle containing all columns.
+Returns the rectangle area for the specified :ref:`TreeItem<class_TreeItem>`. If ``column`` is specified, only get the position and size of that column, otherwise get the rectangle containing all columns.
 
 ----
 
@@ -620,7 +620,7 @@ Returns the tree item at the specified position (relative to the tree origin pos
 
 - :ref:`TreeItem<class_TreeItem>` **get_next_selected** **(** :ref:`Object<class_Object>` from **)**
 
-Returns the next selected item after the given one, or ``null`` if the end is reached.
+Returns the next selected :ref:`TreeItem<class_TreeItem>` after the given one, or ``null`` if the end is reached.
 
 If ``from`` is ``null``, this returns the first selected item.
 
@@ -678,7 +678,7 @@ To tell whether a column of an item is selected, use :ref:`TreeItem.is_selected<
 
 - void **scroll_to_item** **(** :ref:`Object<class_Object>` item **)**
 
-Causes the ``Tree`` to jump to the specified item.
+Causes the ``Tree`` to jump to the specified :ref:`TreeItem<class_TreeItem>`.
 
 ----