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Sync classref with 3.2 branch

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+ 4 - 2
classes/class_animationtreeplayer.rst

@@ -11,15 +11,17 @@ AnimationTreePlayer
 
 **Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
 
-Animation player that uses a node graph for blending animations.
+*Deprecated.* Animation player that uses a node graph for blending animations. Superseded by :ref:`AnimationTree<class_AnimationTree>`.
 
 Description
 -----------
 
-A node graph tool for blending multiple animations bound to an :ref:`AnimationPlayer<class_AnimationPlayer>`. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.
+*Deprecated.* A node graph tool for blending multiple animations bound to an :ref:`AnimationPlayer<class_AnimationPlayer>`. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.
 
 It takes :ref:`Animation<class_Animation>`\ s from an :ref:`AnimationPlayer<class_AnimationPlayer>` node and mixes them depending on the graph.
 
+See :ref:`AnimationTree<class_AnimationTree>` for a more full-featured replacement of this node.
+
 Tutorials
 ---------
 

+ 1 - 1
classes/class_checkbox.rst

@@ -16,7 +16,7 @@ Binary choice user interface widget. See also :ref:`CheckButton<class_CheckButto
 Description
 -----------
 
-A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to :ref:`CheckButton<class_CheckButton>` in functionality, but it has a different apperance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has **no** immediate effect on something. For instance, it should be used when toggling it will only do something once a confirmation button is pressed.
+A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to :ref:`CheckButton<class_CheckButton>` in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has **no** immediate effect on something. For instance, it should be used when toggling it will only do something once a confirmation button is pressed.
 
 Properties
 ----------

+ 1 - 1
classes/class_checkbutton.rst

@@ -16,7 +16,7 @@ Checkable button. See also :ref:`CheckBox<class_CheckBox>`.
 Description
 -----------
 
-CheckButton is a toggle button displayed as a check field. It's similar to :ref:`CheckBox<class_CheckBox>` in functionality, but it has a different apperance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an **immediate** effect on something. For instance, it should be used if toggling it enables/disables a setting without requiring the user to press a confirmation button.
+CheckButton is a toggle button displayed as a check field. It's similar to :ref:`CheckBox<class_CheckBox>` in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an **immediate** effect on something. For instance, it should be used if toggling it enables/disables a setting without requiring the user to press a confirmation button.
 
 Properties
 ----------

+ 2 - 2
classes/class_geometry.rst

@@ -201,7 +201,7 @@ Clips the polygon defined by the points in ``points`` against the ``plane`` and
 
 Clips ``polygon_a`` against ``polygon_b`` and returns an array of clipped polygons. This performs :ref:`OPERATION_DIFFERENCE<class_Geometry_constant_OPERATION_DIFFERENCE>` between polygons. Returns an empty array if ``polygon_b`` completely overlaps ``polygon_a``.
 
-If ``polygon_b`` is enclosed by ``polygon_a``, returns an outer polygon (boundary) and inner polygon (hole) which could be distiguished by calling :ref:`is_polygon_clockwise<class_Geometry_method_is_polygon_clockwise>`.
+If ``polygon_b`` is enclosed by ``polygon_a``, returns an outer polygon (boundary) and inner polygon (hole) which could be distinguished by calling :ref:`is_polygon_clockwise<class_Geometry_method_is_polygon_clockwise>`.
 
 ----
 
@@ -227,7 +227,7 @@ Given an array of :ref:`Vector2<class_Vector2>`\ s, returns the convex hull as a
 
 Mutually excludes common area defined by intersection of ``polygon_a`` and ``polygon_b`` (see :ref:`intersect_polygons_2d<class_Geometry_method_intersect_polygons_2d>`) and returns an array of excluded polygons. This performs :ref:`OPERATION_XOR<class_Geometry_constant_OPERATION_XOR>` between polygons. In other words, returns all but common area between polygons.
 
-The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distiguished by calling :ref:`is_polygon_clockwise<class_Geometry_method_is_polygon_clockwise>`.
+The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling :ref:`is_polygon_clockwise<class_Geometry_method_is_polygon_clockwise>`.
 
 ----
 

+ 2 - 2
classes/class_interpolatedcamera.rst

@@ -11,12 +11,12 @@ InterpolatedCamera
 
 **Inherits:** :ref:`Camera<class_Camera>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
 
-Camera which moves toward another node.
+*Deprecated.* Camera which moves toward another node.
 
 Description
 -----------
 
-InterpolatedCamera is a :ref:`Camera<class_Camera>` which smoothly moves to match a target node's position and rotation.
+*Deprecated (will be removed in Godot 4.0).* InterpolatedCamera is a :ref:`Camera<class_Camera>` which smoothly moves to match a target node's position and rotation.
 
 If it is not :ref:`enabled<class_InterpolatedCamera_property_enabled>` or does not have a valid target set, InterpolatedCamera acts like a normal Camera.
 

+ 1 - 1
classes/class_mesh.rst

@@ -301,7 +301,7 @@ Generate a :ref:`TriangleMesh<class_TriangleMesh>` from the mesh.
 
 - :ref:`AABB<class_AABB>` **get_aabb** **(** **)** |const|
 
-Returns the smallest :ref:`AABB<class_AABB>` enclosing this mesh. Not affected by ``custom_aabb``.
+Returns the smallest :ref:`AABB<class_AABB>` enclosing this mesh in local space. Not affected by ``custom_aabb``. See also :ref:`VisualInstance.get_transformed_aabb<class_VisualInstance_method_get_transformed_aabb>`.
 
 **Note:** This is only implemented for :ref:`ArrayMesh<class_ArrayMesh>` and :ref:`PrimitiveMesh<class_PrimitiveMesh>`.
 

+ 1 - 1
classes/class_multimesh.rst

@@ -226,7 +226,7 @@ Method Descriptions
 
 - :ref:`AABB<class_AABB>` **get_aabb** **(** **)** |const|
 
-Returns the visibility axis-aligned bounding box.
+Returns the visibility axis-aligned bounding box in local space. See also :ref:`VisualInstance.get_transformed_aabb<class_VisualInstance_method_get_transformed_aabb>`.
 
 ----
 

+ 1 - 1
classes/class_networkedmultiplayerenet.rst

@@ -165,7 +165,7 @@ The compression method used for network packets. These have different tradeoffs
 | *Getter*  | is_dtls_verify_enabled()       |
 +-----------+--------------------------------+
 
-Enable or disable certiticate verification when :ref:`use_dtls<class_NetworkedMultiplayerENet_property_use_dtls>` ``true``.
+Enable or disable certificate verification when :ref:`use_dtls<class_NetworkedMultiplayerENet_property_use_dtls>` ``true``.
 
 ----
 

+ 1 - 1
classes/class_os.rst

@@ -646,7 +646,7 @@ The current screen orientation.
 | *Getter*  | get_current_tablet_driver()      |
 +-----------+----------------------------------+
 
-The current tablet drvier in use.
+The current tablet driver in use.
 
 ----
 

+ 1 - 1
classes/class_packetpeerudp.rst

@@ -64,7 +64,7 @@ Closes the UDP socket the ``PacketPeerUDP`` is currently listening on.
 
 Calling this method connects this UDP peer to the given ``host``/``port`` pair. UDP is in reality connectionless, so this option only means that incoming packets from different addresses are automatically discarded, and that outgoing packets are always sent to the connected address (future calls to :ref:`set_dest_address<class_PacketPeerUDP_method_set_dest_address>` are not allowed). This method does not send any data to the remote peer, to do that, use :ref:`PacketPeer.put_var<class_PacketPeer_method_put_var>` or :ref:`PacketPeer.put_packet<class_PacketPeer_method_put_packet>` as usual. See also :ref:`UDPServer<class_UDPServer>`.
 
-Note: Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like SSL or DTLS if you feel like your application is transfering sensitive information.
+Note: Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like SSL or DTLS if you feel like your application is transferring sensitive information.
 
 ----
 

+ 1 - 1
classes/class_physicsserver.rst

@@ -468,7 +468,7 @@ enum **ConeTwistJointParam**:
 
 - **CONE_TWIST_JOINT_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 :ref:`ConeTwistJoint<class_ConeTwistJoint>`.
 

+ 2 - 2
classes/class_projectsettings.rst

@@ -3479,7 +3479,7 @@ Size of the hash table used for the broad-phase 2D hash grid algorithm.
 | *Default* | ``128`` |
 +-----------+---------+
 
-Cell size used for the broad-phase 2D hash grid algorithm.
+Cell size used for the broad-phase 2D hash grid algorithm (in pixels).
 
 ----
 
@@ -4645,7 +4645,7 @@ If ``true``, the texture importer will import VRAM-compressed textures using the
 | *Default* | ``100`` |
 +-----------+---------+
 
-Cell size used for the 2D hash grid that :ref:`VisibilityNotifier2D<class_VisibilityNotifier2D>` uses.
+Cell size used for the 2D hash grid that :ref:`VisibilityNotifier2D<class_VisibilityNotifier2D>` uses (in pixels).
 
 Method Descriptions
 -------------------

+ 1 - 1
classes/class_texturelayered.rst

@@ -18,7 +18,7 @@ Base class for 3D texture types.
 Description
 -----------
 
-Base class for :ref:`Texture3D<class_Texture3D>` and :ref:`TextureArray<class_TextureArray>`. Cannot be used directly, but contains all the functions necessary for accessing and using :ref:`Texture3D<class_Texture3D>` and :ref:`TextureArray<class_TextureArray>`. Data is set on a per-layer basis. For :ref:`Texture3D<class_Texture3D>`\ s, the layer sepcifies the depth or Z-index, they can be treated as a bunch of 2D slices. Similarly, for :ref:`TextureArray<class_TextureArray>`\ s, the layer specifies the array layer.
+Base class for :ref:`Texture3D<class_Texture3D>` and :ref:`TextureArray<class_TextureArray>`. Cannot be used directly, but contains all the functions necessary for accessing and using :ref:`Texture3D<class_Texture3D>` and :ref:`TextureArray<class_TextureArray>`. Data is set on a per-layer basis. For :ref:`Texture3D<class_Texture3D>`\ s, the layer specifies the depth or Z-index, they can be treated as a bunch of 2D slices. Similarly, for :ref:`TextureArray<class_TextureArray>`\ s, the layer specifies the array layer.
 
 Properties
 ----------

+ 1 - 1
classes/class_visibilitynotifier.rst

@@ -22,7 +22,7 @@ The VisibilityNotifier detects when it is visible on the screen. It also notifie
 
 If you want nodes to be disabled automatically when they exit the screen, use :ref:`VisibilityEnabler<class_VisibilityEnabler>` instead.
 
-**Note:** VisibilityNotifier uses an approximate heuristic for performance reasons. It does't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an :ref:`Area<class_Area>` node as a child of a :ref:`Camera<class_Camera>` node and/or :ref:`Vector3.dot<class_Vector3_method_dot>`.
+**Note:** VisibilityNotifier uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an :ref:`Area<class_Area>` node as a child of a :ref:`Camera<class_Camera>` node and/or :ref:`Vector3.dot<class_Vector3_method_dot>`.
 
 Properties
 ----------

+ 2 - 2
classes/class_visualinstance.rst

@@ -72,7 +72,7 @@ Method Descriptions
 
 - :ref:`AABB<class_AABB>` **get_aabb** **(** **)** |const|
 
-Returns the :ref:`AABB<class_AABB>` (also known as the bounding box) for this ``VisualInstance``.
+Returns the :ref:`AABB<class_AABB>` (also known as the bounding box) for this ``VisualInstance``. See also :ref:`get_transformed_aabb<class_VisualInstance_method_get_transformed_aabb>`.
 
 ----
 
@@ -106,7 +106,7 @@ Returns ``true`` when the specified layer is enabled in :ref:`layers<class_Visua
 
 Returns the transformed :ref:`AABB<class_AABB>` (also known as the bounding box) for this ``VisualInstance``.
 
-Transformed in this case means the :ref:`AABB<class_AABB>` plus the position, rotation, and scale of the :ref:`Spatial<class_Spatial>`'s :ref:`Transform<class_Transform>`.
+Transformed in this case means the :ref:`AABB<class_AABB>` plus the position, rotation, and scale of the :ref:`Spatial<class_Spatial>`'s :ref:`Transform<class_Transform>`. See also :ref:`get_aabb<class_VisualInstance_method_get_aabb>`.
 
 ----
 

+ 1 - 1
classes/class_visualshadernodeoutput.rst

@@ -16,7 +16,7 @@ Represents the output shader parameters within the visual shader graph.
 Description
 -----------
 
-This visual shader node is present in all shader graphs in form of "Output" block with mutliple output value ports.
+This visual shader node is present in all shader graphs in form of "Output" block with multiple output value ports.
 
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`

+ 1 - 1
classes/class_visualshadernodevectorrefract.rst

@@ -16,7 +16,7 @@ Returns the :ref:`Vector3<class_Vector3>` that points in the direction of refrac
 Description
 -----------
 
-Translated to ``refract(I, N, eta)`` in the shader language, where ``I`` is the incident vector, ``N`` is the normal vector and ``eta`` is the ratio of the indicies of the refraction.
+Translated to ``refract(I, N, eta)`` in the shader language, where ``I`` is the incident vector, ``N`` is the normal vector and ``eta`` is the ratio of the indices of the refraction.
 
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`