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Sync classref with 3.2 branch

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Modificáronse 3 ficheiros con 4 adicións e 2 borrados
  1. 2 0
      classes/class_environment.rst
  2. 1 1
      classes/class_string.rst
  3. 1 1
      classes/class_tween.rst

+ 2 - 0
classes/class_environment.rst

@@ -26,6 +26,8 @@ Resource for environment nodes (like :ref:`WorldEnvironment<class_WorldEnvironme
 
 
 - Adjustments
 - 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.
+
 Tutorials
 Tutorials
 ---------
 ---------
 
 

+ 1 - 1
classes/class_string.rst

@@ -459,7 +459,7 @@ Returns a copy of the string with indentation (leading tabs and spaces) removed.
 
 
 - :ref:`bool<class_bool>` **empty** **(** **)**
 - :ref:`bool<class_bool>` **empty** **(** **)**
 
 
-Returns ``true`` if the string is empty.
+Returns ``true`` if the length of the string equals ``0``.
 
 
 ----
 ----
 
 

+ 1 - 1
classes/class_tween.rst

@@ -32,7 +32,7 @@ Here is a brief usage example that makes a 2D node move smoothly between two pos
 
 
 Many methods require a property name, such as ``"position"`` above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using ``"property:component"`` (eg. ``position:x``), where it would only apply to that particular component.
 Many methods require a property name, such as ``"position"`` above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using ``"property:component"`` (eg. ``position:x``), where it would only apply to that particular component.
 
 
-Many of the methods accept ``trans_type`` and ``ease_type``. The first accepts an :ref:`TransitionType<enum_Tween_TransitionType>` constant, and refers to the way the timing of the animation is handled (see `easings.net <https://easings.net/>`_ for some examples). The second accepts an :ref:`EaseType<enum_Tween_EaseType>` constant, and controls the where ``trans_type`` is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different :ref:`TransitionType<enum_Tween_TransitionType>` constants with :ref:`EASE_IN_OUT<class_Tween_constant_EASE_IN_OUT>`, and use the one that looks best.
+Many of the methods accept ``trans_type`` and ``ease_type``. The first accepts an :ref:`TransitionType<enum_Tween_TransitionType>` constant, and refers to the way the timing of the animation is handled (see `easings.net <https://easings.net/>`_ for some examples). The second accepts an :ref:`EaseType<enum_Tween_EaseType>` constant, and controls where the ``trans_type`` is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different :ref:`TransitionType<enum_Tween_TransitionType>` constants with :ref:`EASE_IN_OUT<class_Tween_constant_EASE_IN_OUT>`, and use the one that looks best.
 
 
 `Tween easing and transition types cheatsheet <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png>`_
 `Tween easing and transition types cheatsheet <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png>`_