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0
Эх сурвалжийг харах

Sync classref with source

Rémi Verschelde 9 жил өмнө
parent
commit
a54aea154b

+ 6 - 6
classes/[email protected]

@@ -59,9 +59,9 @@ Member Functions
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
 | :ref:`float<class_float>`            | :ref:`exp<class_@GDScript_exp>`  **(** :ref:`float<class_float>` s  **)**                                                                                  |
 | :ref:`float<class_float>`            | :ref:`exp<class_@GDScript_exp>`  **(** :ref:`float<class_float>` s  **)**                                                                                  |
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
-| :ref:`float<class_float>`            | :ref:`isnan<class_@GDScript_isnan>`  **(** :ref:`float<class_float>` s  **)**                                                                              |
+| :ref:`float<class_float>`            | :ref:`is_nan<class_@GDScript_is_nan>`  **(** :ref:`float<class_float>` s  **)**                                                                            |
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
-| :ref:`float<class_float>`            | :ref:`isinf<class_@GDScript_isinf>`  **(** :ref:`float<class_float>` s  **)**                                                                              |
+| :ref:`float<class_float>`            | :ref:`is_inf<class_@GDScript_is_inf>`  **(** :ref:`float<class_float>` s  **)**                                                                            |
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
 | :ref:`float<class_float>`            | :ref:`ease<class_@GDScript_ease>`  **(** :ref:`float<class_float>` s, :ref:`float<class_float>` curve  **)**                                               |
 | :ref:`float<class_float>`            | :ref:`ease<class_@GDScript_ease>`  **(** :ref:`float<class_float>` s, :ref:`float<class_float>` curve  **)**                                               |
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
@@ -291,15 +291,15 @@ Natural logarithm.
 
 
 Exponential logarithm.
 Exponential logarithm.
 
 
-.. _class_@GDScript_isnan:
+.. _class_@GDScript_is_nan:
 
 
-- :ref:`float<class_float>`  **isnan**  **(** :ref:`float<class_float>` s  **)**
+- :ref:`float<class_float>`  **is_nan**  **(** :ref:`float<class_float>` s  **)**
 
 
 Return true if the float is not a number.
 Return true if the float is not a number.
 
 
-.. _class_@GDScript_isinf:
+.. _class_@GDScript_is_inf:
 
 
-- :ref:`float<class_float>`  **isinf**  **(** :ref:`float<class_float>` s  **)**
+- :ref:`float<class_float>`  **is_inf**  **(** :ref:`float<class_float>` s  **)**
 
 
 Return true if the float is infinite.
 Return true if the float is infinite.
 
 

+ 116 - 116
classes/class_@global scope.rst

@@ -16,31 +16,31 @@ Global scope constants and variables.
 Member Variables
 Member Variables
 ----------------
 ----------------
 
 
-- :ref:`Performance<class_performance>` **Performance**
-- :ref:`Globals<class_globals>` **Globals**
-- :ref:`IP<class_ip>` **IP**
-- :ref:`Geometry<class_geometry>` **Geometry**
-- :ref:`ResourceLoader<class_resourceloader>` **ResourceLoader**
-- :ref:`ResourceSaver<class_resourcesaver>` **ResourceSaver**
-- :ref:`PathRemap<class_pathremap>` **PathRemap**
-- :ref:`OS<class_os>` **OS**
-- :ref:`Reference<class_reference>` **Marshalls**
-- :ref:`TranslationServer<class_translationserver>` **TranslationServer**
-- :ref:`TranslationServer<class_translationserver>` **TS**
-- :ref:`Input<class_input>` **Input**
-- :ref:`InputMap<class_inputmap>` **InputMap**
-- :ref:`VisualServer<class_visualserver>` **VisualServer**
-- :ref:`VisualServer<class_visualserver>` **VS**
-- :ref:`AudioServer<class_audioserver>` **AudioServer**
-- :ref:`AudioServer<class_audioserver>` **AS**
-- :ref:`PhysicsServer<class_physicsserver>` **PhysicsServer**
-- :ref:`PhysicsServer<class_physicsserver>` **PS**
-- :ref:`Physics2DServer<class_physics2dserver>` **Physics2DServer**
-- :ref:`Physics2DServer<class_physics2dserver>` **PS2D**
-- :ref:`SpatialSoundServer<class_spatialsoundserver>` **SpatialSoundServer**
-- :ref:`SpatialSoundServer<class_spatialsoundserver>` **SS**
-- :ref:`SpatialSound2DServer<class_spatialsound2dserver>` **SpatialSound2DServer**
-- :ref:`SpatialSound2DServer<class_spatialsound2dserver>` **SS2D**
+- :ref:`Performance<class_performance>` **Performance** - [Performance] singleton
+- :ref:`Globals<class_globals>` **Globals** - [Globals] singleton
+- :ref:`IP<class_ip>` **IP** - [IP] singleton
+- :ref:`Geometry<class_geometry>` **Geometry** - [Geometry] singleton
+- :ref:`ResourceLoader<class_resourceloader>` **ResourceLoader** - [ResourceLoader] singleton
+- :ref:`ResourceSaver<class_resourcesaver>` **ResourceSaver** - [ResourceSaver] singleton
+- :ref:`PathRemap<class_pathremap>` **PathRemap** - [PathRemap] singleton
+- :ref:`OS<class_os>` **OS** - [OS] singleton
+- :ref:`Reference<class_reference>` **Marshalls** - [Marshalls] singleton
+- :ref:`TranslationServer<class_translationserver>` **TranslationServer** - [TranslationServer] singleton
+- :ref:`TranslationServer<class_translationserver>` **TS** - [TranslationServer] singleton
+- :ref:`Input<class_input>` **Input** - [Input] singleton
+- :ref:`InputMap<class_inputmap>` **InputMap** - [InputMap] singleton
+- :ref:`VisualServer<class_visualserver>` **VisualServer** - [VisualServer] singleton
+- :ref:`VisualServer<class_visualserver>` **VS** - [VisualServer] singleton
+- :ref:`AudioServer<class_audioserver>` **AudioServer** - [AudioServer] singleton
+- :ref:`AudioServer<class_audioserver>` **AS** - [AudioServer] singleton
+- :ref:`PhysicsServer<class_physicsserver>` **PhysicsServer** - [PhysicsServer] singleton
+- :ref:`PhysicsServer<class_physicsserver>` **PS** - [PhysicsServer] singleton
+- :ref:`Physics2DServer<class_physics2dserver>` **Physics2DServer** - [Physics2DServer] singleton
+- :ref:`Physics2DServer<class_physics2dserver>` **PS2D** - [Physics2DServer] singleton
+- :ref:`SpatialSoundServer<class_spatialsoundserver>` **SpatialSoundServer** - [SpatialSoundServer] singleton
+- :ref:`SpatialSoundServer<class_spatialsoundserver>` **SS** - [SpatialSoundServer] singleton
+- :ref:`SpatialSound2DServer<class_spatialsound2dserver>` **SpatialSound2DServer** - [SpatialSound2DServer] singleton
+- :ref:`SpatialSound2DServer<class_spatialsound2dserver>` **SS2D** - [SpatialSound2DServer] singleton
 
 
 Numeric Constants
 Numeric Constants
 -----------------
 -----------------
@@ -117,34 +117,34 @@ Numeric Constants
 - **KEY_KP_7** = **16777357** --- Number 7 on Numpad
 - **KEY_KP_7** = **16777357** --- Number 7 on Numpad
 - **KEY_KP_8** = **16777358** --- Number 8 on Numpad
 - **KEY_KP_8** = **16777358** --- Number 8 on Numpad
 - **KEY_KP_9** = **16777359** --- Number 9 on Numpad
 - **KEY_KP_9** = **16777359** --- Number 9 on Numpad
-- **KEY_SUPER_L** = **16777260**
-- **KEY_SUPER_R** = **16777261**
-- **KEY_MENU** = **16777262**
+- **KEY_SUPER_L** = **16777260** --- Super Left key (windows key)
+- **KEY_SUPER_R** = **16777261** --- Super Left key (windows key)
+- **KEY_MENU** = **16777262** --- Context menu key
 - **KEY_HYPER_L** = **16777263**
 - **KEY_HYPER_L** = **16777263**
 - **KEY_HYPER_R** = **16777264**
 - **KEY_HYPER_R** = **16777264**
-- **KEY_HELP** = **16777265**
+- **KEY_HELP** = **16777265** --- Help key
 - **KEY_DIRECTION_L** = **16777266**
 - **KEY_DIRECTION_L** = **16777266**
 - **KEY_DIRECTION_R** = **16777267**
 - **KEY_DIRECTION_R** = **16777267**
-- **KEY_BACK** = **16777280**
-- **KEY_FORWARD** = **16777281**
-- **KEY_STOP** = **16777282**
-- **KEY_REFRESH** = **16777283**
-- **KEY_VOLUMEDOWN** = **16777284**
-- **KEY_VOLUMEMUTE** = **16777285**
-- **KEY_VOLUMEUP** = **16777286**
+- **KEY_BACK** = **16777280** --- Back key
+- **KEY_FORWARD** = **16777281** --- Forward key
+- **KEY_STOP** = **16777282** --- Stop key
+- **KEY_REFRESH** = **16777283** --- Refresh key
+- **KEY_VOLUMEDOWN** = **16777284** --- Volume down key
+- **KEY_VOLUMEMUTE** = **16777285** --- Mute volume key
+- **KEY_VOLUMEUP** = **16777286** --- Volume up key
 - **KEY_BASSBOOST** = **16777287**
 - **KEY_BASSBOOST** = **16777287**
 - **KEY_BASSUP** = **16777288**
 - **KEY_BASSUP** = **16777288**
 - **KEY_BASSDOWN** = **16777289**
 - **KEY_BASSDOWN** = **16777289**
 - **KEY_TREBLEUP** = **16777290**
 - **KEY_TREBLEUP** = **16777290**
 - **KEY_TREBLEDOWN** = **16777291**
 - **KEY_TREBLEDOWN** = **16777291**
-- **KEY_MEDIAPLAY** = **16777292**
-- **KEY_MEDIASTOP** = **16777293**
-- **KEY_MEDIAPREVIOUS** = **16777294**
-- **KEY_MEDIANEXT** = **16777295**
-- **KEY_MEDIARECORD** = **16777296**
-- **KEY_HOMEPAGE** = **16777297**
-- **KEY_FAVORITES** = **16777298**
-- **KEY_SEARCH** = **16777299**
+- **KEY_MEDIAPLAY** = **16777292** --- Media play key
+- **KEY_MEDIASTOP** = **16777293** --- Media stop key
+- **KEY_MEDIAPREVIOUS** = **16777294** --- Previous song key
+- **KEY_MEDIANEXT** = **16777295** --- Next song key
+- **KEY_MEDIARECORD** = **16777296** --- Media record key
+- **KEY_HOMEPAGE** = **16777297** --- Home page key
+- **KEY_FAVORITES** = **16777298** --- Favorites key
+- **KEY_SEARCH** = **16777299** --- Search key
 - **KEY_STANDBY** = **16777300**
 - **KEY_STANDBY** = **16777300**
 - **KEY_OPENURL** = **16777301**
 - **KEY_OPENURL** = **16777301**
 - **KEY_LAUNCHMAIL** = **16777302**
 - **KEY_LAUNCHMAIL** = **16777302**
@@ -167,21 +167,21 @@ Numeric Constants
 - **KEY_LAUNCHF** = **16777319**
 - **KEY_LAUNCHF** = **16777319**
 - **KEY_UNKNOWN** = **33554431**
 - **KEY_UNKNOWN** = **33554431**
 - **KEY_SPACE** = **32** --- Space Key
 - **KEY_SPACE** = **32** --- Space Key
-- **KEY_EXCLAM** = **33**
-- **KEY_QUOTEDBL** = **34**
-- **KEY_NUMBERSIGN** = **35**
-- **KEY_DOLLAR** = **36**
-- **KEY_PERCENT** = **37**
-- **KEY_AMPERSAND** = **38**
-- **KEY_APOSTROPHE** = **39**
-- **KEY_PARENLEFT** = **40**
-- **KEY_PARENRIGHT** = **41**
-- **KEY_ASTERISK** = **42**
-- **KEY_PLUS** = **43**
-- **KEY_COMMA** = **44**
-- **KEY_MINUS** = **45**
-- **KEY_PERIOD** = **46**
-- **KEY_SLASH** = **47**
+- **KEY_EXCLAM** = **33** --- ! key
+- **KEY_QUOTEDBL** = **34** --- " key
+- **KEY_NUMBERSIGN** = **35** --- # key
+- **KEY_DOLLAR** = **36** --- $ key
+- **KEY_PERCENT** = **37** --- % key
+- **KEY_AMPERSAND** = **38** --- & key
+- **KEY_APOSTROPHE** = **39** --- ' key
+- **KEY_PARENLEFT** = **40** --- ( key
+- **KEY_PARENRIGHT** = **41** --- ) key
+- **KEY_ASTERISK** = **42** --- \* key
+- **KEY_PLUS** = **43** --- + key
+- **KEY_COMMA** = **44** --- , key
+- **KEY_MINUS** = **45** --- - key
+- **KEY_PERIOD** = **46** --- . key
+- **KEY_SLASH** = **47** --- / key
 - **KEY_0** = **48** --- Number 0
 - **KEY_0** = **48** --- Number 0
 - **KEY_1** = **49** --- Number 1
 - **KEY_1** = **49** --- Number 1
 - **KEY_2** = **50** --- Number 2
 - **KEY_2** = **50** --- Number 2
@@ -192,13 +192,13 @@ Numeric Constants
 - **KEY_7** = **55** --- Number 7
 - **KEY_7** = **55** --- Number 7
 - **KEY_8** = **56** --- Number 8
 - **KEY_8** = **56** --- Number 8
 - **KEY_9** = **57** --- Number 9
 - **KEY_9** = **57** --- Number 9
-- **KEY_COLON** = **58**
-- **KEY_SEMICOLON** = **59**
-- **KEY_LESS** = **60**
-- **KEY_EQUAL** = **61**
-- **KEY_GREATER** = **62**
-- **KEY_QUESTION** = **63**
-- **KEY_AT** = **64**
+- **KEY_COLON** = **58** --- : key
+- **KEY_SEMICOLON** = **59** --- ; key
+- **KEY_LESS** = **60** --- Lower than key
+- **KEY_EQUAL** = **61** --- = key
+- **KEY_GREATER** = **62** --- Greater than key
+- **KEY_QUESTION** = **63** --- ? key
+- **KEY_AT** = **64** --- @ key
 - **KEY_A** = **65** --- A Key
 - **KEY_A** = **65** --- A Key
 - **KEY_B** = **66** --- B Key
 - **KEY_B** = **66** --- B Key
 - **KEY_C** = **67** --- C Key
 - **KEY_C** = **67** --- C Key
@@ -225,46 +225,46 @@ Numeric Constants
 - **KEY_X** = **88** --- X Key
 - **KEY_X** = **88** --- X Key
 - **KEY_Y** = **89** --- Y Key
 - **KEY_Y** = **89** --- Y Key
 - **KEY_Z** = **90** --- Z Key
 - **KEY_Z** = **90** --- Z Key
-- **KEY_BRACKETLEFT** = **91**
-- **KEY_BACKSLASH** = **92**
-- **KEY_BRACKETRIGHT** = **93**
-- **KEY_ASCIICIRCUM** = **94**
-- **KEY_UNDERSCORE** = **95**
+- **KEY_BRACKETLEFT** = **91** --- [ key
+- **KEY_BACKSLASH** = **92** --- \ key
+- **KEY_BRACKETRIGHT** = **93** --- ] key
+- **KEY_ASCIICIRCUM** = **94** --- ^ key
+- **KEY_UNDERSCORE** = **95** --- \_ key
 - **KEY_QUOTELEFT** = **96**
 - **KEY_QUOTELEFT** = **96**
-- **KEY_BRACELEFT** = **123**
-- **KEY_BAR** = **124**
-- **KEY_BRACERIGHT** = **125**
-- **KEY_ASCIITILDE** = **126**
+- **KEY_BRACELEFT** = **123** --- { key
+- **KEY_BAR** = **124** --- | key
+- **KEY_BRACERIGHT** = **125** --- } key
+- **KEY_ASCIITILDE** = **126** --- ~ key
 - **KEY_NOBREAKSPACE** = **160**
 - **KEY_NOBREAKSPACE** = **160**
 - **KEY_EXCLAMDOWN** = **161**
 - **KEY_EXCLAMDOWN** = **161**
-- **KEY_CENT** = **162**
+- **KEY_CENT** = **162** --- ¢ key
 - **KEY_STERLING** = **163**
 - **KEY_STERLING** = **163**
 - **KEY_CURRENCY** = **164**
 - **KEY_CURRENCY** = **164**
 - **KEY_YEN** = **165**
 - **KEY_YEN** = **165**
-- **KEY_BROKENBAR** = **166**
-- **KEY_SECTION** = **167**
-- **KEY_DIAERESIS** = **168**
-- **KEY_COPYRIGHT** = **169**
+- **KEY_BROKENBAR** = **166** --- ¦ key
+- **KEY_SECTION** = **167** --- § key
+- **KEY_DIAERESIS** = **168** --- ¨ key
+- **KEY_COPYRIGHT** = **169** --- © key
 - **KEY_ORDFEMININE** = **170**
 - **KEY_ORDFEMININE** = **170**
-- **KEY_GUILLEMOTLEFT** = **171**
-- **KEY_NOTSIGN** = **172**
-- **KEY_HYPHEN** = **173**
-- **KEY_REGISTERED** = **174**
+- **KEY_GUILLEMOTLEFT** = **171** --- « key
+- **KEY_NOTSIGN** = **172** --- » key
+- **KEY_HYPHEN** = **173** --- ‐ key
+- **KEY_REGISTERED** = **174** --- ® key
 - **KEY_MACRON** = **175**
 - **KEY_MACRON** = **175**
-- **KEY_DEGREE** = **176**
-- **KEY_PLUSMINUS** = **177**
-- **KEY_TWOSUPERIOR** = **178**
-- **KEY_THREESUPERIOR** = **179**
-- **KEY_ACUTE** = **180**
-- **KEY_MU** = **181**
+- **KEY_DEGREE** = **176** --- ° key
+- **KEY_PLUSMINUS** = **177** --- ± key
+- **KEY_TWOSUPERIOR** = **178** --- ² key
+- **KEY_THREESUPERIOR** = **179** --- ³ key
+- **KEY_ACUTE** = **180** --- ´ key
+- **KEY_MU** = **181** --- µ key
 - **KEY_PARAGRAPH** = **182**
 - **KEY_PARAGRAPH** = **182**
-- **KEY_PERIODCENTERED** = **183**
-- **KEY_CEDILLA** = **184**
+- **KEY_PERIODCENTERED** = **183** --- · key
+- **KEY_CEDILLA** = **184** --- ¬ key
 - **KEY_ONESUPERIOR** = **185**
 - **KEY_ONESUPERIOR** = **185**
 - **KEY_MASCULINE** = **186**
 - **KEY_MASCULINE** = **186**
 - **KEY_GUILLEMOTRIGHT** = **187**
 - **KEY_GUILLEMOTRIGHT** = **187**
 - **KEY_ONEQUARTER** = **188**
 - **KEY_ONEQUARTER** = **188**
-- **KEY_ONEHALF** = **189**
+- **KEY_ONEHALF** = **189** --- ½ key
 - **KEY_THREEQUARTERS** = **190**
 - **KEY_THREEQUARTERS** = **190**
 - **KEY_QUESTIONDOWN** = **191**
 - **KEY_QUESTIONDOWN** = **191**
 - **KEY_AGRAVE** = **192**
 - **KEY_AGRAVE** = **192**
@@ -313,10 +313,10 @@ Numeric Constants
 - **BUTTON_LEFT** = **1** --- Left Mouse Button
 - **BUTTON_LEFT** = **1** --- Left Mouse Button
 - **BUTTON_RIGHT** = **2** --- Right Mouse Button
 - **BUTTON_RIGHT** = **2** --- Right Mouse Button
 - **BUTTON_MIDDLE** = **3** --- Middle Mouse Button
 - **BUTTON_MIDDLE** = **3** --- Middle Mouse Button
-- **BUTTON_WHEEL_UP** = **4**
-- **BUTTON_WHEEL_DOWN** = **5**
-- **BUTTON_WHEEL_LEFT** = **6**
-- **BUTTON_WHEEL_RIGHT** = **7**
+- **BUTTON_WHEEL_UP** = **4** --- Mouse wheel up
+- **BUTTON_WHEEL_DOWN** = **5** --- Mouse wheel down
+- **BUTTON_WHEEL_LEFT** = **6** --- Mouse wheel left button
+- **BUTTON_WHEEL_RIGHT** = **7** --- Mouse wheel right button
 - **BUTTON_MASK_LEFT** = **1**
 - **BUTTON_MASK_LEFT** = **1**
 - **BUTTON_MASK_RIGHT** = **2**
 - **BUTTON_MASK_RIGHT** = **2**
 - **BUTTON_MASK_MIDDLE** = **4**
 - **BUTTON_MASK_MIDDLE** = **4**
@@ -337,22 +337,22 @@ Numeric Constants
 - **JOY_BUTTON_14** = **14** --- Joystick Button 14
 - **JOY_BUTTON_14** = **14** --- Joystick Button 14
 - **JOY_BUTTON_15** = **15** --- Joystick Button 15
 - **JOY_BUTTON_15** = **15** --- Joystick Button 15
 - **JOY_BUTTON_MAX** = **16** --- Joystick Button 16
 - **JOY_BUTTON_MAX** = **16** --- Joystick Button 16
-- **JOY_SNES_A** = **1**
-- **JOY_SNES_B** = **0**
-- **JOY_SNES_X** = **3**
-- **JOY_SNES_Y** = **2**
-- **JOY_SONY_CIRCLE** = **1**
-- **JOY_SONY_X** = **0**
-- **JOY_SONY_SQUARE** = **2**
-- **JOY_SONY_TRIANGLE** = **3**
-- **JOY_SEGA_B** = **1**
-- **JOY_SEGA_A** = **0**
-- **JOY_SEGA_X** = **2**
-- **JOY_SEGA_Y** = **3**
-- **JOY_XBOX_B** = **1**
-- **JOY_XBOX_A** = **0**
-- **JOY_XBOX_X** = **2**
-- **JOY_XBOX_Y** = **3**
+- **JOY_SNES_A** = **1** --- Super Nintendo Entertaiment System controller A button
+- **JOY_SNES_B** = **0** --- Super Nintendo Entertaiment System controller B button
+- **JOY_SNES_X** = **3** --- Super Nintendo Entertaiment System controller X button
+- **JOY_SNES_Y** = **2** --- Super Nintendo Entertaiment System controller Y button
+- **JOY_SONY_CIRCLE** = **1** --- DUALSHOCK circle button
+- **JOY_SONY_X** = **0** --- DUALSHOCK X button
+- **JOY_SONY_SQUARE** = **2** --- DUALSHOCK square button
+- **JOY_SONY_TRIANGLE** = **3** --- DUALSHOCK triangle button
+- **JOY_SEGA_B** = **1** --- SEGA controller B button
+- **JOY_SEGA_A** = **0** --- SEGA controller A button
+- **JOY_SEGA_X** = **2** --- SEGA controller X button
+- **JOY_SEGA_Y** = **3** --- SEGA controller Y button
+- **JOY_XBOX_B** = **1** --- XBOX controller B button
+- **JOY_XBOX_A** = **0** --- XBOX controller A button
+- **JOY_XBOX_X** = **2** --- XBOX controller X button
+- **JOY_XBOX_Y** = **3** --- XBOX controller Y button
 - **JOY_DS_A** = **1**
 - **JOY_DS_A** = **1**
 - **JOY_DS_B** = **0**
 - **JOY_DS_B** = **0**
 - **JOY_DS_X** = **3**
 - **JOY_DS_X** = **3**
@@ -458,9 +458,9 @@ Numeric Constants
 - **METHOD_FLAG_FROM_SCRIPT** = **64**
 - **METHOD_FLAG_FROM_SCRIPT** = **64**
 - **METHOD_FLAGS_DEFAULT** = **1**
 - **METHOD_FLAGS_DEFAULT** = **1**
 - **TYPE_NIL** = **0** --- Variable is of type nil (only applied for null).
 - **TYPE_NIL** = **0** --- Variable is of type nil (only applied for null).
-- **TYPE_BOOL** = **1** --- Variable is of type bool.
-- **TYPE_INT** = **2** --- Variable is of type integer.
-- **TYPE_REAL** = **3** --- Variable is of type float/real.
+- **TYPE_BOOL** = **1** --- Variable is of type :ref:`bool<class_bool>`.
+- **TYPE_INT** = **2** --- Variable is of type :ref:`int<class_int>`.
+- **TYPE_REAL** = **3** --- Variable is of type :ref:`float<class_float>`/real.
 - **TYPE_STRING** = **4** --- Variable is of type :ref:`String<class_string>`.
 - **TYPE_STRING** = **4** --- Variable is of type :ref:`String<class_string>`.
 - **TYPE_VECTOR2** = **5** --- Variable is of type :ref:`Vector2<class_vector2>`.
 - **TYPE_VECTOR2** = **5** --- Variable is of type :ref:`Vector2<class_vector2>`.
 - **TYPE_RECT2** = **6** --- Variable is of type :ref:`Rect2<class_rect2>`.
 - **TYPE_RECT2** = **6** --- Variable is of type :ref:`Rect2<class_rect2>`.

+ 5 - 3
classes/class_aabb.rst

@@ -63,9 +63,9 @@ Member Functions
 Member Variables
 Member Variables
 ----------------
 ----------------
 
 
-- :ref:`Vector3<class_vector3>` **pos**
-- :ref:`Vector3<class_vector3>` **size**
-- :ref:`Vector3<class_vector3>` **end**
+- :ref:`Vector3<class_vector3>` **pos** - Position (starting corner).
+- :ref:`Vector3<class_vector3>` **size** - Size from position to end.
+- :ref:`Vector3<class_vector3>` **end** - Ending corner.
 
 
 Description
 Description
 -----------
 -----------
@@ -187,6 +187,8 @@ Return true if the :ref:`AABB<class_aabb>` is at both sides of a plane.
 
 
 - :ref:`bool<class_bool>`  **intersects_segment**  **(** :ref:`Vector3<class_vector3>` from, :ref:`Vector3<class_vector3>` to  **)**
 - :ref:`bool<class_bool>`  **intersects_segment**  **(** :ref:`Vector3<class_vector3>` from, :ref:`Vector3<class_vector3>` to  **)**
 
 
+Return true if the :ref:`AABB<class_aabb>` intersects the line segment between from and to
+
 .. _class_AABB_merge:
 .. _class_AABB_merge:
 
 
 - :ref:`AABB<class_aabb>`  **merge**  **(** :ref:`AABB<class_aabb>` with  **)**
 - :ref:`AABB<class_aabb>`  **merge**  **(** :ref:`AABB<class_aabb>` with  **)**

+ 62 - 1
classes/class_area.rst

@@ -13,7 +13,7 @@ Area
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-
+General purpose area detection and influence for 3D physics.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -80,6 +80,11 @@ Signals
 -  **area_exit**  **(** :ref:`Object<class_object>` area  **)**
 -  **area_exit**  **(** :ref:`Object<class_object>` area  **)**
 -  **area_exit_shape**  **(** :ref:`int<class_int>` area_id, :ref:`Object<class_object>` area, :ref:`int<class_int>` area_shape, :ref:`int<class_int>` area_shape  **)**
 -  **area_exit_shape**  **(** :ref:`int<class_int>` area_id, :ref:`Object<class_object>` area, :ref:`int<class_int>` area_shape, :ref:`int<class_int>` area_shape  **)**
 
 
+Description
+-----------
+
+General purpose area detection for 3D physics. Areas can be used for detection of objects that enter/exit them, as well as overriding space parameters (changing gravity, damping, etc). For this, use any space override different from AREA_SPACE_OVERRIDE_DISABLE and point gravity at the center of mass.
+
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
 
 
@@ -103,92 +108,148 @@ AREA_SPACE_OVERRIDE_REPLACE_COMBINE: This area replaces any gravity/damp calcula
 
 
 - :ref:`int<class_int>`  **get_space_override_mode**  **(** **)** const
 - :ref:`int<class_int>`  **get_space_override_mode**  **(** **)** const
 
 
+Return the space override mode.
+
 .. _class_Area_set_gravity_is_point:
 .. _class_Area_set_gravity_is_point:
 
 
 - void  **set_gravity_is_point**  **(** :ref:`bool<class_bool>` enable  **)**
 - void  **set_gravity_is_point**  **(** :ref:`bool<class_bool>` enable  **)**
 
 
+When overriding space parameters, this method sets whether this area has a center of gravity. To set/get the location of the center of gravity, use :ref:`set_gravity_vector<class_Area_set_gravity_vector>`/:ref:`get_gravity_vector<class_Area_get_gravity_vector>`.
+
 .. _class_Area_is_gravity_a_point:
 .. _class_Area_is_gravity_a_point:
 
 
 - :ref:`bool<class_bool>`  **is_gravity_a_point**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_gravity_a_point**  **(** **)** const
 
 
+Return whether gravity is a point. A point gravity will attract objects towards it, as opposed to a gravity vector, which moves them in a given direction.
+
 .. _class_Area_set_gravity_distance_scale:
 .. _class_Area_set_gravity_distance_scale:
 
 
 - void  **set_gravity_distance_scale**  **(** :ref:`float<class_float>` distance_scale  **)**
 - void  **set_gravity_distance_scale**  **(** :ref:`float<class_float>` distance_scale  **)**
 
 
+Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance.
+
 .. _class_Area_get_gravity_distance_scale:
 .. _class_Area_get_gravity_distance_scale:
 
 
 - :ref:`float<class_float>`  **get_gravity_distance_scale**  **(** **)** const
 - :ref:`float<class_float>`  **get_gravity_distance_scale**  **(** **)** const
 
 
+Return the falloff factor for point gravity.
+
 .. _class_Area_set_gravity_vector:
 .. _class_Area_set_gravity_vector:
 
 
 - void  **set_gravity_vector**  **(** :ref:`Vector3<class_vector3>` vector  **)**
 - void  **set_gravity_vector**  **(** :ref:`Vector3<class_vector3>` vector  **)**
 
 
+Set the gravity vector. This vector does not have to be normalized.
+
+If gravity is a point (see :ref:`is_gravity_a_point<class_Area_is_gravity_a_point>`), this will be the attraction center.
+
 .. _class_Area_get_gravity_vector:
 .. _class_Area_get_gravity_vector:
 
 
 - :ref:`Vector3<class_vector3>`  **get_gravity_vector**  **(** **)** const
 - :ref:`Vector3<class_vector3>`  **get_gravity_vector**  **(** **)** const
 
 
+Return the gravity vector. If gravity is a point (see :ref:`is_gravity_a_point<class_Area_is_gravity_a_point>`), this will be the attraction center.
+
 .. _class_Area_set_gravity:
 .. _class_Area_set_gravity:
 
 
 - void  **set_gravity**  **(** :ref:`float<class_float>` gravity  **)**
 - void  **set_gravity**  **(** :ref:`float<class_float>` gravity  **)**
 
 
+Set the gravity intensity. This is useful to alter the force of gravity without altering its direction.
+
+This value multiplies the gravity vector, whether it is the given vector (:ref:`set_gravity_vector<class_Area_set_gravity_vector>`), or a calculated one (when using a center of gravity).
+
 .. _class_Area_get_gravity:
 .. _class_Area_get_gravity:
 
 
 - :ref:`float<class_float>`  **get_gravity**  **(** **)** const
 - :ref:`float<class_float>`  **get_gravity**  **(** **)** const
 
 
+Return the gravity intensity.
+
 .. _class_Area_set_angular_damp:
 .. _class_Area_set_angular_damp:
 
 
 - void  **set_angular_damp**  **(** :ref:`float<class_float>` angular_damp  **)**
 - void  **set_angular_damp**  **(** :ref:`float<class_float>` angular_damp  **)**
 
 
+Set the rate at which objects stop spinning in this area, if there are not any other forces making it spin. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops.
+
+In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second.
+
 .. _class_Area_get_angular_damp:
 .. _class_Area_get_angular_damp:
 
 
 - :ref:`float<class_float>`  **get_angular_damp**  **(** **)** const
 - :ref:`float<class_float>`  **get_angular_damp**  **(** **)** const
 
 
+Return the angular damp rate.
+
 .. _class_Area_set_linear_damp:
 .. _class_Area_set_linear_damp:
 
 
 - void  **set_linear_damp**  **(** :ref:`float<class_float>` linear_damp  **)**
 - void  **set_linear_damp**  **(** :ref:`float<class_float>` linear_damp  **)**
 
 
+Set the rate at which objects stop moving in this area, if there are not any other forces moving it. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops.
+
+In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second.
+
 .. _class_Area_get_linear_damp:
 .. _class_Area_get_linear_damp:
 
 
 - :ref:`float<class_float>`  **get_linear_damp**  **(** **)** const
 - :ref:`float<class_float>`  **get_linear_damp**  **(** **)** const
 
 
+Return the linear damp rate.
+
 .. _class_Area_set_priority:
 .. _class_Area_set_priority:
 
 
 - void  **set_priority**  **(** :ref:`float<class_float>` priority  **)**
 - void  **set_priority**  **(** :ref:`float<class_float>` priority  **)**
 
 
+Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have an space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent.
+
+Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important.
+
 .. _class_Area_get_priority:
 .. _class_Area_get_priority:
 
 
 - :ref:`float<class_float>`  **get_priority**  **(** **)** const
 - :ref:`float<class_float>`  **get_priority**  **(** **)** const
 
 
+Return the processing order of this area.
+
 .. _class_Area_set_monitorable:
 .. _class_Area_set_monitorable:
 
 
 - void  **set_monitorable**  **(** :ref:`bool<class_bool>` enable  **)**
 - void  **set_monitorable**  **(** :ref:`bool<class_bool>` enable  **)**
 
 
+Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so.
+
 .. _class_Area_is_monitorable:
 .. _class_Area_is_monitorable:
 
 
 - :ref:`bool<class_bool>`  **is_monitorable**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_monitorable**  **(** **)** const
 
 
+Return whether this area can be detected by other, monitoring, areas.
+
 .. _class_Area_set_enable_monitoring:
 .. _class_Area_set_enable_monitoring:
 
 
 - void  **set_enable_monitoring**  **(** :ref:`bool<class_bool>` enable  **)**
 - void  **set_enable_monitoring**  **(** :ref:`bool<class_bool>` enable  **)**
 
 
+Set whether this area can detect bodies/areas entering/exiting it.
+
 .. _class_Area_is_monitoring_enabled:
 .. _class_Area_is_monitoring_enabled:
 
 
 - :ref:`bool<class_bool>`  **is_monitoring_enabled**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_monitoring_enabled**  **(** **)** const
 
 
+Return whether this area detects bodies/areas entering/exiting it.
+
 .. _class_Area_get_overlapping_bodies:
 .. _class_Area_get_overlapping_bodies:
 
 
 - :ref:`Array<class_array>`  **get_overlapping_bodies**  **(** **)** const
 - :ref:`Array<class_array>`  **get_overlapping_bodies**  **(** **)** const
 
 
+Return a list of the bodies (:ref:`PhysicsBody<class_physicsbody>`) that are totally or partially inside this area.
+
 .. _class_Area_get_overlapping_areas:
 .. _class_Area_get_overlapping_areas:
 
 
 - :ref:`Array<class_array>`  **get_overlapping_areas**  **(** **)** const
 - :ref:`Array<class_array>`  **get_overlapping_areas**  **(** **)** const
 
 
+Return a list of the areas that are totally or partially inside this area.
+
 .. _class_Area_overlaps_body:
 .. _class_Area_overlaps_body:
 
 
 - :ref:`bool<class_bool>`  **overlaps_body**  **(** :ref:`Object<class_object>` body  **)** const
 - :ref:`bool<class_bool>`  **overlaps_body**  **(** :ref:`Object<class_object>` body  **)** const
 
 
+Return whether the body passed is totally or partially inside this area.
+
 .. _class_Area_overlaps_area:
 .. _class_Area_overlaps_area:
 
 
 - :ref:`bool<class_bool>`  **overlaps_area**  **(** :ref:`Object<class_object>` area  **)** const
 - :ref:`bool<class_bool>`  **overlaps_area**  **(** :ref:`Object<class_object>` area  **)** const
 
 
+Return whether the area passed is totally or partially inside this area.
+
 
 

+ 1 - 1
classes/class_area2d.rst

@@ -294,7 +294,7 @@ Set whether this area can be detected by other, monitoring, areas. Only areas ne
 
 
 - :ref:`bool<class_bool>`  **is_monitorable**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_monitorable**  **(** **)** const
 
 
-Set whether this area can be detected by other, monitoring, areas.
+Return whether this area can be detected by other, monitoring, areas.
 
 
 .. _class_Area2D_get_overlapping_bodies:
 .. _class_Area2D_get_overlapping_bodies:
 
 

+ 17 - 4
classes/class_backbuffercopy.rst

@@ -13,7 +13,7 @@ BackBufferCopy
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-
+Copies a region of the screen (or the whole screen) to a buffer so it can be accessed with the texscreen() shader instruction.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -31,9 +31,14 @@ Member Functions
 Numeric Constants
 Numeric Constants
 -----------------
 -----------------
 
 
-- **COPY_MODE_DISABLED** = **0**
-- **COPY_MODE_RECT** = **1**
-- **COPY_MODE_VIEWPORT** = **2**
+- **COPY_MODE_DISABLED** = **0** --- Disables the buffering mode. This means the BackBufferCopy node will directly use the portion of screen it covers.
+- **COPY_MODE_RECT** = **1** --- Sets the copy mode to a region.
+- **COPY_MODE_VIEWPORT** = **2** --- Sets the copy mode to the entire screen.
+
+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. Accessing this buffer is done with the texscreen() shader instruction.
 
 
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
@@ -42,16 +47,24 @@ Member Function Description
 
 
 - void  **set_rect**  **(** :ref:`Rect2<class_rect2>` rect  **)**
 - void  **set_rect**  **(** :ref:`Rect2<class_rect2>` rect  **)**
 
 
+Defines the area covered by the BackBufferCopy.
+
 .. _class_BackBufferCopy_get_rect:
 .. _class_BackBufferCopy_get_rect:
 
 
 - :ref:`Rect2<class_rect2>`  **get_rect**  **(** **)** const
 - :ref:`Rect2<class_rect2>`  **get_rect**  **(** **)** const
 
 
+Return the area covered by the BackBufferCopy.
+
 .. _class_BackBufferCopy_set_copy_mode:
 .. _class_BackBufferCopy_set_copy_mode:
 
 
 - void  **set_copy_mode**  **(** :ref:`int<class_int>` copy_mode  **)**
 - void  **set_copy_mode**  **(** :ref:`int<class_int>` copy_mode  **)**
 
 
+Set the copy mode of the BackBufferCopy (refer to constants section).
+
 .. _class_BackBufferCopy_get_copy_mode:
 .. _class_BackBufferCopy_get_copy_mode:
 
 
 - :ref:`int<class_int>`  **get_copy_mode**  **(** **)** const
 - :ref:`int<class_int>`  **get_copy_mode**  **(** **)** const
 
 
+Return the copy mode currently applied to the BackBufferCopy (refer to constants section).
+
 
 

+ 4 - 0
classes/class_canvaslayer.rst

@@ -110,10 +110,14 @@ Return the base rotation for this layer (helper).
 
 
 - void  **set_rotationd**  **(** :ref:`float<class_float>` degrees  **)**
 - void  **set_rotationd**  **(** :ref:`float<class_float>` degrees  **)**
 
 
+Set rotation of the layer in degree.
+
 .. _class_CanvasLayer_get_rotationd:
 .. _class_CanvasLayer_get_rotationd:
 
 
 - :ref:`float<class_float>`  **get_rotationd**  **(** **)** const
 - :ref:`float<class_float>`  **get_rotationd**  **(** **)** const
 
 
+Get rotation of the layer in degree.
+
 .. _class_CanvasLayer_set_scale:
 .. _class_CanvasLayer_set_scale:
 
 
 - void  **set_scale**  **(** :ref:`Vector2<class_vector2>` scale  **)**
 - void  **set_scale**  **(** :ref:`Vector2<class_vector2>` scale  **)**

+ 11 - 11
classes/class_color.rst

@@ -45,17 +45,17 @@ Member Functions
 Member Variables
 Member Variables
 ----------------
 ----------------
 
 
-- :ref:`float<class_float>` **r**
-- :ref:`float<class_float>` **g**
-- :ref:`float<class_float>` **b**
-- :ref:`float<class_float>` **a**
-- :ref:`float<class_float>` **h**
-- :ref:`float<class_float>` **s**
-- :ref:`float<class_float>` **v**
-- :ref:`int<class_int>` **r8**
-- :ref:`int<class_int>` **g8**
-- :ref:`int<class_int>` **b8**
-- :ref:`int<class_int>` **a8**
+- :ref:`float<class_float>` **r** - Red (0 to 1)
+- :ref:`float<class_float>` **g** - Green (0 to 1)
+- :ref:`float<class_float>` **b** - Blue (0 to 1)
+- :ref:`float<class_float>` **a** - Alpha (0 to 1)
+- :ref:`float<class_float>` **h** - Hue (0 to 1)
+- :ref:`float<class_float>` **s** - Saturation (0 to 1)
+- :ref:`float<class_float>` **v** - Value (0 to 1)
+- :ref:`int<class_int>` **r8** - Red (0 to 255)
+- :ref:`int<class_int>` **g8** - Green (0 to 255)
+- :ref:`int<class_int>` **b8** - Blue (0 to 255)
+- :ref:`int<class_int>` **a8** - Alpha (0 to 255)
 
 
 Description
 Description
 -----------
 -----------

+ 10 - 0
classes/class_filedialog.rst

@@ -112,14 +112,20 @@ Get the current selected path (directory and file) of the file dialog (empty if
 
 
 - void  **set_current_dir**  **(** :ref:`String<class_string>` dir  **)**
 - void  **set_current_dir**  **(** :ref:`String<class_string>` dir  **)**
 
 
+Set the current working directory of the file dialog.
+
 .. _class_FileDialog_set_current_file:
 .. _class_FileDialog_set_current_file:
 
 
 - void  **set_current_file**  **(** :ref:`String<class_string>` file  **)**
 - void  **set_current_file**  **(** :ref:`String<class_string>` file  **)**
 
 
+Set the current selected file name of the file dialog.
+
 .. _class_FileDialog_set_current_path:
 .. _class_FileDialog_set_current_path:
 
 
 - void  **set_current_path**  **(** :ref:`String<class_string>` path  **)**
 - void  **set_current_path**  **(** :ref:`String<class_string>` path  **)**
 
 
+Set the current selected file path of the file dialog.
+
 .. _class_FileDialog_set_mode:
 .. _class_FileDialog_set_mode:
 
 
 - void  **set_mode**  **(** :ref:`int<class_int>` mode  **)**
 - void  **set_mode**  **(** :ref:`int<class_int>` mode  **)**
@@ -136,6 +142,8 @@ Get the file dialog mode from the MODE\_\* enum.
 
 
 - :ref:`VBoxContainer<class_vboxcontainer>`  **get_vbox**  **(** **)**
 - :ref:`VBoxContainer<class_vboxcontainer>`  **get_vbox**  **(** **)**
 
 
+Return the vertical box container of the dialog, custom controls can be added to it.
+
 .. _class_FileDialog_set_access:
 .. _class_FileDialog_set_access:
 
 
 - void  **set_access**  **(** :ref:`int<class_int>` access  **)**
 - void  **set_access**  **(** :ref:`int<class_int>` access  **)**
@@ -164,4 +172,6 @@ Return true if the diaog allows show hidden files.
 
 
 - void  **invalidate**  **(** **)**
 - void  **invalidate**  **(** **)**
 
 
+Invalidate and update the current dialog content list.
+
 
 

+ 28 - 3
classes/class_httpclient.rst

@@ -13,7 +13,7 @@ HTTPClient
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-
+Hyper-text transfer protocol client.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -130,6 +130,13 @@ Numeric Constants
 - **RESPONSE_INSUFFICIENT_STORAGE** = **507**
 - **RESPONSE_INSUFFICIENT_STORAGE** = **507**
 - **RESPONSE_NOT_EXTENDED** = **510**
 - **RESPONSE_NOT_EXTENDED** = **510**
 
 
+Description
+-----------
+
+Hyper-text transfer protocol client. Supports SSL and SSL server certificate verification. 
+
+Can be reused to connect to different hosts and make many requests.
+
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
 
 
@@ -147,6 +154,8 @@ verify_host will check the SSL identity of the host if set to true.
 
 
 - void  **set_connection**  **(** :ref:`StreamPeer<class_streampeer>` connection  **)**
 - void  **set_connection**  **(** :ref:`StreamPeer<class_streampeer>` connection  **)**
 
 
+Set connection to use, for this client.
+
 .. _class_HTTPClient_request:
 .. _class_HTTPClient_request:
 
 
 - :ref:`int<class_int>`  **request**  **(** :ref:`int<class_int>` method, :ref:`String<class_string>` url, :ref:`StringArray<class_stringarray>` headers, :ref:`String<class_string>` body=""  **)**
 - :ref:`int<class_int>`  **request**  **(** :ref:`int<class_int>` method, :ref:`String<class_string>` url, :ref:`StringArray<class_stringarray>` headers, :ref:`String<class_string>` body=""  **)**
@@ -180,22 +189,32 @@ Stub function
 
 
 - void  **close**  **(** **)**
 - void  **close**  **(** **)**
 
 
+Cloces the current connection, allows for reusal of :ref:`HTTPClient<class_httpclient>`.
+
 .. _class_HTTPClient_has_response:
 .. _class_HTTPClient_has_response:
 
 
 - :ref:`bool<class_bool>`  **has_response**  **(** **)** const
 - :ref:`bool<class_bool>`  **has_response**  **(** **)** const
 
 
+Return whether this :ref:`HTTPClient<class_httpclient>` has a response available.
+
 .. _class_HTTPClient_is_response_chunked:
 .. _class_HTTPClient_is_response_chunked:
 
 
 - :ref:`bool<class_bool>`  **is_response_chunked**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_response_chunked**  **(** **)** const
 
 
+Return whether this :ref:`HTTPClient<class_httpclient>` has a response that is chunked.
+
 .. _class_HTTPClient_get_response_code:
 .. _class_HTTPClient_get_response_code:
 
 
 - :ref:`int<class_int>`  **get_response_code**  **(** **)** const
 - :ref:`int<class_int>`  **get_response_code**  **(** **)** const
 
 
+Return the HTTP status code of the response.
+
 .. _class_HTTPClient_get_response_headers:
 .. _class_HTTPClient_get_response_headers:
 
 
 - :ref:`StringArray<class_stringarray>`  **get_response_headers**  **(** **)**
 - :ref:`StringArray<class_stringarray>`  **get_response_headers**  **(** **)**
 
 
+Return the response headers.
+
 .. _class_HTTPClient_get_response_headers_as_dictionary:
 .. _class_HTTPClient_get_response_headers_as_dictionary:
 
 
 - :ref:`Dictionary<class_dictionary>`  **get_response_headers_as_dictionary**  **(** **)**
 - :ref:`Dictionary<class_dictionary>`  **get_response_headers_as_dictionary**  **(** **)**
@@ -210,26 +229,32 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
 
 
 - :ref:`int<class_int>`  **get_response_body_length**  **(** **)** const
 - :ref:`int<class_int>`  **get_response_body_length**  **(** **)** const
 
 
+Return the response's body length.
+
 .. _class_HTTPClient_read_response_body_chunk:
 .. _class_HTTPClient_read_response_body_chunk:
 
 
 - :ref:`RawArray<class_rawarray>`  **read_response_body_chunk**  **(** **)**
 - :ref:`RawArray<class_rawarray>`  **read_response_body_chunk**  **(** **)**
 
 
+Reads one chunk from the response.
+
 .. _class_HTTPClient_set_read_chunk_size:
 .. _class_HTTPClient_set_read_chunk_size:
 
 
 - void  **set_read_chunk_size**  **(** :ref:`int<class_int>` bytes  **)**
 - void  **set_read_chunk_size**  **(** :ref:`int<class_int>` bytes  **)**
 
 
-Sets the size of the buffer used and maximum bytes to read per iteration
+Sets the size of the buffer used and maximum bytes to read per iteration. see :ref:`read_response_body_chunk<class_HTTPClient_read_response_body_chunk>`
 
 
 .. _class_HTTPClient_set_blocking_mode:
 .. _class_HTTPClient_set_blocking_mode:
 
 
 - void  **set_blocking_mode**  **(** :ref:`bool<class_bool>` enabled  **)**
 - void  **set_blocking_mode**  **(** :ref:`bool<class_bool>` enabled  **)**
 
 
-If set to true, execute will wait until all data is read from the response.
+If set to true, execution will block until all data is read from the response.
 
 
 .. _class_HTTPClient_is_blocking_mode_enabled:
 .. _class_HTTPClient_is_blocking_mode_enabled:
 
 
 - :ref:`bool<class_bool>`  **is_blocking_mode_enabled**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_blocking_mode_enabled**  **(** **)** const
 
 
+Return whether blocking mode is enabled.
+
 .. _class_HTTPClient_get_status:
 .. _class_HTTPClient_get_status:
 
 
 - :ref:`int<class_int>`  **get_status**  **(** **)** const
 - :ref:`int<class_int>`  **get_status**  **(** **)** const

+ 28 - 0
classes/class_inputmap.rst

@@ -25,6 +25,8 @@ Member Functions
 +------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
 +------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
 | :ref:`String<class_string>`  | :ref:`get_action_from_id<class_InputMap_get_action_from_id>`  **(** :ref:`int<class_int>` id  **)** const                                                |
 | :ref:`String<class_string>`  | :ref:`get_action_from_id<class_InputMap_get_action_from_id>`  **(** :ref:`int<class_int>` id  **)** const                                                |
 +------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
 +------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
+| :ref:`Array<class_array>`    | :ref:`get_actions<class_InputMap_get_actions>`  **(** **)**                                                                                              |
++------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
 | void                         | :ref:`add_action<class_InputMap_add_action>`  **(** :ref:`String<class_string>` action  **)**                                                            |
 | void                         | :ref:`add_action<class_InputMap_add_action>`  **(** :ref:`String<class_string>` action  **)**                                                            |
 +------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
 +------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
 | void                         | :ref:`erase_action<class_InputMap_erase_action>`  **(** :ref:`String<class_string>` action  **)**                                                        |
 | void                         | :ref:`erase_action<class_InputMap_erase_action>`  **(** :ref:`String<class_string>` action  **)**                                                        |
@@ -54,38 +56,62 @@ Member Function Description
 
 
 - :ref:`bool<class_bool>`  **has_action**  **(** :ref:`String<class_string>` action  **)** const
 - :ref:`bool<class_bool>`  **has_action**  **(** :ref:`String<class_string>` action  **)** const
 
 
+Whether this InputMap has an action with name "action".
+
 .. _class_InputMap_get_action_id:
 .. _class_InputMap_get_action_id:
 
 
 - :ref:`int<class_int>`  **get_action_id**  **(** :ref:`String<class_string>` action  **)** const
 - :ref:`int<class_int>`  **get_action_id**  **(** :ref:`String<class_string>` action  **)** const
 
 
+Return the id of an action.
+
 .. _class_InputMap_get_action_from_id:
 .. _class_InputMap_get_action_from_id:
 
 
 - :ref:`String<class_string>`  **get_action_from_id**  **(** :ref:`int<class_int>` id  **)** const
 - :ref:`String<class_string>`  **get_action_from_id**  **(** :ref:`int<class_int>` id  **)** const
 
 
+Return the action from an id.
+
+.. _class_InputMap_get_actions:
+
+- :ref:`Array<class_array>`  **get_actions**  **(** **)**
+
+Return an :ref:`Array<class_array>` of all actions in the :ref:`InputMap<class_inputmap>`.
+
 .. _class_InputMap_add_action:
 .. _class_InputMap_add_action:
 
 
 - void  **add_action**  **(** :ref:`String<class_string>` action  **)**
 - void  **add_action**  **(** :ref:`String<class_string>` action  **)**
 
 
+Add an action to the :ref:`InputMap<class_inputmap>`.
+
 .. _class_InputMap_erase_action:
 .. _class_InputMap_erase_action:
 
 
 - void  **erase_action**  **(** :ref:`String<class_string>` action  **)**
 - void  **erase_action**  **(** :ref:`String<class_string>` action  **)**
 
 
+Remove an action from the :ref:`InputMap<class_inputmap>`.
+
 .. _class_InputMap_action_add_event:
 .. _class_InputMap_action_add_event:
 
 
 - void  **action_add_event**  **(** :ref:`String<class_string>` action, :ref:`InputEvent<class_inputevent>` event  **)**
 - void  **action_add_event**  **(** :ref:`String<class_string>` action, :ref:`InputEvent<class_inputevent>` event  **)**
 
 
+Add an :ref:`InputEvent<class_inputevent>` to action. This :ref:`InputEvent<class_inputevent>` will trigger the action.
+
 .. _class_InputMap_action_has_event:
 .. _class_InputMap_action_has_event:
 
 
 - :ref:`bool<class_bool>`  **action_has_event**  **(** :ref:`String<class_string>` action, :ref:`InputEvent<class_inputevent>` event  **)**
 - :ref:`bool<class_bool>`  **action_has_event**  **(** :ref:`String<class_string>` action, :ref:`InputEvent<class_inputevent>` event  **)**
 
 
+Whether an action has an :ref:`InputEvent<class_inputevent>` associated with it.
+
 .. _class_InputMap_action_erase_event:
 .. _class_InputMap_action_erase_event:
 
 
 - void  **action_erase_event**  **(** :ref:`String<class_string>` action, :ref:`InputEvent<class_inputevent>` event  **)**
 - void  **action_erase_event**  **(** :ref:`String<class_string>` action, :ref:`InputEvent<class_inputevent>` event  **)**
 
 
+Remove an :ref:`InputEvent<class_inputevent>` from an action.
+
 .. _class_InputMap_get_action_list:
 .. _class_InputMap_get_action_list:
 
 
 - :ref:`Array<class_array>`  **get_action_list**  **(** :ref:`String<class_string>` action  **)**
 - :ref:`Array<class_array>`  **get_action_list**  **(** :ref:`String<class_string>` action  **)**
 
 
+Return an :ref:`Array<class_array>` of :ref:`InputEvent<class_inputevent>`s associated with an action.
+
 .. _class_InputMap_event_is_action:
 .. _class_InputMap_event_is_action:
 
 
 - :ref:`bool<class_bool>`  **event_is_action**  **(** :ref:`InputEvent<class_inputevent>` event, :ref:`String<class_string>` action  **)** const
 - :ref:`bool<class_bool>`  **event_is_action**  **(** :ref:`InputEvent<class_inputevent>` event, :ref:`String<class_string>` action  **)** const
@@ -94,4 +120,6 @@ Member Function Description
 
 
 - void  **load_from_globals**  **(** **)**
 - void  **load_from_globals**  **(** **)**
 
 
+Clears the :ref:`InputMap<class_inputmap>` and loads it from :ref:`Globals<class_globals>`.
+
 
 

+ 82 - 5
classes/class_light2d.rst

@@ -13,7 +13,7 @@ Light2D
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-
+Node that casts light in a 2D environment.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -95,10 +95,15 @@ Member Functions
 Numeric Constants
 Numeric Constants
 -----------------
 -----------------
 
 
-- **MODE_ADD** = **0**
-- **MODE_SUB** = **1**
-- **MODE_MIX** = **2**
-- **MODE_MASK** = **3**
+- **MODE_ADD** = **0** --- Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
+- **MODE_SUB** = **1** --- Substract the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
+- **MODE_MIX** = **2** --- Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
+- **MODE_MASK** = **3** --- The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
+
+Description
+-----------
+
+Node that casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.
 
 
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
@@ -107,144 +112,216 @@ Member Function Description
 
 
 - void  **set_enabled**  **(** :ref:`bool<class_bool>` enabled  **)**
 - void  **set_enabled**  **(** :ref:`bool<class_bool>` enabled  **)**
 
 
+Switches the Light2D on or off, depending on the 'enabled' parameter.
+
 .. _class_Light2D_is_enabled:
 .. _class_Light2D_is_enabled:
 
 
 - :ref:`bool<class_bool>`  **is_enabled**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_enabled**  **(** **)** const
 
 
+Return true if the Light2D is enabled, false if it is not.
+
 .. _class_Light2D_set_texture:
 .. _class_Light2D_set_texture:
 
 
 - void  **set_texture**  **(** :ref:`Object<class_object>` texture  **)**
 - void  **set_texture**  **(** :ref:`Object<class_object>` texture  **)**
 
 
+Set the texture of the Light2D.
+
 .. _class_Light2D_get_texture:
 .. _class_Light2D_get_texture:
 
 
 - :ref:`Object<class_object>`  **get_texture**  **(** **)** const
 - :ref:`Object<class_object>`  **get_texture**  **(** **)** const
 
 
+Return the texture of the Light2D.
+
 .. _class_Light2D_set_texture_offset:
 .. _class_Light2D_set_texture_offset:
 
 
 - void  **set_texture_offset**  **(** :ref:`Vector2<class_vector2>` texture_offset  **)**
 - void  **set_texture_offset**  **(** :ref:`Vector2<class_vector2>` texture_offset  **)**
 
 
+Set the offset of the light texture.
+
 .. _class_Light2D_get_texture_offset:
 .. _class_Light2D_get_texture_offset:
 
 
 - :ref:`Vector2<class_vector2>`  **get_texture_offset**  **(** **)** const
 - :ref:`Vector2<class_vector2>`  **get_texture_offset**  **(** **)** const
 
 
+Return the offset of the light texture.
+
 .. _class_Light2D_set_color:
 .. _class_Light2D_set_color:
 
 
 - void  **set_color**  **(** :ref:`Color<class_color>` color  **)**
 - void  **set_color**  **(** :ref:`Color<class_color>` color  **)**
 
 
+Set the color of the Light2D.
+
 .. _class_Light2D_get_color:
 .. _class_Light2D_get_color:
 
 
 - :ref:`Color<class_color>`  **get_color**  **(** **)** const
 - :ref:`Color<class_color>`  **get_color**  **(** **)** const
 
 
+Return the color of the Light2D.
+
 .. _class_Light2D_set_height:
 .. _class_Light2D_set_height:
 
 
 - void  **set_height**  **(** :ref:`float<class_float>` height  **)**
 - void  **set_height**  **(** :ref:`float<class_float>` height  **)**
 
 
+Set the height of the Light2D. Used with 2D normalmapping.
+
 .. _class_Light2D_get_height:
 .. _class_Light2D_get_height:
 
 
 - :ref:`float<class_float>`  **get_height**  **(** **)** const
 - :ref:`float<class_float>`  **get_height**  **(** **)** const
 
 
+Return the height of the Light2D. Used with 2D normalmapping.
+
 .. _class_Light2D_set_energy:
 .. _class_Light2D_set_energy:
 
 
 - void  **set_energy**  **(** :ref:`float<class_float>` energy  **)**
 - void  **set_energy**  **(** :ref:`float<class_float>` energy  **)**
 
 
+Set the energy value of the Light2D. The bigger the value, the stronger the light.
+
 .. _class_Light2D_get_energy:
 .. _class_Light2D_get_energy:
 
 
 - :ref:`float<class_float>`  **get_energy**  **(** **)** const
 - :ref:`float<class_float>`  **get_energy**  **(** **)** const
 
 
+Return the energy value of the Light2D.
+
 .. _class_Light2D_set_texture_scale:
 .. _class_Light2D_set_texture_scale:
 
 
 - void  **set_texture_scale**  **(** :ref:`float<class_float>` texture_scale  **)**
 - void  **set_texture_scale**  **(** :ref:`float<class_float>` texture_scale  **)**
 
 
+Set the scale value of the light texture.
+
 .. _class_Light2D_get_texture_scale:
 .. _class_Light2D_get_texture_scale:
 
 
 - :ref:`float<class_float>`  **get_texture_scale**  **(** **)** const
 - :ref:`float<class_float>`  **get_texture_scale**  **(** **)** const
 
 
+Return the scale value of the light texture.
+
 .. _class_Light2D_set_z_range_min:
 .. _class_Light2D_set_z_range_min:
 
 
 - void  **set_z_range_min**  **(** :ref:`int<class_int>` z  **)**
 - void  **set_z_range_min**  **(** :ref:`int<class_int>` z  **)**
 
 
+Set the minimum Z value that objects of the scene have to be in order to be affected by the Light2D.
+
 .. _class_Light2D_get_z_range_min:
 .. _class_Light2D_get_z_range_min:
 
 
 - :ref:`int<class_int>`  **get_z_range_min**  **(** **)** const
 - :ref:`int<class_int>`  **get_z_range_min**  **(** **)** const
 
 
+Get the minimum Z value that objects of the scene have to be in order to be affected by the Light2D.
+
 .. _class_Light2D_set_z_range_max:
 .. _class_Light2D_set_z_range_max:
 
 
 - void  **set_z_range_max**  **(** :ref:`int<class_int>` z  **)**
 - void  **set_z_range_max**  **(** :ref:`int<class_int>` z  **)**
 
 
+Set the maximum Z value that objects of the scene can be in order to be affected by the Light2D.
+
 .. _class_Light2D_get_z_range_max:
 .. _class_Light2D_get_z_range_max:
 
 
 - :ref:`int<class_int>`  **get_z_range_max**  **(** **)** const
 - :ref:`int<class_int>`  **get_z_range_max**  **(** **)** const
 
 
+Get the maximum Z value that objects of the scene can be in order to be affected by the Light2D.
+
 .. _class_Light2D_set_layer_range_min:
 .. _class_Light2D_set_layer_range_min:
 
 
 - void  **set_layer_range_min**  **(** :ref:`int<class_int>` layer  **)**
 - void  **set_layer_range_min**  **(** :ref:`int<class_int>` layer  **)**
 
 
+Set the minimum layer value of objects of the scene that are affected by the Light2D.
+
 .. _class_Light2D_get_layer_range_min:
 .. _class_Light2D_get_layer_range_min:
 
 
 - :ref:`int<class_int>`  **get_layer_range_min**  **(** **)** const
 - :ref:`int<class_int>`  **get_layer_range_min**  **(** **)** const
 
 
+Get the minimum layer value of objects of the scene that are affected by the Light2D.
+
 .. _class_Light2D_set_layer_range_max:
 .. _class_Light2D_set_layer_range_max:
 
 
 - void  **set_layer_range_max**  **(** :ref:`int<class_int>` layer  **)**
 - void  **set_layer_range_max**  **(** :ref:`int<class_int>` layer  **)**
 
 
+Set the maximum layer value of objects of the scene that are affected by the Light2D.
+
 .. _class_Light2D_get_layer_range_max:
 .. _class_Light2D_get_layer_range_max:
 
 
 - :ref:`int<class_int>`  **get_layer_range_max**  **(** **)** const
 - :ref:`int<class_int>`  **get_layer_range_max**  **(** **)** const
 
 
+Set the maximum layer value of objects of the scene that are affected by the Light2D.
+
 .. _class_Light2D_set_item_mask:
 .. _class_Light2D_set_item_mask:
 
 
 - void  **set_item_mask**  **(** :ref:`int<class_int>` item_mask  **)**
 - void  **set_item_mask**  **(** :ref:`int<class_int>` item_mask  **)**
 
 
+Set the item mask of the Light2D to 'item_mask' value.
+
 .. _class_Light2D_get_item_mask:
 .. _class_Light2D_get_item_mask:
 
 
 - :ref:`int<class_int>`  **get_item_mask**  **(** **)** const
 - :ref:`int<class_int>`  **get_item_mask**  **(** **)** const
 
 
+Return the item mask of the Light2D.
+
 .. _class_Light2D_set_item_shadow_mask:
 .. _class_Light2D_set_item_shadow_mask:
 
 
 - void  **set_item_shadow_mask**  **(** :ref:`int<class_int>` item_shadow_mask  **)**
 - void  **set_item_shadow_mask**  **(** :ref:`int<class_int>` item_shadow_mask  **)**
 
 
+Set the item shadow mask to 'item_shadow_mask' value.
+
 .. _class_Light2D_get_item_shadow_mask:
 .. _class_Light2D_get_item_shadow_mask:
 
 
 - :ref:`int<class_int>`  **get_item_shadow_mask**  **(** **)** const
 - :ref:`int<class_int>`  **get_item_shadow_mask**  **(** **)** const
 
 
+Return the item shadow mask of the Light2D.
+
 .. _class_Light2D_set_mode:
 .. _class_Light2D_set_mode:
 
 
 - void  **set_mode**  **(** :ref:`int<class_int>` mode  **)**
 - void  **set_mode**  **(** :ref:`int<class_int>` mode  **)**
 
 
+Set the behaviour mode of the Light2D. Use constants defined in the constants section.
+
 .. _class_Light2D_get_mode:
 .. _class_Light2D_get_mode:
 
 
 - :ref:`int<class_int>`  **get_mode**  **(** **)** const
 - :ref:`int<class_int>`  **get_mode**  **(** **)** const
 
 
+Return the current mode set to the Light2D.
+
 .. _class_Light2D_set_shadow_enabled:
 .. _class_Light2D_set_shadow_enabled:
 
 
 - void  **set_shadow_enabled**  **(** :ref:`bool<class_bool>` enabled  **)**
 - void  **set_shadow_enabled**  **(** :ref:`bool<class_bool>` enabled  **)**
 
 
+Enable or disable shadows casting from this Light2D according to the 'enabled' parameter.
+
 .. _class_Light2D_is_shadow_enabled:
 .. _class_Light2D_is_shadow_enabled:
 
 
 - :ref:`bool<class_bool>`  **is_shadow_enabled**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_shadow_enabled**  **(** **)** const
 
 
+Return true if shadow casting is enabled for this Light2D, else return false.
+
 .. _class_Light2D_set_shadow_buffer_size:
 .. _class_Light2D_set_shadow_buffer_size:
 
 
 - void  **set_shadow_buffer_size**  **(** :ref:`int<class_int>` size  **)**
 - void  **set_shadow_buffer_size**  **(** :ref:`int<class_int>` size  **)**
 
 
+Set the shadow buffer size.
+
 .. _class_Light2D_get_shadow_buffer_size:
 .. _class_Light2D_get_shadow_buffer_size:
 
 
 - :ref:`int<class_int>`  **get_shadow_buffer_size**  **(** **)** const
 - :ref:`int<class_int>`  **get_shadow_buffer_size**  **(** **)** const
 
 
+Return the shadow buffer size.
+
 .. _class_Light2D_set_shadow_esm_multiplier:
 .. _class_Light2D_set_shadow_esm_multiplier:
 
 
 - void  **set_shadow_esm_multiplier**  **(** :ref:`float<class_float>` multiplier  **)**
 - void  **set_shadow_esm_multiplier**  **(** :ref:`float<class_float>` multiplier  **)**
 
 
+Set the Exponential Shadow Multiplier (ESM) value of the Light2D.
+
 .. _class_Light2D_get_shadow_esm_multiplier:
 .. _class_Light2D_get_shadow_esm_multiplier:
 
 
 - :ref:`float<class_float>`  **get_shadow_esm_multiplier**  **(** **)** const
 - :ref:`float<class_float>`  **get_shadow_esm_multiplier**  **(** **)** const
 
 
+Return the Exponential Shadow Multiplier (ESM) value of the Light2D.
+
 .. _class_Light2D_set_shadow_color:
 .. _class_Light2D_set_shadow_color:
 
 
 - void  **set_shadow_color**  **(** :ref:`Color<class_color>` shadow_color  **)**
 - void  **set_shadow_color**  **(** :ref:`Color<class_color>` shadow_color  **)**
 
 
+Set the color of casted shadows for this Light2D.
+
 .. _class_Light2D_get_shadow_color:
 .. _class_Light2D_get_shadow_color:
 
 
 - :ref:`Color<class_color>`  **get_shadow_color**  **(** **)** const
 - :ref:`Color<class_color>`  **get_shadow_color**  **(** **)** const
 
 
+Return the color of casted shadows for this Light2D.
+
 
 

+ 14 - 1
classes/class_lightoccluder2d.rst

@@ -13,7 +13,7 @@ LightOccluder2D
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-
+Occludes light cast by a Light2D, thus casting shadows.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -28,6 +28,11 @@ Member Functions
 | :ref:`int<class_int>`                              | :ref:`get_occluder_light_mask<class_LightOccluder2D_get_occluder_light_mask>`  **(** **)** const                                                |
 | :ref:`int<class_int>`                              | :ref:`get_occluder_light_mask<class_LightOccluder2D_get_occluder_light_mask>`  **(** **)** const                                                |
 +----------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
 +----------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
 
 
+Description
+-----------
+
+Occludes light cast by a Light2D, thus casting shadows. The LightOccluder2D must be provided with a shape (see OccluderPolygon2D) that allows the shadow to be computed. This shape affects the resulting shadow, while the shape of the representating asset shadowed does not actually affect shadows.
+
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
 
 
@@ -35,16 +40,24 @@ Member Function Description
 
 
 - void  **set_occluder_polygon**  **(** :ref:`OccluderPolygon2D<class_occluderpolygon2d>` polygon  **)**
 - void  **set_occluder_polygon**  **(** :ref:`OccluderPolygon2D<class_occluderpolygon2d>` polygon  **)**
 
 
+Set the OccluderPolygon2D that defines the LightOccluder2D.
+
 .. _class_LightOccluder2D_get_occluder_polygon:
 .. _class_LightOccluder2D_get_occluder_polygon:
 
 
 - :ref:`OccluderPolygon2D<class_occluderpolygon2d>`  **get_occluder_polygon**  **(** **)** const
 - :ref:`OccluderPolygon2D<class_occluderpolygon2d>`  **get_occluder_polygon**  **(** **)** const
 
 
+Return the OccluderPolygon2D that defines the LightOccluder2D.
+
 .. _class_LightOccluder2D_set_occluder_light_mask:
 .. _class_LightOccluder2D_set_occluder_light_mask:
 
 
 - void  **set_occluder_light_mask**  **(** :ref:`int<class_int>` mask  **)**
 - void  **set_occluder_light_mask**  **(** :ref:`int<class_int>` mask  **)**
 
 
+Set the LightOccluder2D light mask. The LightOccluder2D will cast shadows only from Light2Ds that belong to the same light mask(s).
+
 .. _class_LightOccluder2D_get_occluder_light_mask:
 .. _class_LightOccluder2D_get_occluder_light_mask:
 
 
 - :ref:`int<class_int>`  **get_occluder_light_mask**  **(** **)** const
 - :ref:`int<class_int>`  **get_occluder_light_mask**  **(** **)** const
 
 
+Return the light mask of the LightOccluder2D.
+
 
 

+ 3 - 1
classes/class_node2d.rst

@@ -98,6 +98,8 @@ Set the rotation of the 2D node.
 
 
 - void  **set_rotd**  **(** :ref:`float<class_float>` degrees  **)**
 - void  **set_rotd**  **(** :ref:`float<class_float>` degrees  **)**
 
 
+Set the rotation of the 2D node.
+
 .. _class_Node2D_set_scale:
 .. _class_Node2D_set_scale:
 
 
 - void  **set_scale**  **(** :ref:`Vector2<class_vector2>` scale  **)**
 - void  **set_scale**  **(** :ref:`Vector2<class_vector2>` scale  **)**
@@ -196,7 +198,7 @@ Rotate the 2d node so it points at 'point' position.
 
 
 - :ref:`float<class_float>`  **get_angle_to**  **(** :ref:`Vector2<class_vector2>` point  **)** const
 - :ref:`float<class_float>`  **get_angle_to**  **(** :ref:`Vector2<class_vector2>` point  **)** const
 
 
-Return the rotation angle needed for the 2d node to point at 'point' position.
+Return the rotation angle in radians needed for the 2d node to point at 'point' position.
 
 
 .. _class_Node2D_set_z:
 .. _class_Node2D_set_z:
 
 

+ 12 - 0
classes/class_os.rst

@@ -388,18 +388,26 @@ Returns whether the window is resizable or not.
 
 
 - void  **set_window_minimized**  **(** :ref:`bool<class_bool>` enabled  **)**
 - void  **set_window_minimized**  **(** :ref:`bool<class_bool>` enabled  **)**
 
 
+Set whether the window is minimized.
+
 .. _class_OS_is_window_minimized:
 .. _class_OS_is_window_minimized:
 
 
 - :ref:`bool<class_bool>`  **is_window_minimized**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_window_minimized**  **(** **)** const
 
 
+Return true if the window is minimized.
+
 .. _class_OS_set_window_maximized:
 .. _class_OS_set_window_maximized:
 
 
 - void  **set_window_maximized**  **(** :ref:`bool<class_bool>` enabled  **)**
 - void  **set_window_maximized**  **(** :ref:`bool<class_bool>` enabled  **)**
 
 
+Set the window size to maximized.
+
 .. _class_OS_is_window_maximized:
 .. _class_OS_is_window_maximized:
 
 
 - :ref:`bool<class_bool>`  **is_window_maximized**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_window_maximized**  **(** **)** const
 
 
+Return true if the window is maximized.
+
 .. _class_OS_set_screen_orientation:
 .. _class_OS_set_screen_orientation:
 
 
 - void  **set_screen_orientation**  **(** :ref:`int<class_int>` orientation  **)**
 - void  **set_screen_orientation**  **(** :ref:`int<class_int>` orientation  **)**
@@ -556,6 +564,8 @@ Return the main loop object (see :ref:`MainLoop<class_mainloop>`).
 
 
 - :ref:`int<class_int>`  **get_unix_time**  **(** **)** const
 - :ref:`int<class_int>`  **get_unix_time**  **(** **)** const
 
 
+Return	the current unix timestamp.
+
 .. _class_OS_get_system_time_secs:
 .. _class_OS_get_system_time_secs:
 
 
 - :ref:`int<class_int>`  **get_system_time_secs**  **(** **)** const
 - :ref:`int<class_int>`  **get_system_time_secs**  **(** **)** const
@@ -662,6 +672,8 @@ Return the total amount of dynamic memory used (only works in debug).
 
 
 - :ref:`String<class_string>`  **get_data_dir**  **(** **)** const
 - :ref:`String<class_string>`  **get_data_dir**  **(** **)** const
 
 
+Return the absolute directory path of user data path(:ref:`user://<class_user://>`).
+
 .. _class_OS_get_system_dir:
 .. _class_OS_get_system_dir:
 
 
 - :ref:`String<class_string>`  **get_system_dir**  **(** :ref:`int<class_int>` dir  **)** const
 - :ref:`String<class_string>`  **get_system_dir**  **(** :ref:`int<class_int>` dir  **)** const

+ 3 - 3
classes/class_particles2d.rst

@@ -123,17 +123,17 @@ Member Functions
 Numeric Constants
 Numeric Constants
 -----------------
 -----------------
 
 
-- **PARAM_DIRECTION** = **0** --- Direction in degrees at which the particles will be launched, Notice that when the direction is set to 0 the particles will be launched to the negative
+- **PARAM_DIRECTION** = **0** --- Direction in radians at which the particles will be launched, Notice that when the direction is set to 0 the particles will be launched to the negative
 - **PARAM_SPREAD** = **1**
 - **PARAM_SPREAD** = **1**
 - **PARAM_LINEAR_VELOCITY** = **2** --- Velocity at which the particles will be launched.
 - **PARAM_LINEAR_VELOCITY** = **2** --- Velocity at which the particles will be launched.
 - **PARAM_SPIN_VELOCITY** = **3** --- The speed at which particles will spin around its own center.
 - **PARAM_SPIN_VELOCITY** = **3** --- The speed at which particles will spin around its own center.
 - **PARAM_ORBIT_VELOCITY** = **4** --- Velocity at which the particles will orbit around the emitter center
 - **PARAM_ORBIT_VELOCITY** = **4** --- Velocity at which the particles will orbit around the emitter center
-- **PARAM_GRAVITY_DIRECTION** = **5** --- Direction in degrees at which the particles will be attracted
+- **PARAM_GRAVITY_DIRECTION** = **5** --- Direction in radians at which the particles will be attracted
 - **PARAM_GRAVITY_STRENGTH** = **6** --- Strength of the gravitation attraction for each particle
 - **PARAM_GRAVITY_STRENGTH** = **6** --- Strength of the gravitation attraction for each particle
 - **PARAM_RADIAL_ACCEL** = **7**
 - **PARAM_RADIAL_ACCEL** = **7**
 - **PARAM_TANGENTIAL_ACCEL** = **8**
 - **PARAM_TANGENTIAL_ACCEL** = **8**
 - **PARAM_DAMPING** = **9** --- Amount of damping for each particle
 - **PARAM_DAMPING** = **9** --- Amount of damping for each particle
-- **PARAM_INITIAL_ANGLE** = **10** --- Initial angle at which each particle will be spawned
+- **PARAM_INITIAL_ANGLE** = **10** --- Initial angle in radians at which each particle will be spawned
 - **PARAM_INITIAL_SIZE** = **11** --- Initial size of each particle
 - **PARAM_INITIAL_SIZE** = **11** --- Initial size of each particle
 - **PARAM_FINAL_SIZE** = **12** --- Final size of each particle, the particle size will interpolate to this value during its lifetime.
 - **PARAM_FINAL_SIZE** = **12** --- Final size of each particle, the particle size will interpolate to this value during its lifetime.
 - **PARAM_HUE_VARIATION** = **13**
 - **PARAM_HUE_VARIATION** = **13**

+ 3 - 3
classes/class_polygon2d.rst

@@ -126,19 +126,19 @@ Sets the offset of the polygon texture. Initially the texture will appear anchor
 
 
 - :ref:`Vector2<class_vector2>`  **get_texture_offset**  **(** **)** const
 - :ref:`Vector2<class_vector2>`  **get_texture_offset**  **(** **)** const
 
 
-Returns the polygon texture offset
+Returns the polygon texture offset.
 
 
 .. _class_Polygon2D_set_texture_rotation:
 .. _class_Polygon2D_set_texture_rotation:
 
 
 - void  **set_texture_rotation**  **(** :ref:`float<class_float>` texture_rotation  **)**
 - void  **set_texture_rotation**  **(** :ref:`float<class_float>` texture_rotation  **)**
 
 
-Sets the amount of rotation of the polygon texture, ``texture_rotation`` is specified in degrees and clockwise rotation, meaning that if the texture rotation is set to 45 degrees, the texture will be rotated 45 degrees clockwise along the polygon position plus the texture offset.
+Sets the amount of rotation of the polygon texture, ``texture_rotation`` is specified in radians and clockwise rotation.
 
 
 .. _class_Polygon2D_get_texture_rotation:
 .. _class_Polygon2D_get_texture_rotation:
 
 
 - :ref:`float<class_float>`  **get_texture_rotation**  **(** **)** const
 - :ref:`float<class_float>`  **get_texture_rotation**  **(** **)** const
 
 
-Returns the rotation in degrees of the texture polygon
+Returns the rotation in radians of the texture polygon.
 
 
 .. _class_Polygon2D_set_texture_scale:
 .. _class_Polygon2D_set_texture_scale:
 
 

+ 3 - 3
classes/class_rect2.rst

@@ -43,9 +43,9 @@ Member Functions
 Member Variables
 Member Variables
 ----------------
 ----------------
 
 
-- :ref:`Vector2<class_vector2>` **pos**
-- :ref:`Vector2<class_vector2>` **size**
-- :ref:`Vector2<class_vector2>` **end**
+- :ref:`Vector2<class_vector2>` **pos** - Position (starting corner).
+- :ref:`Vector2<class_vector2>` **size** - Size from position to end.
+- :ref:`Vector2<class_vector2>` **end** - Ending corner.
 
 
 Description
 Description
 -----------
 -----------

+ 3 - 1
classes/class_resource.rst

@@ -57,12 +57,14 @@ Member Function Description
 
 
 - void  **set_path**  **(** :ref:`String<class_string>` path  **)**
 - void  **set_path**  **(** :ref:`String<class_string>` path  **)**
 
 
-Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else.
+Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else. Fails if another :ref:`Resource<class_resource>` already has path "path".
 
 
 .. _class_Resource_take_over_path:
 .. _class_Resource_take_over_path:
 
 
 - void  **take_over_path**  **(** :ref:`String<class_string>` path  **)**
 - void  **take_over_path**  **(** :ref:`String<class_string>` path  **)**
 
 
+Set the path of the resource. Differs from set_path(), if another :ref:`Resource<class_resource>` exists with "path" it over-takes it, instead of failing.
+
 .. _class_Resource_get_path:
 .. _class_Resource_get_path:
 
 
 - :ref:`String<class_string>`  **get_path**  **(** **)** const
 - :ref:`String<class_string>`  **get_path**  **(** **)** const

+ 89 - 4
classes/class_rigidbody.rst

@@ -13,7 +13,7 @@ RigidBody
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-
+Rigid body node.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -108,11 +108,16 @@ Signals
 Numeric Constants
 Numeric Constants
 -----------------
 -----------------
 
 
-- **MODE_STATIC** = **1**
-- **MODE_KINEMATIC** = **3**
-- **MODE_RIGID** = **0**
+- **MODE_STATIC** = **1** --- Static mode. The body behaves like a :ref:`StaticBody<class_staticbody>`, and can only move by user code.
+- **MODE_KINEMATIC** = **3** --- Kinematic body. The body behaves like a :ref:`KinematicBody<class_kinematicbody>`, and can only move by user code.
+- **MODE_RIGID** = **0** --- Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
 - **MODE_CHARACTER** = **2**
 - **MODE_CHARACTER** = **2**
 
 
+Description
+-----------
+
+Rigid body node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift mode between regular Rigid body, Kinematic, Character or Static.
+
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
 
 
@@ -120,152 +125,232 @@ Member Function Description
 
 
 - void  **_integrate_forces**  **(** :ref:`PhysicsDirectBodyState<class_physicsdirectbodystate>` state  **)** virtual
 - void  **_integrate_forces**  **(** :ref:`PhysicsDirectBodyState<class_physicsdirectbodystate>` state  **)** virtual
 
 
+Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default it works in addition to the usual physics behavior, but :ref:`set_use_custom_integrator<class_RigidBody_set_use_custom_integrator>` allows you to disable the default behavior and do fully custom force integration for a body.
+
 .. _class_RigidBody_set_mode:
 .. _class_RigidBody_set_mode:
 
 
 - void  **set_mode**  **(** :ref:`int<class_int>` mode  **)**
 - void  **set_mode**  **(** :ref:`int<class_int>` mode  **)**
 
 
+Set the body mode, from the MODE\_\* enum. This allows to change to a static body or a character body.
+
 .. _class_RigidBody_get_mode:
 .. _class_RigidBody_get_mode:
 
 
 - :ref:`int<class_int>`  **get_mode**  **(** **)** const
 - :ref:`int<class_int>`  **get_mode**  **(** **)** const
 
 
+Return the current body mode, see :ref:`set_mode<class_RigidBody_set_mode>`.
+
 .. _class_RigidBody_set_mass:
 .. _class_RigidBody_set_mass:
 
 
 - void  **set_mass**  **(** :ref:`float<class_float>` mass  **)**
 - void  **set_mass**  **(** :ref:`float<class_float>` mass  **)**
 
 
+Set the body mass.
+
 .. _class_RigidBody_get_mass:
 .. _class_RigidBody_get_mass:
 
 
 - :ref:`float<class_float>`  **get_mass**  **(** **)** const
 - :ref:`float<class_float>`  **get_mass**  **(** **)** const
 
 
+Return the current body mass.
+
 .. _class_RigidBody_set_weight:
 .. _class_RigidBody_set_weight:
 
 
 - void  **set_weight**  **(** :ref:`float<class_float>` weight  **)**
 - void  **set_weight**  **(** :ref:`float<class_float>` weight  **)**
 
 
+Set the body weight given standard earth-weight (gravity 9.8).
+
 .. _class_RigidBody_get_weight:
 .. _class_RigidBody_get_weight:
 
 
 - :ref:`float<class_float>`  **get_weight**  **(** **)** const
 - :ref:`float<class_float>`  **get_weight**  **(** **)** const
 
 
+Return the current body weight, given standard earth-weight (gravity 9.8).
+
 .. _class_RigidBody_set_friction:
 .. _class_RigidBody_set_friction:
 
 
 - void  **set_friction**  **(** :ref:`float<class_float>` friction  **)**
 - void  **set_friction**  **(** :ref:`float<class_float>` friction  **)**
 
 
+Set the body friction, from 0 (frictionless) to 1 (max friction).
+
 .. _class_RigidBody_get_friction:
 .. _class_RigidBody_get_friction:
 
 
 - :ref:`float<class_float>`  **get_friction**  **(** **)** const
 - :ref:`float<class_float>`  **get_friction**  **(** **)** const
 
 
+Return the current body friction, from 0 (frictionless) to 1 (max friction).
+
 .. _class_RigidBody_set_bounce:
 .. _class_RigidBody_set_bounce:
 
 
 - void  **set_bounce**  **(** :ref:`float<class_float>` bounce  **)**
 - void  **set_bounce**  **(** :ref:`float<class_float>` bounce  **)**
 
 
+Set the body bounciness, from 0 (no bounciness) to 1 (max bounciness).
+
 .. _class_RigidBody_get_bounce:
 .. _class_RigidBody_get_bounce:
 
 
 - :ref:`float<class_float>`  **get_bounce**  **(** **)** const
 - :ref:`float<class_float>`  **get_bounce**  **(** **)** const
 
 
+Return the current body bounciness.
+
 .. _class_RigidBody_set_linear_velocity:
 .. _class_RigidBody_set_linear_velocity:
 
 
 - void  **set_linear_velocity**  **(** :ref:`Vector3<class_vector3>` linear_velocity  **)**
 - void  **set_linear_velocity**  **(** :ref:`Vector3<class_vector3>` linear_velocity  **)**
 
 
+Set the body linear velocity. Can be used sporadically, but **DON'T SET THIS IN EVERY FRAME**, because physics may be running in another thread and definitely runs at a different granularity. Use :ref:`_integrate_forces<class_RigidBody__integrate_forces>` as your process loop if you want to have precise control of the body state.
+
 .. _class_RigidBody_get_linear_velocity:
 .. _class_RigidBody_get_linear_velocity:
 
 
 - :ref:`Vector3<class_vector3>`  **get_linear_velocity**  **(** **)** const
 - :ref:`Vector3<class_vector3>`  **get_linear_velocity**  **(** **)** const
 
 
+Return the current body linear velocity.
+
 .. _class_RigidBody_set_angular_velocity:
 .. _class_RigidBody_set_angular_velocity:
 
 
 - void  **set_angular_velocity**  **(** :ref:`Vector3<class_vector3>` angular_velocity  **)**
 - void  **set_angular_velocity**  **(** :ref:`Vector3<class_vector3>` angular_velocity  **)**
 
 
+Set the body angular velocity. Can be used sporadically, but **DON'T SET THIS IN EVERY FRAME**, because physics may be running in another thread and definitely runs at a different granularity. Use :ref:`_integrate_forces<class_RigidBody__integrate_forces>` as your process loop if you want to have precise control of the body state.
+
 .. _class_RigidBody_get_angular_velocity:
 .. _class_RigidBody_get_angular_velocity:
 
 
 - :ref:`Vector3<class_vector3>`  **get_angular_velocity**  **(** **)** const
 - :ref:`Vector3<class_vector3>`  **get_angular_velocity**  **(** **)** const
 
 
+Return the current body angular velocity.
+
 .. _class_RigidBody_set_gravity_scale:
 .. _class_RigidBody_set_gravity_scale:
 
 
 - void  **set_gravity_scale**  **(** :ref:`float<class_float>` gravity_scale  **)**
 - void  **set_gravity_scale**  **(** :ref:`float<class_float>` gravity_scale  **)**
 
 
+Set the gravity factor. This factor multiplies gravity intensity just for this body.
+
 .. _class_RigidBody_get_gravity_scale:
 .. _class_RigidBody_get_gravity_scale:
 
 
 - :ref:`float<class_float>`  **get_gravity_scale**  **(** **)** const
 - :ref:`float<class_float>`  **get_gravity_scale**  **(** **)** const
 
 
+Return the current body gravity scale.
+
 .. _class_RigidBody_set_linear_damp:
 .. _class_RigidBody_set_linear_damp:
 
 
 - void  **set_linear_damp**  **(** :ref:`float<class_float>` linear_damp  **)**
 - void  **set_linear_damp**  **(** :ref:`float<class_float>` linear_damp  **)**
 
 
+Set the linear damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
+
 .. _class_RigidBody_get_linear_damp:
 .. _class_RigidBody_get_linear_damp:
 
 
 - :ref:`float<class_float>`  **get_linear_damp**  **(** **)** const
 - :ref:`float<class_float>`  **get_linear_damp**  **(** **)** const
 
 
+Return the current body linear damp. Default is -1.
+
 .. _class_RigidBody_set_angular_damp:
 .. _class_RigidBody_set_angular_damp:
 
 
 - void  **set_angular_damp**  **(** :ref:`float<class_float>` angular_damp  **)**
 - void  **set_angular_damp**  **(** :ref:`float<class_float>` angular_damp  **)**
 
 
+Set the angular damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any angular damp derived from the world or areas will be overridden.
+
 .. _class_RigidBody_get_angular_damp:
 .. _class_RigidBody_get_angular_damp:
 
 
 - :ref:`float<class_float>`  **get_angular_damp**  **(** **)** const
 - :ref:`float<class_float>`  **get_angular_damp**  **(** **)** const
 
 
+Return the current body angular damp. Default is -1.
+
 .. _class_RigidBody_set_max_contacts_reported:
 .. _class_RigidBody_set_max_contacts_reported:
 
 
 - void  **set_max_contacts_reported**  **(** :ref:`int<class_int>` amount  **)**
 - void  **set_max_contacts_reported**  **(** :ref:`int<class_int>` amount  **)**
 
 
+Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
+
 .. _class_RigidBody_get_max_contacts_reported:
 .. _class_RigidBody_get_max_contacts_reported:
 
 
 - :ref:`int<class_int>`  **get_max_contacts_reported**  **(** **)** const
 - :ref:`int<class_int>`  **get_max_contacts_reported**  **(** **)** const
 
 
+Return the maximum contacts that can be reported. See :ref:`set_max_contacts_reported<class_RigidBody_set_max_contacts_reported>`.
+
 .. _class_RigidBody_set_use_custom_integrator:
 .. _class_RigidBody_set_use_custom_integrator:
 
 
 - void  **set_use_custom_integrator**  **(** :ref:`bool<class_bool>` enable  **)**
 - void  **set_use_custom_integrator**  **(** :ref:`bool<class_bool>` enable  **)**
 
 
+Pass true to disable the internal force integration (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the :ref:`_integrate_forces<class_RigidBody__integrate_forces>` function, if defined.
+
 .. _class_RigidBody_is_using_custom_integrator:
 .. _class_RigidBody_is_using_custom_integrator:
 
 
 - :ref:`bool<class_bool>`  **is_using_custom_integrator**  **(** **)**
 - :ref:`bool<class_bool>`  **is_using_custom_integrator**  **(** **)**
 
 
+Return whether the body is using a custom integrator.
+
 .. _class_RigidBody_set_contact_monitor:
 .. _class_RigidBody_set_contact_monitor:
 
 
 - void  **set_contact_monitor**  **(** :ref:`bool<class_bool>` enabled  **)**
 - void  **set_contact_monitor**  **(** :ref:`bool<class_bool>` enabled  **)**
 
 
+Enable contact monitoring. This allows the body to emit signals when it collides with another.
+
 .. _class_RigidBody_is_contact_monitor_enabled:
 .. _class_RigidBody_is_contact_monitor_enabled:
 
 
 - :ref:`bool<class_bool>`  **is_contact_monitor_enabled**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_contact_monitor_enabled**  **(** **)** const
 
 
+Return whether contact monitoring is enabled.
+
 .. _class_RigidBody_set_use_continuous_collision_detection:
 .. _class_RigidBody_set_use_continuous_collision_detection:
 
 
 - void  **set_use_continuous_collision_detection**  **(** :ref:`bool<class_bool>` enable  **)**
 - void  **set_use_continuous_collision_detection**  **(** :ref:`bool<class_bool>` enable  **)**
 
 
+Set the continuous collision detection mode from the enum CCD_MODE\_\*.
+
+Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects.
+
 .. _class_RigidBody_is_using_continuous_collision_detection:
 .. _class_RigidBody_is_using_continuous_collision_detection:
 
 
 - :ref:`bool<class_bool>`  **is_using_continuous_collision_detection**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_using_continuous_collision_detection**  **(** **)** const
 
 
+Return whether this body is using continuous collision detection.
+
 .. _class_RigidBody_set_axis_velocity:
 .. _class_RigidBody_set_axis_velocity:
 
 
 - void  **set_axis_velocity**  **(** :ref:`Vector3<class_vector3>` axis_velocity  **)**
 - void  **set_axis_velocity**  **(** :ref:`Vector3<class_vector3>` axis_velocity  **)**
 
 
+Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
+
 .. _class_RigidBody_apply_impulse:
 .. _class_RigidBody_apply_impulse:
 
 
 - void  **apply_impulse**  **(** :ref:`Vector3<class_vector3>` pos, :ref:`Vector3<class_vector3>` impulse  **)**
 - void  **apply_impulse**  **(** :ref:`Vector3<class_vector3>` pos, :ref:`Vector3<class_vector3>` impulse  **)**
 
 
+Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the offset from the body origin are in global coordinates.
+
 .. _class_RigidBody_set_sleeping:
 .. _class_RigidBody_set_sleeping:
 
 
 - void  **set_sleeping**  **(** :ref:`bool<class_bool>` sleeping  **)**
 - void  **set_sleeping**  **(** :ref:`bool<class_bool>` sleeping  **)**
 
 
+Set whether a body is sleeping or not. Sleeping bodies are not affected by forces until a collision or an :ref:`apply_impulse<class_RigidBody_apply_impulse>` wakes them up. Until then, they behave like a static body.
+
 .. _class_RigidBody_is_sleeping:
 .. _class_RigidBody_is_sleeping:
 
 
 - :ref:`bool<class_bool>`  **is_sleeping**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_sleeping**  **(** **)** const
 
 
+Return whether the body is sleeping.
+
 .. _class_RigidBody_set_can_sleep:
 .. _class_RigidBody_set_can_sleep:
 
 
 - void  **set_can_sleep**  **(** :ref:`bool<class_bool>` able_to_sleep  **)**
 - void  **set_can_sleep**  **(** :ref:`bool<class_bool>` able_to_sleep  **)**
 
 
+Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene.
+
+Sleeping bodies are not affected by forces until a collision or an :ref:`apply_impulse<class_RigidBody_apply_impulse>` / :ref:`set_applied_force<class_RigidBody_set_applied_force>` wakes them up. Until then, they behave like a static body.
+
 .. _class_RigidBody_is_able_to_sleep:
 .. _class_RigidBody_is_able_to_sleep:
 
 
 - :ref:`bool<class_bool>`  **is_able_to_sleep**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_able_to_sleep**  **(** **)** const
 
 
+Return whether the body has the ability to fall asleep when not moving. See :ref:`set_can_sleep<class_RigidBody_set_can_sleep>`.
+
 .. _class_RigidBody_set_axis_lock:
 .. _class_RigidBody_set_axis_lock:
 
 
 - void  **set_axis_lock**  **(** :ref:`int<class_int>` axis_lock  **)**
 - void  **set_axis_lock**  **(** :ref:`int<class_int>` axis_lock  **)**
 
 
+Set the axis lock of the body, from the AXIS_LOCK\_\* enum. Axis lock stops the body from moving along the specified axis(X/Y/Z) and rotating along the other two axes.
+
 .. _class_RigidBody_get_axis_lock:
 .. _class_RigidBody_get_axis_lock:
 
 
 - :ref:`int<class_int>`  **get_axis_lock**  **(** **)** const
 - :ref:`int<class_int>`  **get_axis_lock**  **(** **)** const
 
 
+Return the current axis lock of the body. One of AXIS_LOCK\_\* enum.
+
 .. _class_RigidBody_get_colliding_bodies:
 .. _class_RigidBody_get_colliding_bodies:
 
 
 - :ref:`Array<class_array>`  **get_colliding_bodies**  **(** **)** const
 - :ref:`Array<class_array>`  **get_colliding_bodies**  **(** **)** const
 
 
+Return a list of the bodies colliding with this one.
+
 
 

+ 2 - 2
classes/class_rigidbody2d.rst

@@ -200,7 +200,7 @@ Return the body bounciness.
 
 
 - void  **set_gravity_scale**  **(** :ref:`float<class_float>` gravity_scale  **)**
 - void  **set_gravity_scale**  **(** :ref:`float<class_float>` gravity_scale  **)**
 
 
-Set The gravity factor. This factor multiplies gravity intensity just for this body.
+Set the gravity factor. This factor multiplies gravity intensity just for this body.
 
 
 .. _class_RigidBody2D_get_gravity_scale:
 .. _class_RigidBody2D_get_gravity_scale:
 
 
@@ -298,7 +298,7 @@ Return whether contact monitoring is enabled.
 
 
 Set the continuous collision detection mode from the enum CCD_MODE\_\*.
 Set the continuous collision detection mode from the enum CCD_MODE\_\*.
 
 
-Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fat-moving objects.
+Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects.
 
 
 .. _class_RigidBody2D_get_continuous_collision_detection_mode:
 .. _class_RigidBody2D_get_continuous_collision_detection_mode:
 
 

+ 22 - 2
classes/class_staticbody.rst

@@ -13,7 +13,7 @@ StaticBody
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-PhysicsBody for static collision objects.
+Static body for 3D Physics.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -39,7 +39,11 @@ Member Functions
 Description
 Description
 -----------
 -----------
 
 
-StaticBody implements a static collision :ref:`Node<class_node>`, by utilizing a rigid body in the :ref:`PhysicsServer<class_physicsserver>`. Static bodies are used for static collision. For more information on physics body nodes, see :ref:`PhysicsBody<class_physicsbody>`.
+Static body for 3D Physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a :ref:`RigidBody3D<class_rigidbody3d>` so they are great for scenario collision.
+
+A static body can also be animated by using simulated motion mode. This is useful for implementing functionalities such as moving platforms. When this mode is active the body can be animated and automatically computes linear and angular velocity to apply in that frame and to influence other bodies.
+
+Alternatively, a constant linear or angular velocity can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels).
 
 
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
@@ -48,32 +52,48 @@ Member Function Description
 
 
 - void  **set_constant_linear_velocity**  **(** :ref:`Vector3<class_vector3>` vel  **)**
 - void  **set_constant_linear_velocity**  **(** :ref:`Vector3<class_vector3>` vel  **)**
 
 
+Set a constant linear velocity for the body. This does not move the body, but affects other bodies touching it, as if it was moving.
+
 .. _class_StaticBody_set_constant_angular_velocity:
 .. _class_StaticBody_set_constant_angular_velocity:
 
 
 - void  **set_constant_angular_velocity**  **(** :ref:`Vector3<class_vector3>` vel  **)**
 - void  **set_constant_angular_velocity**  **(** :ref:`Vector3<class_vector3>` vel  **)**
 
 
+Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating.
+
 .. _class_StaticBody_get_constant_linear_velocity:
 .. _class_StaticBody_get_constant_linear_velocity:
 
 
 - :ref:`Vector3<class_vector3>`  **get_constant_linear_velocity**  **(** **)** const
 - :ref:`Vector3<class_vector3>`  **get_constant_linear_velocity**  **(** **)** const
 
 
+Return the constant linear velocity for the body.
+
 .. _class_StaticBody_get_constant_angular_velocity:
 .. _class_StaticBody_get_constant_angular_velocity:
 
 
 - :ref:`Vector3<class_vector3>`  **get_constant_angular_velocity**  **(** **)** const
 - :ref:`Vector3<class_vector3>`  **get_constant_angular_velocity**  **(** **)** const
 
 
+Return the constant angular velocity for the body.
+
 .. _class_StaticBody_set_friction:
 .. _class_StaticBody_set_friction:
 
 
 - void  **set_friction**  **(** :ref:`float<class_float>` friction  **)**
 - void  **set_friction**  **(** :ref:`float<class_float>` friction  **)**
 
 
+Set the body friction, from 0 (frictionless) to 1 (full friction).
+
 .. _class_StaticBody_get_friction:
 .. _class_StaticBody_get_friction:
 
 
 - :ref:`float<class_float>`  **get_friction**  **(** **)** const
 - :ref:`float<class_float>`  **get_friction**  **(** **)** const
 
 
+Return the body friction.
+
 .. _class_StaticBody_set_bounce:
 .. _class_StaticBody_set_bounce:
 
 
 - void  **set_bounce**  **(** :ref:`float<class_float>` bounce  **)**
 - void  **set_bounce**  **(** :ref:`float<class_float>` bounce  **)**
 
 
+Set the body bounciness, from 0 (not bouncy) to 1 (bouncy).
+
 .. _class_StaticBody_get_bounce:
 .. _class_StaticBody_get_bounce:
 
 
 - :ref:`float<class_float>`  **get_bounce**  **(** **)** const
 - :ref:`float<class_float>`  **get_bounce**  **(** **)** const
 
 
+Return the body bounciness.
+
 
 

+ 2 - 2
classes/class_staticbody2d.rst

@@ -58,13 +58,13 @@ Set a constant linear velocity for the body. This does not move the body, but af
 
 
 - void  **set_constant_angular_velocity**  **(** :ref:`float<class_float>` vel  **)**
 - void  **set_constant_angular_velocity**  **(** :ref:`float<class_float>` vel  **)**
 
 
-Set a constant angular velocity for the body.
+Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating.
 
 
 .. _class_StaticBody2D_get_constant_linear_velocity:
 .. _class_StaticBody2D_get_constant_linear_velocity:
 
 
 - :ref:`Vector2<class_vector2>`  **get_constant_linear_velocity**  **(** **)** const
 - :ref:`Vector2<class_vector2>`  **get_constant_linear_velocity**  **(** **)** const
 
 
-Return the constant linear velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating.
+Return the constant linear velocity for the body.
 
 
 .. _class_StaticBody2D_get_constant_angular_velocity:
 .. _class_StaticBody2D_get_constant_angular_velocity:
 
 

+ 24 - 2
classes/class_transform.rst

@@ -49,8 +49,8 @@ Member Functions
 Member Variables
 Member Variables
 ----------------
 ----------------
 
 
-- :ref:`Matrix3<class_matrix3>` **basis**
-- :ref:`Vector3<class_vector3>` **origin**
+- :ref:`Matrix3<class_matrix3>` **basis** - The basis contains 3 [Vector3]. X axis, Y axis, and Z axis.
+- :ref:`Vector3<class_vector3>` **origin** - The origin of the transform. Which is the translation offset.
 
 
 Description
 Description
 -----------
 -----------
@@ -64,6 +64,8 @@ Member Function Description
 
 
 - :ref:`Transform<class_transform>`  **affine_inverse**  **(** **)**
 - :ref:`Transform<class_transform>`  **affine_inverse**  **(** **)**
 
 
+Returns the inverse of the transfrom, even if the transform has scale or the axis vectors are not orthogonal.
+
 .. _class_Transform_inverse:
 .. _class_Transform_inverse:
 
 
 - :ref:`Transform<class_transform>`  **inverse**  **(** **)**
 - :ref:`Transform<class_transform>`  **inverse**  **(** **)**
@@ -74,22 +76,32 @@ Returns the inverse of the transform.
 
 
 - :ref:`Transform<class_transform>`  **looking_at**  **(** :ref:`Vector3<class_vector3>` target, :ref:`Vector3<class_vector3>` up  **)**
 - :ref:`Transform<class_transform>`  **looking_at**  **(** :ref:`Vector3<class_vector3>` target, :ref:`Vector3<class_vector3>` up  **)**
 
 
+Rotate the transform around the up vector to face the target.
+
 .. _class_Transform_orthonormalized:
 .. _class_Transform_orthonormalized:
 
 
 - :ref:`Transform<class_transform>`  **orthonormalized**  **(** **)**
 - :ref:`Transform<class_transform>`  **orthonormalized**  **(** **)**
 
 
+Returns a transfrom with the basis orthogonal (90 degrees), and normalized axis vectors.
+
 .. _class_Transform_rotated:
 .. _class_Transform_rotated:
 
 
 - :ref:`Transform<class_transform>`  **rotated**  **(** :ref:`Vector3<class_vector3>` axis, :ref:`float<class_float>` phi  **)**
 - :ref:`Transform<class_transform>`  **rotated**  **(** :ref:`Vector3<class_vector3>` axis, :ref:`float<class_float>` phi  **)**
 
 
+Rotate the transform locally.
+
 .. _class_Transform_scaled:
 .. _class_Transform_scaled:
 
 
 - :ref:`Transform<class_transform>`  **scaled**  **(** :ref:`Vector3<class_vector3>` scale  **)**
 - :ref:`Transform<class_transform>`  **scaled**  **(** :ref:`Vector3<class_vector3>` scale  **)**
 
 
+Scale the transform locally.
+
 .. _class_Transform_translated:
 .. _class_Transform_translated:
 
 
 - :ref:`Transform<class_transform>`  **translated**  **(** :ref:`Vector3<class_vector3>` ofs  **)**
 - :ref:`Transform<class_transform>`  **translated**  **(** :ref:`Vector3<class_vector3>` ofs  **)**
 
 
+Translate the transform locally.
+
 .. _class_Transform_xform:
 .. _class_Transform_xform:
 
 
 - var  **xform**  **(** var v  **)**
 - var  **xform**  **(** var v  **)**
@@ -106,20 +118,30 @@ Inverse-transforms vector "v" by this transform.
 
 
 - :ref:`Transform<class_transform>`  **Transform**  **(** :ref:`Vector3<class_vector3>` x_axis, :ref:`Vector3<class_vector3>` y_axis, :ref:`Vector3<class_vector3>` z_axis, :ref:`Vector3<class_vector3>` origin  **)**
 - :ref:`Transform<class_transform>`  **Transform**  **(** :ref:`Vector3<class_vector3>` x_axis, :ref:`Vector3<class_vector3>` y_axis, :ref:`Vector3<class_vector3>` z_axis, :ref:`Vector3<class_vector3>` origin  **)**
 
 
+Construct the Transform from four Vector3. Each axis creates the basis.
+
 .. _class_Transform_Transform:
 .. _class_Transform_Transform:
 
 
 - :ref:`Transform<class_transform>`  **Transform**  **(** :ref:`Matrix3<class_matrix3>` basis, :ref:`Vector3<class_vector3>` origin  **)**
 - :ref:`Transform<class_transform>`  **Transform**  **(** :ref:`Matrix3<class_matrix3>` basis, :ref:`Vector3<class_vector3>` origin  **)**
 
 
+Construct the Transform from a Matrix3 and Vector3.
+
 .. _class_Transform_Transform:
 .. _class_Transform_Transform:
 
 
 - :ref:`Transform<class_transform>`  **Transform**  **(** :ref:`Matrix32<class_matrix32>` from  **)**
 - :ref:`Transform<class_transform>`  **Transform**  **(** :ref:`Matrix32<class_matrix32>` from  **)**
 
 
+Construct the Transform from a Matrix32.
+
 .. _class_Transform_Transform:
 .. _class_Transform_Transform:
 
 
 - :ref:`Transform<class_transform>`  **Transform**  **(** :ref:`Quat<class_quat>` from  **)**
 - :ref:`Transform<class_transform>`  **Transform**  **(** :ref:`Quat<class_quat>` from  **)**
 
 
+Construct the Transform from a Quat. The origin will be Vector3(0, 0, 0)
+
 .. _class_Transform_Transform:
 .. _class_Transform_Transform:
 
 
 - :ref:`Transform<class_transform>`  **Transform**  **(** :ref:`Matrix3<class_matrix3>` from  **)**
 - :ref:`Transform<class_transform>`  **Transform**  **(** :ref:`Matrix3<class_matrix3>` from  **)**
 
 
+Construct the Transform from a Matrix3. The origin will be Vector3(0, 0, 0)
+
 
 

+ 4 - 4
classes/class_vector2.rst

@@ -61,10 +61,10 @@ Member Functions
 Member Variables
 Member Variables
 ----------------
 ----------------
 
 
-- :ref:`float<class_float>` **x**
-- :ref:`float<class_float>` **y**
-- :ref:`float<class_float>` **width**
-- :ref:`float<class_float>` **height**
+- :ref:`float<class_float>` **x** - X component of the vector.
+- :ref:`float<class_float>` **y** - Y component of the vector.
+- :ref:`float<class_float>` **width** - Width of the vector (Same as X).
+- :ref:`float<class_float>` **height** - Height of the vector (Same as Y).
 
 
 Description
 Description
 -----------
 -----------

+ 3 - 3
classes/class_vector3.rst

@@ -61,9 +61,9 @@ Member Functions
 Member Variables
 Member Variables
 ----------------
 ----------------
 
 
-- :ref:`float<class_float>` **x**
-- :ref:`float<class_float>` **y**
-- :ref:`float<class_float>` **z**
+- :ref:`float<class_float>` **x** - X component of the vector.
+- :ref:`float<class_float>` **y** - Y component of the vector.
+- :ref:`float<class_float>` **z** - Z component of the vector.
 
 
 Numeric Constants
 Numeric Constants
 -----------------
 -----------------

+ 12 - 3
classes/class_visibilityenabler.rst

@@ -13,7 +13,7 @@ VisibilityEnabler
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-
+Enable certain nodes only when visible.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -27,10 +27,15 @@ Member Functions
 Numeric Constants
 Numeric Constants
 -----------------
 -----------------
 
 
-- **ENABLER_FREEZE_BODIES** = **1**
-- **ENABLER_PAUSE_ANIMATIONS** = **0**
+- **ENABLER_FREEZE_BODIES** = **1** --- This enabler will freeze :ref:`RigidBody<class_rigidbody>` nodes.
+- **ENABLER_PAUSE_ANIMATIONS** = **0** --- This enabler will pause :ref:`AnimationPlayer<class_animationplayer>` nodes.
 - **ENABLER_MAX** = **2**
 - **ENABLER_MAX** = **2**
 
 
+Description
+-----------
+
+The VisibilityEnabler will disable :ref:`RigidBody<class_rigidbody>` and :ref:`AnimationPlayer<class_animationplayer>` nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler itself.
+
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
 
 
@@ -38,8 +43,12 @@ Member Function Description
 
 
 - void  **set_enabler**  **(** :ref:`int<class_int>` enabler, :ref:`bool<class_bool>` enabled  **)**
 - void  **set_enabler**  **(** :ref:`int<class_int>` enabler, :ref:`bool<class_bool>` enabled  **)**
 
 
+Set an enabler to true for all nodes of its type to be disabled when the VisibilityEnabler is not in view. See the constants for enablers and what they affect.
+
 .. _class_VisibilityEnabler_is_enabler_enabled:
 .. _class_VisibilityEnabler_is_enabler_enabled:
 
 
 - :ref:`bool<class_bool>`  **is_enabler_enabled**  **(** :ref:`int<class_int>` enabler  **)** const
 - :ref:`bool<class_bool>`  **is_enabler_enabled**  **(** :ref:`int<class_int>` enabler  **)** const
 
 
+Returns whether the specified enabler was set to true or not.
+
 
 

+ 15 - 6
classes/class_visibilityenabler2d.rst

@@ -13,7 +13,7 @@ VisibilityEnabler2D
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-
+Enable certain nodes only when visible.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -27,13 +27,18 @@ Member Functions
 Numeric Constants
 Numeric Constants
 -----------------
 -----------------
 
 
-- **ENABLER_FREEZE_BODIES** = **1**
-- **ENABLER_PAUSE_ANIMATIONS** = **0**
-- **ENABLER_PAUSE_PARTICLES** = **2**
-- **ENABLER_PARENT_PROCESS** = **3**
-- **ENABLER_PARENT_FIXED_PROCESS** = **4**
+- **ENABLER_FREEZE_BODIES** = **1** --- This enabler will freeze :ref:`RigidBody2D<class_rigidbody2d>` nodes.
+- **ENABLER_PAUSE_ANIMATIONS** = **0** --- This enabler will pause :ref:`AnimationPlayer<class_animationplayer>` nodes.
+- **ENABLER_PAUSE_PARTICLES** = **2** --- This enabler will stop :ref:`Particles2D<class_particles2d>` nodes.
+- **ENABLER_PARENT_PROCESS** = **3** --- This enabler will stop the parent's _process function.
+- **ENABLER_PARENT_FIXED_PROCESS** = **4** --- This enabler will stop the parent's _fixed_process function.
 - **ENABLER_MAX** = **5**
 - **ENABLER_MAX** = **5**
 
 
+Description
+-----------
+
+The VisibilityEnabler2D will disable :ref:`RigidBody2D<class_rigidbody2d>`, :ref:`AnimationPlayer<class_animationplayer>`, and other nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler2D itself.
+
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
 
 
@@ -41,8 +46,12 @@ Member Function Description
 
 
 - void  **set_enabler**  **(** :ref:`int<class_int>` enabler, :ref:`bool<class_bool>` enabled  **)**
 - void  **set_enabler**  **(** :ref:`int<class_int>` enabler, :ref:`bool<class_bool>` enabled  **)**
 
 
+Set an enabler to true for all nodes of its type to be disabled when the VisibilityEnabler2D is not in view. See the constants for enablers and what they affect.
+
 .. _class_VisibilityEnabler2D_is_enabler_enabled:
 .. _class_VisibilityEnabler2D_is_enabler_enabled:
 
 
 - :ref:`bool<class_bool>`  **is_enabler_enabled**  **(** :ref:`int<class_int>` enabler  **)** const
 - :ref:`bool<class_bool>`  **is_enabler_enabled**  **(** :ref:`int<class_int>` enabler  **)** const
 
 
+Returns whether the specified enabler was set to true or not.
+
 
 

+ 12 - 1
classes/class_visibilitynotifier.rst

@@ -15,7 +15,7 @@ VisibilityNotifier
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-
+Detect when the node is visible on screen.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -36,6 +36,11 @@ Signals
 -  **exit_screen**  **(** **)**
 -  **exit_screen**  **(** **)**
 -  **exit_camera**  **(** :ref:`Object<class_object>` camera  **)**
 -  **exit_camera**  **(** :ref:`Object<class_object>` camera  **)**
 
 
+Description
+-----------
+
+The VisibilityNotifier is used to notify when its bounding box enters the screen, is visible on the screen, or when it exits the screen.
+
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
 
 
@@ -43,12 +48,18 @@ Member Function Description
 
 
 - void  **set_aabb**  **(** :ref:`AABB<class_aabb>` rect  **)**
 - void  **set_aabb**  **(** :ref:`AABB<class_aabb>` rect  **)**
 
 
+Set the visibility bounding box of the VisibilityNotifier.
+
 .. _class_VisibilityNotifier_get_aabb:
 .. _class_VisibilityNotifier_get_aabb:
 
 
 - :ref:`AABB<class_aabb>`  **get_aabb**  **(** **)** const
 - :ref:`AABB<class_aabb>`  **get_aabb**  **(** **)** const
 
 
+Return the visibility bounding box of the VisibilityNotifier.
+
 .. _class_VisibilityNotifier_is_on_screen:
 .. _class_VisibilityNotifier_is_on_screen:
 
 
 - :ref:`bool<class_bool>`  **is_on_screen**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_on_screen**  **(** **)** const
 
 
+Return true if any part of the bounding box is on the screen.
+
 
 

+ 12 - 1
classes/class_visibilitynotifier2d.rst

@@ -15,7 +15,7 @@ VisibilityNotifier2D
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-
+Detect when the node is visible on screen.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -36,6 +36,11 @@ Signals
 -  **exit_screen**  **(** **)**
 -  **exit_screen**  **(** **)**
 -  **exit_viewport**  **(** :ref:`Object<class_object>` viewport  **)**
 -  **exit_viewport**  **(** :ref:`Object<class_object>` viewport  **)**
 
 
+Description
+-----------
+
+The VisibilityNotifier2D is used to notify when its bounding rectangle enters the screen, is visible on the screen, or when it exits the screen.
+
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
 
 
@@ -43,12 +48,18 @@ Member Function Description
 
 
 - void  **set_rect**  **(** :ref:`Rect2<class_rect2>` rect  **)**
 - void  **set_rect**  **(** :ref:`Rect2<class_rect2>` rect  **)**
 
 
+Set the visibility bounding rectangle of the VisibilityNotifier2D.
+
 .. _class_VisibilityNotifier2D_get_rect:
 .. _class_VisibilityNotifier2D_get_rect:
 
 
 - :ref:`Rect2<class_rect2>`  **get_rect**  **(** **)** const
 - :ref:`Rect2<class_rect2>`  **get_rect**  **(** **)** const
 
 
+Return the visibility bounding rectangle of the VisibilityNotifier2D.
+
 .. _class_VisibilityNotifier2D_is_on_screen:
 .. _class_VisibilityNotifier2D_is_on_screen:
 
 
 - :ref:`bool<class_bool>`  **is_on_screen**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_on_screen**  **(** **)** const
 
 
+Return true if any part of the bounding rectangle is on the screen.
+