فهرست منبع

Sync classref with source

Fixes a few broken references
Rémi Verschelde 9 سال پیش
والد
کامیت
aa218714fb

+ 18 - 0
classes/[email protected]

@@ -142,6 +142,12 @@ Member Functions
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
 | :ref:`Object<class_object>`          | :ref:`instance_from_id<class_@GDScript_instance_from_id>`  **(** :ref:`int<class_int>` instance_id  **)**                                                  |
 | :ref:`Object<class_object>`          | :ref:`instance_from_id<class_@GDScript_instance_from_id>`  **(** :ref:`int<class_int>` instance_id  **)**                                                  |
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
 +--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
+| :ref:`Resource<class_resource>`      | :ref:`preload<class_@GDScript_preload>`  **(** :ref:`String<class_string>` path  **)**                                                                     |
++--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
+| :ref:`Nil<class_nil>`                | :ref:`yield<class_@GDScript_yield>`  **(** :ref:`Object<class_object>` object, :ref:`String<class_string>` signal  **)**                                   |
++--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
+| :ref:`Nil<class_nil>`                | :ref:`assert<class_@GDScript_assert>`  **(** :ref:`bool<class_bool>` condition  **)**                                                                      |
++--------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
 
 
 Numeric Constants
 Numeric Constants
 -----------------
 -----------------
@@ -526,4 +532,16 @@ Print a stack track at code location, only works when running with debugger turn
 
 
 - :ref:`Object<class_object>`  **instance_from_id**  **(** :ref:`int<class_int>` instance_id  **)**
 - :ref:`Object<class_object>`  **instance_from_id**  **(** :ref:`int<class_int>` instance_id  **)**
 
 
+.. _class_@GDScript_preload:
+
+- :ref:`Resource<class_resource>`  **preload**  **(** :ref:`String<class_string>` path  **)**
+
+.. _class_@GDScript_yield:
+
+- :ref:`Nil<class_nil>`  **yield**  **(** :ref:`Object<class_object>` object, :ref:`String<class_string>` signal  **)**
+
+.. _class_@GDScript_assert:
+
+- :ref:`Nil<class_nil>`  **assert**  **(** :ref:`bool<class_bool>` condition  **)**
+
 
 

+ 1 - 1
classes/class_audioserver.rst

@@ -193,7 +193,7 @@ Trying to alter a SAMPLE_FORMAT_IMA_ADPCM sample is not supported. It will throw
 
 
 Set the sample data for a given sample as an array of bytes. The length must be equal to the sample length expected in bytes or an error will be produced. The byte length can be calculated as follows:
 Set the sample data for a given sample as an array of bytes. The length must be equal to the sample length expected in bytes or an error will be produced. The byte length can be calculated as follows:
 
 
-Get the sample length (:ref:`get_sample_length<class_AudioServer_get_sample_length>`).
+Get the sample length (:ref:`sample_get_length<class_AudioServer_sample_get_length>`).
 
 
 If the sample format is SAMPLE_FORMAT_PCM16, multiply it by 2.
 If the sample format is SAMPLE_FORMAT_PCM16, multiply it by 2.
 
 

+ 1 - 1
classes/class_camera.rst

@@ -76,7 +76,7 @@ Numeric Constants
 Description
 Description
 -----------
 -----------
 
 
-Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest :ref:`Viewport<class_viewport>` node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the Camera will register in the global viewport. In other words, a Camera just provides *3D* display capabilities to a :ref:`Viewport<class_viewport>`, and, without one, a :ref:`Scene<class_scene>` registered in that :ref:`Viewport<class_viewport>` (or higher viewports) can't be displayed.
+Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest :ref:`Viewport<class_viewport>` node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the Camera will register in the global viewport. In other words, a Camera just provides *3D* display capabilities to a :ref:`Viewport<class_viewport>`, and, without one, a scene registered in that :ref:`Viewport<class_viewport>` (or higher viewports) can't be displayed.
 
 
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------

+ 2 - 2
classes/class_collisionpolygon2d.rst

@@ -59,13 +59,13 @@ Return the list of points that define the polygon.
 
 
 - void  **set_build_mode**  **(** :ref:`int<class_int>` build_mode  **)**
 - void  **set_build_mode**  **(** :ref:`int<class_int>` build_mode  **)**
 
 
-Set whether the polygon is to be a :ref:`ConvexPolygon2D<class_convexpolygon2d>` (``build_mode==0``), or a :ref:`ConcavePolygon2D<class_concavepolygon2d>` (``build_mode==1``).
+Set whether the polygon is to be a :ref:`ConvexPolygonShape2D<class_convexpolygonshape2d>` (``build_mode==0``), or a :ref:`ConcavePolygonShape2D<class_concavepolygonshape2d>` (``build_mode==1``).
 
 
 .. _class_CollisionPolygon2D_get_build_mode:
 .. _class_CollisionPolygon2D_get_build_mode:
 
 
 - :ref:`int<class_int>`  **get_build_mode**  **(** **)** const
 - :ref:`int<class_int>`  **get_build_mode**  **(** **)** const
 
 
-Return whether the polygon is a :ref:`ConvexPolygon2D<class_convexpolygon2d>` (``build_mode==0``), or a :ref:`ConcavePolygon2D<class_concavepolygon2d>` (``build_mode==1``).
+Return whether the polygon is a :ref:`ConvexPolygonShape2D<class_convexpolygonshape2d>` (``build_mode==0``), or a :ref:`ConcavePolygonShape2D<class_concavepolygonshape2d>` (``build_mode==1``).
 
 
 .. _class_CollisionPolygon2D_set_trigger:
 .. _class_CollisionPolygon2D_set_trigger:
 
 

+ 2 - 2
classes/class_control.rst

@@ -227,7 +227,7 @@ Controls are relative to the parent position and size by using anchors and margi
 
 
 Anchors work by defining which margin do they follow, and a value relative to it. Allowed anchoring modes are ANCHOR_BEGIN, where the margin is relative to the top or left margins of the parent (in pixels), ANCHOR_END for the right and bottom margins of the parent and ANCHOR_RATIO, which is a ratio from 0 to 1 in the parent range.
 Anchors work by defining which margin do they follow, and a value relative to it. Allowed anchoring modes are ANCHOR_BEGIN, where the margin is relative to the top or left margins of the parent (in pixels), ANCHOR_END for the right and bottom margins of the parent and ANCHOR_RATIO, which is a ratio from 0 to 1 in the parent range.
 
 
-Input device events (:ref:`InputEvent<class_inputevent>`) are first sent to the root controls via the :ref:`Node._input<class_Node__input>`, which distribute it through the tree, then delivers them to the adequate one (under cursor or keyboard focus based) by calling :ref:`Node._input_event<class_Node__input_event>`. There is no need to enable input processing on controls to receive such events. To ensure that no one else will receive the event (not even :ref:`Node._unhandled_input<class_Node__unhandled_input>`), the control can accept it by calling :ref:`accept_event<class_Control_accept_event>`.
+Input device events (:ref:`InputEvent<class_inputevent>`) are first sent to the root controls via the :ref:`Node._input<class_Node__input>`, which distribute it through the tree, then delivers them to the adequate one (under cursor or keyboard focus based) by calling :ref:`MainLoop._input_event<class_MainLoop__input_event>`. There is no need to enable input processing on controls to receive such events. To ensure that no one else will receive the event (not even :ref:`Node._unhandled_input<class_Node__unhandled_input>`), the control can accept it by calling :ref:`accept_event<class_Control_accept_event>`.
 
 
 Only one control can hold the keyboard focus (receiving keyboard events), for that the control must define the focus mode with :ref:`set_focus_mode<class_Control_set_focus_mode>`. Focus is lost when another control gains it, or the current focus owner is hidden.
 Only one control can hold the keyboard focus (receiving keyboard events), for that the control must define the focus mode with :ref:`set_focus_mode<class_Control_set_focus_mode>`. Focus is lost when another control gains it, or the current focus owner is hidden.
 
 
@@ -416,7 +416,7 @@ Change all margins and anchors, so this Control always takes up the same area as
 
 
 - void  **show_modal**  **(** :ref:`bool<class_bool>` exclusive=false  **)**
 - void  **show_modal**  **(** :ref:`bool<class_bool>` exclusive=false  **)**
 
 
-Display a Control as modal. Control must be a subwindow (see :ref:`set_as_subwindow<class_Control_set_as_subwindow>`). Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus.
+Display a Control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus.
 
 
 .. _class_Control_set_focus_mode:
 .. _class_Control_set_focus_mode:
 
 

+ 1 - 1
classes/class_ip.rst

@@ -44,7 +44,7 @@ Numeric Constants
 Description
 Description
 -----------
 -----------
 
 
-IP contains some support functions for the IPv4 protocol. TCP/IP support is in different classes (see :ref:`TCP_Client<class_tcp_client>`, :ref:`TCP_Server<class_tcp_server>`). IP provides hostname resolution support, both blocking and threaded.
+IP contains some support functions for the IPv4 protocol. TCP/IP support is in different classes (see :ref:`StreamPeerTCP<class_streampeertcp>` and :ref:`TCP_Server<class_tcp_server>`). IP provides hostname resolution support, both blocking and threaded.
 
 
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------

+ 1 - 1
classes/class_mainloop.rst

@@ -57,7 +57,7 @@ Numeric Constants
 Description
 Description
 -----------
 -----------
 
 
-Main loop is the abstract main loop base class. All other main loop classes are derived from it. Upon application start, a :ref:`MainLoop<class_mainloop>` has to be provided to OS, else the application will exit. This happens automatically (and a :ref:`SceneMainLoop<class_scenemainloop>` is created), unless a main :ref:`Script<class_script>` is supplied, which may or not create and return a :ref:`MainLoop<class_mainloop>`.
+Main loop is the abstract main loop base class. All other main loop classes are derived from it. Upon application start, a :ref:`MainLoop<class_mainloop>` has to be provided to OS, else the application will exit. This happens automatically (and a :ref:`SceneTree<class_scenetree>` is created), unless a main :ref:`Script<class_script>` is supplied, which may or not create and return a :ref:`MainLoop<class_mainloop>`.
 
 
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------

+ 2 - 2
classes/class_meshinstance.rst

@@ -10,7 +10,7 @@ MeshInstance
 Brief Description
 Brief Description
 -----------------
 -----------------
 
 
-Node that instances meshes into a :ref:`Scenario<class_scenario>`.
+Node that instances meshes into a scenario.
 
 
 Member Functions
 Member Functions
 ----------------
 ----------------
@@ -34,7 +34,7 @@ Member Functions
 Description
 Description
 -----------
 -----------
 
 
-MeshInstance is a :ref:`Node<class_node>` that takes a :ref:`Mesh<class_mesh>` resource and adds it to the current :ref:`Scenario<class_scenario>` by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single :ref:`Mesh<class_mesh>` in many places. This allows to reuse geometry and save on resources. When a :ref:`Mesh<class_mesh>` has to be instanced more than thousands of times at close proximity, consider using a :ref:`MultiMesh<class_multimesh>` in a :ref:`MultiMeshInstance<class_multimeshinstance>` instead.
+MeshInstance is a :ref:`Node<class_node>` that takes a :ref:`Mesh<class_mesh>` resource and adds it to the current scenario by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single :ref:`Mesh<class_mesh>` in many places. This allows to reuse geometry and save on resources. When a :ref:`Mesh<class_mesh>` has to be instanced more than thousands of times at close proximity, consider using a :ref:`MultiMesh<class_multimesh>` in a :ref:`MultiMeshInstance<class_multimeshinstance>` instead.
 
 
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------

+ 1 - 1
classes/class_multimeshinstance.rst

@@ -24,7 +24,7 @@ Member Functions
 Description
 Description
 -----------
 -----------
 
 
-MultiMeshInstance is a :ref:`Node<class_node>` that takes a :ref:`MultiMesh<class_multimesh>` resource and adds it to the current :ref:`Scenario<class_scenario>` by creating an instance of it (yes, this is an instance of instances).
+MultiMeshInstance is a :ref:`Node<class_node>` that takes a :ref:`MultiMesh<class_multimesh>` resource and adds it to the current scenario by creating an instance of it (yes, this is an instance of instances).
 
 
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------

+ 7 - 7
classes/class_node.rst

@@ -179,7 +179,7 @@ Nodes can be set as children of other nodes, resulting in a tree arrangement. An
 
 
 Scenes can be saved to disk, and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of the projects.
 Scenes can be saved to disk, and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of the projects.
 
 
-:ref:`SceneMainLoop<class_scenemainloop>` contains the "active" tree of nodes, and a node becomes active (receiving NOTIFICATION_ENTER_SCENE) when added to that tree.
+:ref:`SceneTree<class_scenetree>` contains the "active" tree of nodes, and a node becomes active (receiving NOTIFICATION_ENTER_SCENE) when added to that tree.
 
 
 A node can contain any number of nodes as a children (but there is only one tree root) with the requirement that no two children with the same name can exist.
 A node can contain any number of nodes as a children (but there is only one tree root) with the requirement that no two children with the same name can exist.
 
 
@@ -292,7 +292,7 @@ Return a children node by it's index (see :ref:`get_child_count<class_Node_get_c
 
 
 Fetch a node. NodePath must be valid (or else error will occur) and can be either the path to child node, a relative path (from the current node to another node), or an absolute path to a node.
 Fetch a node. NodePath must be valid (or else error will occur) and can be either the path to child node, a relative path (from the current node to another node), or an absolute path to a node.
 
 
-Note: fetching absolute paths only works when the node is inside the scene tree (see :ref:`is_inside_scene<class_Node_is_inside_scene>`). Examples. Assume your current node is Character and following tree:
+Note: fetching absolute paths only works when the node is inside the scene tree (see :ref:`is_inside_tree<class_Node_is_inside_tree>`). Examples. Assume your current node is Character and following tree:
 
 
 
 
 
 
@@ -362,7 +362,7 @@ Return *true* if "node" occurs later in the scene hierarchy than the current nod
 
 
 - :ref:`NodePath<class_nodepath>`  **get_path**  **(** **)** const
 - :ref:`NodePath<class_nodepath>`  **get_path**  **(** **)** const
 
 
-Return the absolute path of the current node. This only works if the current node is inside the scene tree (see :ref:`is_inside_scene<class_Node_is_inside_scene>`).
+Return the absolute path of the current node. This only works if the current node is inside the scene tree (see :ref:`is_inside_tree<class_Node_is_inside_tree>`).
 
 
 .. _class_Node_get_path_to:
 .. _class_Node_get_path_to:
 
 
@@ -374,7 +374,7 @@ Return the relative path from the current node to the specified node in "node" a
 
 
 - void  **add_to_group**  **(** :ref:`String<class_string>` group, :ref:`bool<class_bool>` persistent=false  **)**
 - void  **add_to_group**  **(** :ref:`String<class_string>` group, :ref:`bool<class_bool>` persistent=false  **)**
 
 
-Add a node to a group. Groups are helpers to name and organize group of nodes, like for example: "Enemies", "Collectables", etc. A :ref:`Node<class_node>` can be in any number of groups. Nodes can be assigned a group at any time, but will not be added to it until they are inside the scene tree (see :ref:`is_inside_scene<class_Node_is_inside_scene>`).
+Add a node to a group. Groups are helpers to name and organize group of nodes, like for example: "Enemies", "Collectables", etc. A :ref:`Node<class_node>` can be in any number of groups. Nodes can be assigned a group at any time, but will not be added to it until they are inside the scene tree (see :ref:`is_inside_tree<class_Node_is_inside_tree>`).
 
 
 .. _class_Node_remove_from_group:
 .. _class_Node_remove_from_group:
 
 
@@ -412,7 +412,7 @@ Set the node owner. A node can have any other node as owner (as long as a valid
 
 
 - :ref:`Node<class_node>`  **get_owner**  **(** **)** const
 - :ref:`Node<class_node>`  **get_owner**  **(** **)** const
 
 
-Get the node owner (see :ref:`set_node_owner<class_Node_set_node_owner>`).
+Get the node owner (see :ref:`set_owner<class_Node_set_owner>`).
 
 
 .. _class_Node_remove_and_skip:
 .. _class_Node_remove_and_skip:
 
 
@@ -454,7 +454,7 @@ Notify the current node and all its children recursively by calling notification
 
 
 - void  **set_fixed_process**  **(** :ref:`bool<class_bool>` enable  **)**
 - void  **set_fixed_process**  **(** :ref:`bool<class_bool>` enable  **)**
 
 
-Enables or disables node fixed framerate processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS at a fixed (usually 60 fps, check :ref:`OS<class_os>` to change that) interval (and the :ref:`_fixed_process<class_Node__fixed_process>` callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling :ref:`get_fixed_process_time<class_Node_get_fixed_process_time>`.
+Enables or disables node fixed framerate processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS at a fixed (usually 60 fps, check :ref:`OS<class_os>` to change that) interval (and the :ref:`_fixed_process<class_Node__fixed_process>` callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling :ref:`get_fixed_process_delta_time<class_Node_get_fixed_process_delta_time>`.
 
 
 .. _class_Node_get_fixed_process_delta_time:
 .. _class_Node_get_fixed_process_delta_time:
 
 
@@ -472,7 +472,7 @@ Return true if fixed processing is enabled (see :ref:`set_fixed_process<class_No
 
 
 - void  **set_process**  **(** :ref:`bool<class_bool>` enable  **)**
 - void  **set_process**  **(** :ref:`bool<class_bool>` enable  **)**
 
 
-Enables or disables node processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the :ref:`_process<class_Node__process>` callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling :ref:`get_process_time<class_Node_get_process_time>`.
+Enables or disables node processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the :ref:`_process<class_Node__process>` callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling :ref:`get_process_delta_time<class_Node_get_process_delta_time>`.
 
 
 .. _class_Node_get_process_delta_time:
 .. _class_Node_get_process_delta_time:
 
 

+ 1 - 1
classes/class_panel.rst

@@ -15,5 +15,5 @@ Provides an opaque background for :ref:`Control<class_control>` children.
 Description
 Description
 -----------
 -----------
 
 
-Panel is a :ref:`Control<class_control>` that displays an opaque background. It's commonly used as a parent and container for other types of :ref:`Control<class_control>` nodes. :ref:`image<class_image>`images/panel_example.png:ref:`/image<class_/image>`
+Panel is a :ref:`Control<class_control>` that displays an opaque background. It's commonly used as a parent and container for other types of :ref:`Control<class_control>` nodes.
 
 

+ 1 - 1
classes/class_physicsbody2d.rst

@@ -123,7 +123,7 @@ Return the direction used for one-way collision detection.
 
 
 - void  **set_one_way_collision_max_depth**  **(** :ref:`float<class_float>` depth  **)**
 - void  **set_one_way_collision_max_depth**  **(** :ref:`float<class_float>` depth  **)**
 
 
-Set how far a body can go through this one, when it allows one-way collisions (see :ref:`set_one_way_collision_detection<class_PhysicsBody2D_set_one_way_collision_detection>`).
+Set how far a body can go through this one, when it allows one-way collisions (see :ref:`set_one_way_collision_direction<class_PhysicsBody2D_set_one_way_collision_direction>`).
 
 
 .. _class_PhysicsBody2D_get_one_way_collision_max_depth:
 .. _class_PhysicsBody2D_get_one_way_collision_max_depth:
 
 

+ 5 - 5
classes/class_portal.rst

@@ -40,7 +40,7 @@ Member Functions
 Description
 Description
 -----------
 -----------
 
 
-Portals provide virtual openings to :ref:`RoomInstance<class_roominstance>` nodes, so cameras can look at them from the outside. Note that portals are a visibility optimization technique, and are in no way related to the game of the same name (as in, they are not used for teleportation). For more information on how rooms and portals work, see :ref:`RoomInstance<class_roominstance>`. Portals are represented as 2D convex polygon shapes (in the X,Y local plane), and are placed on the surface of the areas occupied by a :ref:`RoomInstance<class_roominstance>`, to indicate that the room can be accessed or looked-at through them. If two rooms are next to each other, and two similar portals in each of them share the same world position (and are parallel and opposed to each other), they will automatically "connect" and form "doors" (for example, the portals that connect a kitchen to a living room are placed in the door they share). Portals must always have a :ref:`RoomInstance<class_roominstance>` node as a parent, grandparent or far parent, or else they will not be active.
+Portals provide virtual openings to :ref:`VisualInstance<class_visualinstance>` nodes, so cameras can look at them from the outside. Note that portals are a visibility optimization technique, and are in no way related to the game of the same name (as in, they are not used for teleportation). For more information on how rooms and portals work, see :ref:`VisualInstance<class_visualinstance>`. Portals are represented as 2D convex polygon shapes (in the X,Y local plane), and are placed on the surface of the areas occupied by a :ref:`VisualInstance<class_visualinstance>`, to indicate that the room can be accessed or looked-at through them. If two rooms are next to each other, and two similar portals in each of them share the same world position (and are parallel and opposed to each other), they will automatically "connect" and form "doors" (for example, the portals that connect a kitchen to a living room are placed in the door they share). Portals must always have a :ref:`VisualInstance<class_visualinstance>` node as a parent, grandparent or far parent, or else they will not be active.
 
 
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------
@@ -49,25 +49,25 @@ Member Function Description
 
 
 - void  **set_shape**  **(** :ref:`Vector2Array<class_vector2array>` points  **)**
 - void  **set_shape**  **(** :ref:`Vector2Array<class_vector2array>` points  **)**
 
 
-Set the portal shape. The shape is an array of :ref:`Point2<class_point2>` points, representing a convex polygon in the X,Y plane.
+Set the portal shape. The shape is an array of :ref:`Vector2<class_vector2>` points, representing a convex polygon in the X,Y plane.
 
 
 .. _class_Portal_get_shape:
 .. _class_Portal_get_shape:
 
 
 - :ref:`Vector2Array<class_vector2array>`  **get_shape**  **(** **)** const
 - :ref:`Vector2Array<class_vector2array>`  **get_shape**  **(** **)** const
 
 
-Return the portal shape. The shape is an array of :ref:`Point2<class_point2>` points, representing a convex polygon in the X,Y plane.
+Return the portal shape. The shape is an array of :ref:`Vector2<class_vector2>` points, representing a convex polygon in the X,Y plane.
 
 
 .. _class_Portal_set_enabled:
 .. _class_Portal_set_enabled:
 
 
 - void  **set_enabled**  **(** :ref:`bool<class_bool>` enable  **)**
 - void  **set_enabled**  **(** :ref:`bool<class_bool>` enable  **)**
 
 
-Enable the portal (it is enabled by default though), disabling it will cause the parent :ref:`RoomInstance<class_roominstance>` to not be visible any longer when looking through the portal.
+Enable the portal (it is enabled by default though), disabling it will cause the parent :ref:`VisualInstance<class_visualinstance>` to not be visible any longer when looking through the portal.
 
 
 .. _class_Portal_is_enabled:
 .. _class_Portal_is_enabled:
 
 
 - :ref:`bool<class_bool>`  **is_enabled**  **(** **)** const
 - :ref:`bool<class_bool>`  **is_enabled**  **(** **)** const
 
 
-Return whether the portal is active. When disabled it causes the parent :ref:`RoomInstance<class_roominstance>` to not be visible any longer when looking through the portal.
+Return whether the portal is active. When disabled it causes the parent :ref:`VisualInstance<class_visualinstance>` to not be visible any longer when looking through the portal.
 
 
 .. _class_Portal_set_disable_distance:
 .. _class_Portal_set_disable_distance:
 
 

+ 1 - 1
classes/class_room.rst

@@ -30,7 +30,7 @@ Member Functions
 Description
 Description
 -----------
 -----------
 
 
-Room contains the data to define the bounds of a scene (using a BSP Tree). It is instanced by a :ref:`RoomInstance<class_roominstance>` node to create rooms. See that class documentation for more information about rooms.
+Room contains the data to define the bounds of a scene (using a BSP Tree). It is instanced by a :ref:`VisualInstance<class_visualinstance>` node to create rooms. See that class documentation for more information about rooms.
 
 
 Member Function Description
 Member Function Description
 ---------------------------
 ---------------------------

+ 1 - 1
classes/class_stylebox.rst

@@ -81,7 +81,7 @@ Return the minimum size that this stylebox can be shrunk to.
 
 
 - :ref:`Vector2<class_vector2>`  **get_offset**  **(** **)** const
 - :ref:`Vector2<class_vector2>`  **get_offset**  **(** **)** const
 
 
-Return the "offset" of a stylebox, this is a helper function, like writing Point2( style.get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP) )
+Return the "offset" of a stylebox, this is a helper function, like writing ``Vector2(style.get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))``.
 
 
 .. _class_StyleBox_draw:
 .. _class_StyleBox_draw:
 
 

+ 3 - 3
classes/class_videoplayer.rst

@@ -58,7 +58,7 @@ Member Functions
 +--------------------------------+----------------------------------------------------------------------------------------------------------+
 +--------------------------------+----------------------------------------------------------------------------------------------------------+
 | :ref:`int<class_int>`          | :ref:`get_buffering_msec<class_VideoPlayer_get_buffering_msec>`  **(** **)** const                       |
 | :ref:`int<class_int>`          | :ref:`get_buffering_msec<class_VideoPlayer_get_buffering_msec>`  **(** **)** const                       |
 +--------------------------------+----------------------------------------------------------------------------------------------------------+
 +--------------------------------+----------------------------------------------------------------------------------------------------------+
-| :ref:`Texture<class_texture>`  | :ref:`get_video_texutre<class_VideoPlayer_get_video_texutre>`  **(** **)**                               |
+| :ref:`Texture<class_texture>`  | :ref:`get_video_texture<class_VideoPlayer_get_video_texture>`  **(** **)**                               |
 +--------------------------------+----------------------------------------------------------------------------------------------------------+
 +--------------------------------+----------------------------------------------------------------------------------------------------------+
 
 
 Member Function Description
 Member Function Description
@@ -148,8 +148,8 @@ Member Function Description
 
 
 - :ref:`int<class_int>`  **get_buffering_msec**  **(** **)** const
 - :ref:`int<class_int>`  **get_buffering_msec**  **(** **)** const
 
 
-.. _class_VideoPlayer_get_video_texutre:
+.. _class_VideoPlayer_get_video_texture:
 
 
-- :ref:`Texture<class_texture>`  **get_video_texutre**  **(** **)**
+- :ref:`Texture<class_texture>`  **get_video_texture**  **(** **)**