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classref: Sync with current 3.3 branch

Rémi Verschelde 4 ani în urmă
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100 a modificat fișierele cu 231 adăugiri și 194 ștergeri
  1. 7 3
      classes/[email protected]
  2. 1 1
      classes/class_animatedsprite.rst
  3. 1 1
      classes/class_animation.rst
  4. 1 1
      classes/class_animationnodeadd3.rst
  5. 2 2
      classes/class_animationnodeanimation.rst
  6. 2 2
      classes/class_animationnodeblend2.rst
  7. 1 1
      classes/class_animationnodeblendspace2d.rst
  8. 1 1
      classes/class_animationnodeoneshot.rst
  9. 2 2
      classes/class_animationnodeoutput.rst
  10. 1 1
      classes/class_animationnodetimescale.rst
  11. 2 2
      classes/class_animationnodetransition.rst
  12. 1 1
      classes/class_animationplayer.rst
  13. 3 3
      classes/class_animationtree.rst
  14. 2 2
      classes/class_area.rst
  15. 5 5
      classes/class_area2d.rst
  16. 3 3
      classes/class_array.rst
  17. 1 1
      classes/class_arraymesh.rst
  18. 1 1
      classes/class_astar.rst
  19. 1 1
      classes/class_audioeffect.rst
  20. 1 1
      classes/class_audioeffectrecord.rst
  21. 1 1
      classes/class_audioeffectreverb.rst
  22. 3 3
      classes/class_audioserver.rst
  23. 3 3
      classes/class_audiostream.rst
  24. 1 1
      classes/class_audiostreamgenerator.rst
  25. 1 1
      classes/class_audiostreamplayback.rst
  26. 5 5
      classes/class_audiostreamplayer.rst
  27. 4 4
      classes/class_basis.rst
  28. 3 3
      classes/class_boxshape.rst
  29. 2 2
      classes/class_button.rst
  30. 9 9
      classes/class_camera.rst
  31. 4 4
      classes/class_camera2d.rst
  32. 1 1
      classes/class_canvasitem.rst
  33. 1 1
      classes/class_canvaslayer.rst
  34. 1 1
      classes/class_capsuleshape.rst
  35. 3 3
      classes/class_collisionshape.rst
  36. 3 3
      classes/class_collisionshape2d.rst
  37. 3 3
      classes/class_color.rst
  38. 1 1
      classes/class_colorpicker.rst
  39. 2 2
      classes/class_colorpickerbutton.rst
  40. 1 1
      classes/class_colorrect.rst
  41. 1 1
      classes/class_concavepolygonshape.rst
  42. 10 6
      classes/class_control.rst
  43. 1 1
      classes/class_convexpolygonshape.rst
  44. 3 3
      classes/class_cylindershape.rst
  45. 2 2
      classes/class_dictionary.rst
  46. 1 1
      classes/class_directory.rst
  47. 1 1
      classes/class_dynamicfont.rst
  48. 1 1
      classes/class_dynamicfontdata.rst
  49. 2 2
      classes/class_engine.rst
  50. 3 3
      classes/class_environment.rst
  51. 1 1
      classes/class_file.rst
  52. 1 1
      classes/class_giprobe.rst
  53. 1 1
      classes/class_giprobedata.rst
  54. 1 1
      classes/class_gridcontainer.rst
  55. 2 2
      classes/class_gridmap.rst
  56. 4 2
      classes/class_image.rst
  57. 2 2
      classes/class_input.rst
  58. 2 2
      classes/class_inputevent.rst
  59. 2 2
      classes/class_inputeventaction.rst
  60. 1 1
      classes/class_inputeventmousemotion.rst
  61. 1 1
      classes/class_joint.rst
  62. 4 4
      classes/class_kinematicbody.rst
  63. 2 2
      classes/class_kinematicbody2d.rst
  64. 2 2
      classes/class_label.rst
  65. 1 1
      classes/class_light.rst
  66. 2 2
      classes/class_line2d.rst
  67. 2 2
      classes/class_material.rst
  68. 4 4
      classes/class_mesh.rst
  69. 4 4
      classes/class_meshinstance.rst
  70. 2 2
      classes/class_meshlibrary.rst
  71. 1 1
      classes/class_multimesh.rst
  72. 1 1
      classes/class_navigation.rst
  73. 1 1
      classes/class_navigation2d.rst
  74. 1 1
      classes/class_navigationmesh.rst
  75. 1 1
      classes/class_navigationpolygon.rst
  76. 1 1
      classes/class_networkedmultiplayerpeer.rst
  77. 1 1
      classes/class_node.rst
  78. 1 1
      classes/class_node2d.rst
  79. 1 1
      classes/class_nodepath.rst
  80. 6 6
      classes/class_os.rst
  81. 1 1
      classes/class_packedscene.rst
  82. 3 3
      classes/class_panel.rst
  83. 1 1
      classes/class_panelcontainer.rst
  84. 1 1
      classes/class_particles.rst
  85. 1 1
      classes/class_particles2d.rst
  86. 1 1
      classes/class_poolstringarray.rst
  87. 1 1
      classes/class_poolvector2array.rst
  88. 7 7
      classes/class_projectsettings.rst
  89. 2 2
      classes/class_quadmesh.rst
  90. 1 1
      classes/class_quat.rst
  91. 5 0
      classes/class_randomnumbergenerator.rst
  92. 1 1
      classes/class_raycast.rst
  93. 2 2
      classes/class_rectangleshape2d.rst
  94. 1 1
      classes/class_resourceloader.rst
  95. 2 2
      classes/class_richtextlabel.rst
  96. 2 2
      classes/class_rigidbody.rst
  97. 2 2
      classes/class_rigidbody2d.rst
  98. 22 0
      classes/class_rootmotionview.rst
  99. 2 2
      classes/class_skeleton.rst
  100. 1 1
      classes/class_skeletonik.rst

+ 7 - 3
classes/[email protected]

@@ -220,11 +220,15 @@ Constants
 
 - **PI** = **3.141593** --- Constant that represents how many times the diameter of a circle fits around its perimeter. This is equivalent to ``TAU / 2``.
 
-- **TAU** = **6.283185** --- The circle constant, the circumference of the unit circle in radians.
+- **TAU** = **6.283185** --- The circle constant, the circumference of the unit circle in radians. This is equivalent to ``PI * 2``, or 360 degrees in rotations.
 
-- **INF** = **inf** --- Positive infinity. For negative infinity, use -INF.
+- **INF** = **inf** --- Positive floating-point infinity. This is the result of floating-point division when the divisor is ``0.0``. For negative infinity, use ``-INF``. Dividing by ``-0.0`` will result in negative infinity if the numerator is positive, so dividing by ``0.0`` is not the same as dividing by ``-0.0`` (despite ``0.0 == -0.0`` returning ``true``).
 
-- **NAN** = **nan** --- "Not a Number", an invalid value. ``NaN`` has special properties, including that it is not equal to itself. It is output by some invalid operations, such as dividing zero by zero.
+**Note:** Numeric infinity is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer number by ``0`` will not result in :ref:`INF<class_@GDScript_constant_INF>` and will result in a run-time error instead.
+
+- **NAN** = **nan** --- "Not a Number", an invalid floating-point value. :ref:`NAN<class_@GDScript_constant_NAN>` has special properties, including that it is not equal to itself (``NAN == NAN`` returns ``false``). It is output by some invalid operations, such as dividing floating-point ``0.0`` by ``0.0``.
+
+**Note:** "Not a Number" is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer ``0`` by ``0`` will not result in :ref:`NAN<class_@GDScript_constant_NAN>` and will result in a run-time error instead.
 
 Method Descriptions
 -------------------

+ 1 - 1
classes/class_animatedsprite.rst

@@ -25,7 +25,7 @@ Tutorials
 
 - :doc:`../tutorials/2d/2d_sprite_animation`
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_animation.rst

@@ -723,7 +723,7 @@ Sets the value of an existing key.
 
 - void **track_set_path** **(** :ref:`int<class_int>` track_idx, :ref:`NodePath<class_NodePath>` path **)**
 
-Sets the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ``":"``.
+Sets the path of a track. Paths must be valid scene-tree paths to a node and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ``":"``.
 
 For example, ``"character/skeleton:ankle"`` or ``"character/mesh:transform/local"``.
 

+ 1 - 1
classes/class_animationnodeadd3.rst

@@ -31,7 +31,7 @@ Tutorials
 
 - :doc:`../tutorials/animation/animation_tree`
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_animationnodeanimation.rst

@@ -23,9 +23,9 @@ Tutorials
 
 - :doc:`../tutorials/animation/animation_tree`
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_animationnodeblend2.rst

@@ -23,9 +23,9 @@ Tutorials
 
 - :doc:`../tutorials/animation/animation_tree`
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_animationnodeblendspace2d.rst

@@ -27,7 +27,7 @@ Tutorials
 
 - :doc:`../tutorials/animation/animation_tree`
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_animationnodeoneshot.rst

@@ -23,7 +23,7 @@ Tutorials
 
 - :doc:`../tutorials/animation/animation_tree`
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_animationnodeoutput.rst

@@ -18,9 +18,9 @@ Tutorials
 
 - :doc:`../tutorials/animation/animation_tree`
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`

+ 1 - 1
classes/class_animationnodetimescale.rst

@@ -23,7 +23,7 @@ Tutorials
 
 - :doc:`../tutorials/animation/animation_tree`
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`

+ 2 - 2
classes/class_animationnodetransition.rst

@@ -23,9 +23,9 @@ Tutorials
 
 - :doc:`../tutorials/animation/animation_tree`
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_animationplayer.rst

@@ -29,7 +29,7 @@ Tutorials
 
 - :doc:`../tutorials/2d/2d_sprite_animation`
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 3 - 3
classes/class_animationtree.rst

@@ -23,7 +23,7 @@ Tutorials
 
 - :doc:`../tutorials/animation/animation_tree`
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------
@@ -135,7 +135,7 @@ The process mode of this ``AnimationTree``. See :ref:`AnimationProcessMode<enum_
 
 The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by ``":"``. For example, ``"character/skeleton:ankle"`` or ``"character/mesh:transform/local"``.
 
-If the track has type :ref:`Animation.TYPE_TRANSFORM<class_Animation_constant_TYPE_TRANSFORM>`, the transformation will be cancelled visually, and the animation will appear to stay in place.
+If the track has type :ref:`Animation.TYPE_TRANSFORM<class_Animation_constant_TYPE_TRANSFORM>`, the transformation will be cancelled visually, and the animation will appear to stay in place. See also :ref:`get_root_motion_transform<class_AnimationTree_method_get_root_motion_transform>` and :ref:`RootMotionView<class_RootMotionView>`.
 
 ----
 
@@ -166,7 +166,7 @@ Manually advance the animations by the specified time (in seconds).
 
 - :ref:`Transform<class_Transform>` **get_root_motion_transform** **(** **)** |const|
 
-Retrieve the motion of the :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` as a :ref:`Transform<class_Transform>` that can be used elsewhere. If :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` is not a path to a track of type :ref:`Animation.TYPE_TRANSFORM<class_Animation_constant_TYPE_TRANSFORM>`, returns an identity transformation.
+Retrieve the motion of the :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` as a :ref:`Transform<class_Transform>` that can be used elsewhere. If :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` is not a path to a track of type :ref:`Animation.TYPE_TRANSFORM<class_Animation_constant_TYPE_TRANSFORM>`, returns an identity transformation. See also :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` and :ref:`RootMotionView<class_RootMotionView>`.
 
 ----
 

+ 2 - 2
classes/class_area.rst

@@ -21,9 +21,9 @@ Description
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/127 <https://godotengine.org/asset-library/asset/127>`_
+- `GUI in 3D Demo <https://godotengine.org/asset-library/asset/127>`_
 
 Properties
 ----------

+ 5 - 5
classes/class_area2d.rst

@@ -23,11 +23,11 @@ Tutorials
 
 - :doc:`../tutorials/physics/using_area_2d`
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
-- `https://godotengine.org/asset-library/asset/121 <https://godotengine.org/asset-library/asset/121>`_
+- `2D Pong Demo <https://godotengine.org/asset-library/asset/121>`_
 
-- `https://godotengine.org/asset-library/asset/120 <https://godotengine.org/asset-library/asset/120>`_
+- `2D Platformer Demo <https://godotengine.org/asset-library/asset/120>`_
 
 Properties
 ----------
@@ -485,7 +485,7 @@ Returns a list of intersecting :ref:`PhysicsBody2D<class_PhysicsBody2D>`\ s. For
 
 If ``true``, the given area overlaps the Area2D.
 
-**Note:** The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
+**Note:** The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
 
 ----
 
@@ -497,7 +497,7 @@ If ``true``, the given physics body overlaps the Area2D.
 
 **Note:** The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
 
-The ``body`` argument can either be a :ref:`PhysicsBody2D<class_PhysicsBody2D>` or a :ref:`TileMap<class_TileMap>` instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
+The ``body`` argument can either be a :ref:`PhysicsBody2D<class_PhysicsBody2D>` or a :ref:`TileMap<class_TileMap>` instance (while TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body).
 
 ----
 

+ 3 - 3
classes/class_array.rst

@@ -9,12 +9,12 @@
 Array
 =====
 
-Generic array datatype.
+A generic array datatype.
 
 Description
 -----------
 
-Generic array which can contain several elements of any type, accessible by a numerical index starting at 0. Negative indices can be used to count from the back, like in Python (-1 is the last element, -2 the second to last, etc.).
+A generic array that can contain several elements of any type, accessible by a numerical index starting at 0. Negative indices can be used to count from the back, like in Python (-1 is the last element, -2 is the second to last, etc.).
 
 **Example:**
 
@@ -37,7 +37,7 @@ Arrays can be concatenated using the ``+`` operator:
 
 **Note:** Concatenating with the ``+=`` operator will create a new array, which has a cost. If you want to append another array to an existing array, :ref:`append_array<class_Array_method_append_array>` is more efficient.
 
-**Note:** Arrays are always passed by reference. To get a copy of an array which can be modified independently of the original array, use :ref:`duplicate<class_Array_method_duplicate>`.
+**Note:** Arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use :ref:`duplicate<class_Array_method_duplicate>`.
 
 **Note:** When declaring an array with ``const``, the array itself can still be mutated by defining the values at individual indices or pushing/removing elements. Using ``const`` will only prevent assigning the constant with another value after it was initialized.
 

+ 1 - 1
classes/class_arraymesh.rst

@@ -245,7 +245,7 @@ Adds name for a blend shape that will be added with :ref:`add_surface_from_array
 
 Creates a new surface.
 
-Surfaces are created to be rendered using a ``primitive``, which may be any of the types defined in :ref:`PrimitiveType<enum_Mesh_PrimitiveType>`. (As a note, when using indices, it is recommended to only use points, lines or triangles.) :ref:`Mesh.get_surface_count<class_Mesh_method_get_surface_count>` will become the ``surf_idx`` for this new surface.
+Surfaces are created to be rendered using a ``primitive``, which may be any of the types defined in :ref:`PrimitiveType<enum_Mesh_PrimitiveType>`. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) :ref:`Mesh.get_surface_count<class_Mesh_method_get_surface_count>` will become the ``surf_idx`` for this new surface.
 
 The ``arrays`` argument is an array of arrays. See :ref:`ArrayType<enum_ArrayMesh_ArrayType>` for the values used in this array. For example, ``arrays[0]`` is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for :ref:`ARRAY_INDEX<class_ArrayMesh_constant_ARRAY_INDEX>` if it is used.
 

+ 1 - 1
classes/class_astar.rst

@@ -35,7 +35,7 @@ It is also possible to use non-Euclidean distances. To do so, create a class tha
 
 :ref:`_estimate_cost<class_AStar_method__estimate_cost>` should return a lower bound of the distance, i.e. ``_estimate_cost(u, v) <= _compute_cost(u, v)``. This serves as a hint to the algorithm because the custom ``_compute_cost`` might be computation-heavy. If this is not the case, make :ref:`_estimate_cost<class_AStar_method__estimate_cost>` return the same value as :ref:`_compute_cost<class_AStar_method__compute_cost>` to provide the algorithm with the most accurate information.
 
-If the default :ref:`_estimate_cost<class_AStar_method__estimate_cost>` and :ref:`_compute_cost<class_AStar_method__compute_cost>` methods are used, or if the supplied :ref:`_estimate_cost<class_AStar_method__estimate_cost>` method returns a lower bound of the cost, then the paths returned by A\* will be the lowest cost paths. Here, the cost of a path equals to the sum of the :ref:`_compute_cost<class_AStar_method__compute_cost>` results of all segments in the path multiplied by the ``weight_scale``\ s of the end points of the respective segments. If the default methods are used and the ``weight_scale``\ s of all points are set to ``1.0``, then this equals to the sum of Euclidean distances of all segments in the path.
+If the default :ref:`_estimate_cost<class_AStar_method__estimate_cost>` and :ref:`_compute_cost<class_AStar_method__compute_cost>` methods are used, or if the supplied :ref:`_estimate_cost<class_AStar_method__estimate_cost>` method returns a lower bound of the cost, then the paths returned by A\* will be the lowest-cost paths. Here, the cost of a path equals the sum of the :ref:`_compute_cost<class_AStar_method__compute_cost>` results of all segments in the path multiplied by the ``weight_scale``\ s of the endpoints of the respective segments. If the default methods are used and the ``weight_scale``\ s of all points are set to ``1.0``, then this equals the sum of Euclidean distances of all segments in the path.
 
 Methods
 -------

+ 1 - 1
classes/class_audioeffect.rst

@@ -23,7 +23,7 @@ Base resource for audio bus. Applies an audio effect on the bus that the resourc
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/527 <https://godotengine.org/asset-library/asset/527>`_
+- `Audio Mic Record Demo <https://godotengine.org/asset-library/asset/527>`_
 
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`

+ 1 - 1
classes/class_audioeffectrecord.rst

@@ -23,7 +23,7 @@ Tutorials
 
 - :doc:`../tutorials/audio/recording_with_microphone`
 
-- `https://godotengine.org/asset-library/asset/527 <https://godotengine.org/asset-library/asset/527>`_
+- `Audio Mic Record Demo <https://godotengine.org/asset-library/asset/527>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_audioeffectreverb.rst

@@ -23,7 +23,7 @@ Simulates rooms of different sizes. Its parameters can be adjusted to simulate t
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 3 - 3
classes/class_audioserver.rst

@@ -23,11 +23,11 @@ Tutorials
 
 - :doc:`../tutorials/audio/audio_buses`
 
-- `https://godotengine.org/asset-library/asset/525 <https://godotengine.org/asset-library/asset/525>`_
+- `Audio Device Changer Demo <https://godotengine.org/asset-library/asset/525>`_
 
-- `https://godotengine.org/asset-library/asset/527 <https://godotengine.org/asset-library/asset/527>`_
+- `Audio Mic Record Demo <https://godotengine.org/asset-library/asset/527>`_
 
-- `https://godotengine.org/asset-library/asset/528 <https://godotengine.org/asset-library/asset/528>`_
+- `Audio Spectrum Demo <https://godotengine.org/asset-library/asset/528>`_
 
 Properties
 ----------

+ 3 - 3
classes/class_audiostream.rst

@@ -25,11 +25,11 @@ Tutorials
 
 - :doc:`../tutorials/audio/audio_streams`
 
-- `https://godotengine.org/asset-library/asset/526 <https://godotengine.org/asset-library/asset/526>`_
+- `Audio Generator Demo <https://godotengine.org/asset-library/asset/526>`_
 
-- `https://godotengine.org/asset-library/asset/527 <https://godotengine.org/asset-library/asset/527>`_
+- `Audio Mic Record Demo <https://godotengine.org/asset-library/asset/527>`_
 
-- `https://godotengine.org/asset-library/asset/528 <https://godotengine.org/asset-library/asset/528>`_
+- `Audio Spectrum Demo <https://godotengine.org/asset-library/asset/528>`_
 
 Methods
 -------

+ 1 - 1
classes/class_audiostreamgenerator.rst

@@ -16,7 +16,7 @@ AudioStreamGenerator
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/526 <https://godotengine.org/asset-library/asset/526>`_
+- `Audio Generator Demo <https://godotengine.org/asset-library/asset/526>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_audiostreamplayback.rst

@@ -23,7 +23,7 @@ Can play, loop, pause a scroll through audio. See :ref:`AudioStream<class_AudioS
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/526 <https://godotengine.org/asset-library/asset/526>`_
+- `Audio Generator Demo <https://godotengine.org/asset-library/asset/526>`_
 
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`

+ 5 - 5
classes/class_audiostreamplayer.rst

@@ -25,15 +25,15 @@ Tutorials
 
 - :doc:`../tutorials/audio/audio_streams`
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
-- `https://godotengine.org/asset-library/asset/525 <https://godotengine.org/asset-library/asset/525>`_
+- `Audio Device Changer Demo <https://godotengine.org/asset-library/asset/525>`_
 
-- `https://godotengine.org/asset-library/asset/526 <https://godotengine.org/asset-library/asset/526>`_
+- `Audio Generator Demo <https://godotengine.org/asset-library/asset/526>`_
 
-- `https://godotengine.org/asset-library/asset/527 <https://godotengine.org/asset-library/asset/527>`_
+- `Audio Mic Record Demo <https://godotengine.org/asset-library/asset/527>`_
 
-- `https://godotengine.org/asset-library/asset/528 <https://godotengine.org/asset-library/asset/528>`_
+- `Audio Spectrum Demo <https://godotengine.org/asset-library/asset/528>`_
 
 Properties
 ----------

+ 4 - 4
classes/class_basis.rst

@@ -31,13 +31,13 @@ Tutorials
 
 - :doc:`../tutorials/3d/using_transforms`
 
-- `https://godotengine.org/asset-library/asset/584 <https://godotengine.org/asset-library/asset/584>`_
+- `Matrix Transform Demo <https://godotengine.org/asset-library/asset/584>`_
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
-- `https://godotengine.org/asset-library/asset/583 <https://godotengine.org/asset-library/asset/583>`_
+- `2.5D Demo <https://godotengine.org/asset-library/asset/583>`_
 
 Properties
 ----------

+ 3 - 3
classes/class_boxshape.rst

@@ -21,11 +21,11 @@ Description
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/675 <https://godotengine.org/asset-library/asset/675>`_
+- `3D Physics Tests Demo <https://godotengine.org/asset-library/asset/675>`_
 
-- `https://godotengine.org/asset-library/asset/126 <https://godotengine.org/asset-library/asset/126>`_
+- `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`_
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_button.rst

@@ -42,9 +42,9 @@ See also :ref:`BaseButton<class_BaseButton>` which contains common properties an
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
-- `https://godotengine.org/asset-library/asset/677 <https://godotengine.org/asset-library/asset/677>`_
+- `OS Test Demo <https://godotengine.org/asset-library/asset/677>`_
 
 Properties
 ----------

+ 9 - 9
classes/class_camera.rst

@@ -23,7 +23,7 @@ Camera is a special node that displays what is visible from its current location
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------
@@ -400,7 +400,7 @@ Returns ``true`` if the given ``layer`` in the :ref:`cull_mask<class_Camera_prop
 
 - :ref:`Array<class_Array>` **get_frustum** **(** **)** |const|
 
-Returns the camera's frustum planes in world-space units as an array of :ref:`Plane<class_Plane>`\ s in the following order: near, far, left, top, right, bottom. Not to be confused with :ref:`frustum_offset<class_Camera_property_frustum_offset>`.
+Returns the camera's frustum planes in world space units as an array of :ref:`Plane<class_Plane>`\ s in the following order: near, far, left, top, right, bottom. Not to be confused with :ref:`frustum_offset<class_Camera_property_frustum_offset>`.
 
 ----
 
@@ -434,7 +434,7 @@ Returns a normal vector from the screen point location directed along the camera
 
 - :ref:`Vector3<class_Vector3>` **project_position** **(** :ref:`Vector2<class_Vector2>` screen_point, :ref:`float<class_float>` z_depth **)** |const|
 
-Returns the 3D point in worldspace that maps to the given 2D coordinate in the :ref:`Viewport<class_Viewport>` rectangle on a plane that is the given ``z_depth`` distance into the scene away from the camera.
+Returns the 3D point in world space that maps to the given 2D coordinate in the :ref:`Viewport<class_Viewport>` rectangle on a plane that is the given ``z_depth`` distance into the scene away from the camera.
 
 ----
 
@@ -442,7 +442,7 @@ Returns the 3D point in worldspace that maps to the given 2D coordinate in the :
 
 - :ref:`Vector3<class_Vector3>` **project_ray_normal** **(** :ref:`Vector2<class_Vector2>` screen_point **)** |const|
 
-Returns a normal vector in worldspace, that is the result of projecting a point on the :ref:`Viewport<class_Viewport>` rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
+Returns a normal vector in world space, that is the result of projecting a point on the :ref:`Viewport<class_Viewport>` rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
 
 ----
 
@@ -450,7 +450,7 @@ Returns a normal vector in worldspace, that is the result of projecting a point
 
 - :ref:`Vector3<class_Vector3>` **project_ray_origin** **(** :ref:`Vector2<class_Vector2>` screen_point **)** |const|
 
-Returns a 3D position in worldspace, that is the result of projecting a point on the :ref:`Viewport<class_Viewport>` rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
+Returns a 3D position in world space, that is the result of projecting a point on the :ref:`Viewport<class_Viewport>` rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
 
 ----
 
@@ -466,7 +466,7 @@ Enables or disables the given ``layer`` in the :ref:`cull_mask<class_Camera_prop
 
 - void **set_frustum** **(** :ref:`float<class_float>` size, :ref:`Vector2<class_Vector2>` offset, :ref:`float<class_float>` z_near, :ref:`float<class_float>` z_far **)**
 
-Sets the camera projection to frustum mode (see :ref:`PROJECTION_FRUSTUM<class_Camera_constant_PROJECTION_FRUSTUM>`), by specifying a ``size``, an ``offset``, and the ``z_near`` and ``z_far`` clip planes in world-space units.
+Sets the camera projection to frustum mode (see :ref:`PROJECTION_FRUSTUM<class_Camera_constant_PROJECTION_FRUSTUM>`), by specifying a ``size``, an ``offset``, and the ``z_near`` and ``z_far`` clip planes in world space units.
 
 ----
 
@@ -474,7 +474,7 @@ Sets the camera projection to frustum mode (see :ref:`PROJECTION_FRUSTUM<class_C
 
 - void **set_orthogonal** **(** :ref:`float<class_float>` size, :ref:`float<class_float>` z_near, :ref:`float<class_float>` z_far **)**
 
-Sets the camera projection to orthogonal mode (see :ref:`PROJECTION_ORTHOGONAL<class_Camera_constant_PROJECTION_ORTHOGONAL>`), by specifying a ``size``, and the ``z_near`` and ``z_far`` clip planes in world-space units. (As a hint, 2D games often use this projection, with values specified in pixels.)
+Sets the camera projection to orthogonal mode (see :ref:`PROJECTION_ORTHOGONAL<class_Camera_constant_PROJECTION_ORTHOGONAL>`), by specifying a ``size``, and the ``z_near`` and ``z_far`` clip planes in world space units. (As a hint, 2D games often use this projection, with values specified in pixels.)
 
 ----
 
@@ -482,7 +482,7 @@ Sets the camera projection to orthogonal mode (see :ref:`PROJECTION_ORTHOGONAL<c
 
 - void **set_perspective** **(** :ref:`float<class_float>` fov, :ref:`float<class_float>` z_near, :ref:`float<class_float>` z_far **)**
 
-Sets the camera projection to perspective mode (see :ref:`PROJECTION_PERSPECTIVE<class_Camera_constant_PROJECTION_PERSPECTIVE>`), by specifying a ``fov`` (field of view) angle in degrees, and the ``z_near`` and ``z_far`` clip planes in world-space units.
+Sets the camera projection to perspective mode (see :ref:`PROJECTION_PERSPECTIVE<class_Camera_constant_PROJECTION_PERSPECTIVE>`), by specifying a ``fov`` (field of view) angle in degrees, and the ``z_near`` and ``z_far`` clip planes in world space units.
 
 ----
 
@@ -490,7 +490,7 @@ Sets the camera projection to perspective mode (see :ref:`PROJECTION_PERSPECTIVE
 
 - :ref:`Vector2<class_Vector2>` **unproject_position** **(** :ref:`Vector3<class_Vector3>` world_point **)** |const|
 
-Returns the 2D coordinate in the :ref:`Viewport<class_Viewport>` rectangle that maps to the given 3D point in worldspace.
+Returns the 2D coordinate in the :ref:`Viewport<class_Viewport>` rectangle that maps to the given 3D point in world space.
 
 **Note:** When using this to position GUI elements over a 3D viewport, use :ref:`is_position_behind<class_Camera_method_is_position_behind>` to prevent them from appearing if the 3D point is behind the camera:
 

+ 4 - 4
classes/class_camera2d.rst

@@ -18,18 +18,18 @@ Description
 
 Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of :ref:`CanvasItem<class_CanvasItem>`-based nodes.
 
-This node is intended to be a simple helper to get things going quickly and it may happen that more functionality is desired to change how the camera works. To make your own custom camera node, inherit from :ref:`Node2D<class_Node2D>` and change the transform of the canvas by setting :ref:`Viewport.canvas_transform<class_Viewport_property_canvas_transform>` in :ref:`Viewport<class_Viewport>` (you can obtain the current :ref:`Viewport<class_Viewport>` by using :ref:`Node.get_viewport<class_Node_method_get_viewport>`).
+This node is intended to be a simple helper to get things going quickly, but more functionality may be desired to change how the camera works. To make your own custom camera node, inherit it from :ref:`Node2D<class_Node2D>` and change the transform of the canvas by setting :ref:`Viewport.canvas_transform<class_Viewport_property_canvas_transform>` in :ref:`Viewport<class_Viewport>` (you can obtain the current :ref:`Viewport<class_Viewport>` by using :ref:`Node.get_viewport<class_Node_method_get_viewport>`).
 
 Note that the ``Camera2D`` node's ``position`` doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use :ref:`get_camera_screen_center<class_Camera2D_method_get_camera_screen_center>` to get the real position.
 
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/120 <https://godotengine.org/asset-library/asset/120>`_
+- `2D Platformer Demo <https://godotengine.org/asset-library/asset/120>`_
 
-- `https://godotengine.org/asset-library/asset/112 <https://godotengine.org/asset-library/asset/112>`_
+- `2D Isometric Demo <https://godotengine.org/asset-library/asset/112>`_
 
-- `https://godotengine.org/asset-library/asset/110 <https://godotengine.org/asset-library/asset/110>`_
+- `2D HDR Demo <https://godotengine.org/asset-library/asset/110>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_canvasitem.rst

@@ -37,7 +37,7 @@ Tutorials
 
 - :doc:`../tutorials/2d/custom_drawing_in_2d`
 
-- `https://godotengine.org/asset-library/asset/528 <https://godotengine.org/asset-library/asset/528>`_
+- `Audio Spectrum Demo <https://godotengine.org/asset-library/asset/528>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_canvaslayer.rst

@@ -27,7 +27,7 @@ Tutorials
 
 - :doc:`../tutorials/2d/canvas_layers`
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_capsuleshape.rst

@@ -21,7 +21,7 @@ Capsule shape for collisions.
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/675 <https://godotengine.org/asset-library/asset/675>`_
+- `3D Physics Tests Demo <https://godotengine.org/asset-library/asset/675>`_
 
 Properties
 ----------

+ 3 - 3
classes/class_collisionshape.rst

@@ -23,11 +23,11 @@ Tutorials
 
 - :doc:`../tutorials/physics/physics_introduction`
 
-- `https://godotengine.org/asset-library/asset/126 <https://godotengine.org/asset-library/asset/126>`_
+- `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`_
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 3 - 3
classes/class_collisionshape2d.rst

@@ -23,11 +23,11 @@ Tutorials
 
 - :doc:`../tutorials/physics/physics_introduction`
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
-- `https://godotengine.org/asset-library/asset/121 <https://godotengine.org/asset-library/asset/121>`_
+- `2D Pong Demo <https://godotengine.org/asset-library/asset/121>`_
 
-- `https://godotengine.org/asset-library/asset/113 <https://godotengine.org/asset-library/asset/113>`_
+- `2D Kinematic Character Demo <https://godotengine.org/asset-library/asset/113>`_
 
 Properties
 ----------

+ 3 - 3
classes/class_color.rst

@@ -27,11 +27,11 @@ If you want to supply values in a range of 0 to 255, you should use :ref:`@GDScr
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/517 <https://godotengine.org/asset-library/asset/517>`_
+- `2D GD Paint Demo <https://godotengine.org/asset-library/asset/517>`_
 
-- `https://godotengine.org/asset-library/asset/146 <https://godotengine.org/asset-library/asset/146>`_
+- `Tween Demo <https://godotengine.org/asset-library/asset/146>`_
 
-- `https://godotengine.org/asset-library/asset/133 <https://godotengine.org/asset-library/asset/133>`_
+- `GUI Drag And Drop Demo <https://godotengine.org/asset-library/asset/133>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_colorpicker.rst

@@ -21,7 +21,7 @@ Description
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/146 <https://godotengine.org/asset-library/asset/146>`_
+- `Tween Demo <https://godotengine.org/asset-library/asset/146>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_colorpickerbutton.rst

@@ -23,9 +23,9 @@ See also :ref:`BaseButton<class_BaseButton>` which contains common properties an
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/133 <https://godotengine.org/asset-library/asset/133>`_
+- `GUI Drag And Drop Demo <https://godotengine.org/asset-library/asset/133>`_
 
-- `https://godotengine.org/asset-library/asset/517 <https://godotengine.org/asset-library/asset/517>`_
+- `2D GD Paint Demo <https://godotengine.org/asset-library/asset/517>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_colorrect.rst

@@ -21,7 +21,7 @@ Displays a rectangle filled with a solid :ref:`color<class_ColorRect_property_co
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_concavepolygonshape.rst

@@ -23,7 +23,7 @@ Note: when used for collision, ``ConcavePolygonShape`` is intended to work with
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/675 <https://godotengine.org/asset-library/asset/675>`_
+- `3D Physics Tests Demo <https://godotengine.org/asset-library/asset/675>`_
 
 Methods
 -------

+ 10 - 6
classes/class_control.rst

@@ -24,7 +24,7 @@ For more information on Godot's UI system, anchors, margins, and containers, see
 
 **User Interface nodes and input**
 
-Godot sends input events to the scene's root node first, by calling :ref:`Node._input<class_Node_method__input>`. :ref:`Node._input<class_Node_method__input>` forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls :ref:`MainLoop._input_event<class_MainLoop_method__input_event>`. Call :ref:`accept_event<class_Control_method_accept_event>` so no other node receives the event. Once you accepted an input, it becomes handled so :ref:`Node._unhandled_input<class_Node_method__unhandled_input>` will not process it.
+Godot sends input events to the scene's root node first, by calling :ref:`Node._input<class_Node_method__input>`. :ref:`Node._input<class_Node_method__input>` forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls :ref:`MainLoop._input_event<class_MainLoop_method__input_event>`. Call :ref:`accept_event<class_Control_method_accept_event>` so no other node receives the event. Once you accept an input, it becomes handled so :ref:`Node._unhandled_input<class_Node_method__unhandled_input>` will not process it.
 
 Only one ``Control`` node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call :ref:`grab_focus<class_Control_method_grab_focus>`. ``Control`` nodes lose focus when another node grabs it, or if you hide the node in focus.
 
@@ -43,7 +43,7 @@ Tutorials
 
 - :doc:`../tutorials/gui/control_node_gallery`
 
-- `https://github.com/godotengine/godot-demo-projects/tree/master/gui <https://github.com/godotengine/godot-demo-projects/tree/master/gui>`_
+- `All GUI Demos <https://github.com/godotengine/godot-demo-projects/tree/master/gui>`_
 
 Properties
 ----------
@@ -312,6 +312,8 @@ Emitted when a modal ``Control`` is closed. See :ref:`show_modal<class_Control_m
 
 Emitted when the mouse enters the control's ``Rect`` area, provided its :ref:`mouse_filter<class_Control_property_mouse_filter>` lets the event reach it.
 
+**Note:** :ref:`mouse_entered<class_Control_signal_mouse_entered>` will not be emitted if the mouse enters a child ``Control`` node before entering the parent's ``Rect`` area, at least until the mouse is moved to reach the parent's ``Rect`` area.
+
 ----
 
 .. _class_Control_signal_mouse_exited:
@@ -320,6 +322,8 @@ Emitted when the mouse enters the control's ``Rect`` area, provided its :ref:`mo
 
 Emitted when the mouse leaves the control's ``Rect`` area, provided its :ref:`mouse_filter<class_Control_property_mouse_filter>` lets the event reach it.
 
+**Note:** :ref:`mouse_exited<class_Control_signal_mouse_exited>` will be emitted if the mouse enters a child ``Control`` node, even if the mouse cursor is still inside the parent's ``Rect`` area.
+
 ----
 
 .. _class_Control_signal_resized:
@@ -1224,7 +1228,7 @@ The event won't trigger if:
 
 \* control's parent has :ref:`mouse_filter<class_Control_property_mouse_filter>` set to :ref:`MOUSE_FILTER_STOP<class_Control_constant_MOUSE_FILTER_STOP>` or has accepted the event;
 
-\* it happens outside parent's rectangle and the parent has either :ref:`rect_clip_content<class_Control_property_rect_clip_content>` or :ref:`_clips_input<class_Control_method__clips_input>` enabled.
+\* it happens outside the parent's rectangle and the parent has either :ref:`rect_clip_content<class_Control_property_rect_clip_content>` or :ref:`_clips_input<class_Control_method__clips_input>` enabled.
 
 ----
 
@@ -1234,7 +1238,7 @@ The event won't trigger if:
 
 Virtual method to be implemented by the user. Returns a ``Control`` node that should be used as a tooltip instead of the default one. The ``for_text`` includes the contents of the :ref:`hint_tooltip<class_Control_property_hint_tooltip>` property.
 
-The returned node must be of type ``Control`` or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance).When ``null`` or a non-Control node is returned, the default tooltip will be used instead.
+The returned node must be of type ``Control`` or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When ``null`` or a non-Control node is returned, the default tooltip will be used instead.
 
 The returned node will be added as child to a :ref:`PopupPanel<class_PopupPanel>`, so you should only provide the contents of that panel. That :ref:`PopupPanel<class_PopupPanel>` can be themed using :ref:`Theme.set_stylebox<class_Theme_method_set_stylebox>` for the type ``"TooltipPanel"`` (see :ref:`hint_tooltip<class_Control_property_hint_tooltip>` for an example).
 
@@ -1762,7 +1766,7 @@ Sets both anchor preset and margin preset. See :ref:`set_anchors_preset<class_Co
 
 - void **set_anchors_preset** **(** :ref:`LayoutPreset<enum_Control_LayoutPreset>` preset, :ref:`bool<class_bool>` keep_margins=false **)**
 
-Sets the anchors to a ``preset`` from :ref:`LayoutPreset<enum_Control_LayoutPreset>` enum. This is code equivalent of using the Layout menu in 2D editor.
+Sets the anchors to a ``preset`` from :ref:`LayoutPreset<enum_Control_LayoutPreset>` enum. This is the code equivalent to using the Layout menu in the 2D editor.
 
 If ``keep_margins`` is ``true``, control's position will also be updated.
 
@@ -1867,7 +1871,7 @@ Sets the margin identified by ``margin`` constant from :ref:`Margin<enum_@Global
 
 - void **set_margins_preset** **(** :ref:`LayoutPreset<enum_Control_LayoutPreset>` preset, :ref:`LayoutPresetMode<enum_Control_LayoutPresetMode>` resize_mode=0, :ref:`int<class_int>` margin=0 **)**
 
-Sets the margins to a ``preset`` from :ref:`LayoutPreset<enum_Control_LayoutPreset>` enum. This is code equivalent of using the Layout menu in 2D editor.
+Sets the margins to a ``preset`` from :ref:`LayoutPreset<enum_Control_LayoutPreset>` enum. This is the code equivalent to using the Layout menu in the 2D editor.
 
 Use parameter ``resize_mode`` with constants from :ref:`LayoutPresetMode<enum_Control_LayoutPresetMode>` to better determine the resulting size of the ``Control``. Constant size will be ignored if used with presets that change size, e.g. ``PRESET_LEFT_WIDE``.
 

+ 1 - 1
classes/class_convexpolygonshape.rst

@@ -21,7 +21,7 @@ Convex polygon shape resource, which can be added to a :ref:`PhysicsBody<class_P
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/675 <https://godotengine.org/asset-library/asset/675>`_
+- `3D Physics Tests Demo <https://godotengine.org/asset-library/asset/675>`_
 
 Properties
 ----------

+ 3 - 3
classes/class_cylindershape.rst

@@ -21,11 +21,11 @@ Cylinder shape for collisions.
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
-- `https://godotengine.org/asset-library/asset/675 <https://godotengine.org/asset-library/asset/675>`_
+- `3D Physics Tests Demo <https://godotengine.org/asset-library/asset/675>`_
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_dictionary.rst

@@ -117,9 +117,9 @@ Tutorials
 
 - `#dictionary <../getting_started/scripting/gdscript/gdscript_basics.html#dictionary>`_ in :doc:`../getting_started/scripting/gdscript/gdscript_basics`
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
-- `https://godotengine.org/asset-library/asset/677 <https://godotengine.org/asset-library/asset/677>`_
+- `OS Test Demo <https://godotengine.org/asset-library/asset/677>`_
 
 Methods
 -------

+ 1 - 1
classes/class_directory.rst

@@ -187,7 +187,7 @@ On UNIX desktop systems, returns the available space on the current directory's
 
 - :ref:`Error<enum_@GlobalScope_Error>` **list_dir_begin** **(** :ref:`bool<class_bool>` skip_navigational=false, :ref:`bool<class_bool>` skip_hidden=false **)**
 
-Initializes the stream used to list all files and directories using the :ref:`get_next<class_Directory_method_get_next>` function, closing the current opened stream if needed. Once the stream has been processed, it should typically be closed with :ref:`list_dir_end<class_Directory_method_list_dir_end>`.
+Initializes the stream used to list all files and directories using the :ref:`get_next<class_Directory_method_get_next>` function, closing the currently opened stream if needed. Once the stream has been processed, it should typically be closed with :ref:`list_dir_end<class_Directory_method_list_dir_end>`.
 
 If ``skip_navigational`` is ``true``, ``.`` and ``..`` are filtered out.
 

+ 1 - 1
classes/class_dynamicfont.rst

@@ -32,7 +32,7 @@ DynamicFont uses the `FreeType <https://www.freetype.org/>`_ library for rasteri
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_dynamicfontdata.rst

@@ -21,7 +21,7 @@ Used with :ref:`DynamicFont<class_DynamicFont>` to describe the location of a ve
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_engine.rst

@@ -92,7 +92,7 @@ If ``true``, the script is currently running inside the editor. This is useful f
     else:
         simulate_physics()
 
-See `Running code in the editor <https://docs.godotengine.org/en/stable/tutorials/misc/running_code_in_the_editor.html>`_ in the documentation for more information.
+See `Running code in the editor <https://docs.godotengine.org/en/3.3/tutorials/misc/running_code_in_the_editor.html>`_ in the documentation for more information.
 
 **Note:** To detect whether the script is run from an editor *build* (e.g. when pressing ``F5``), use :ref:`OS.has_feature<class_OS_method_has_feature>` with the ``"editor"`` argument instead. ``OS.has_feature("editor")`` will evaluate to ``true`` both when the code is running in the editor and when running the project from the editor, but it will evaluate to ``false`` when the code is run from an exported project.
 
@@ -126,7 +126,7 @@ The number of fixed iterations per second. This controls how often physics simul
 | *Getter*  | get_physics_jitter_fix()      |
 +-----------+-------------------------------+
 
-Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
+Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
 
 **Note:** For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting :ref:`physics_jitter_fix<class_Engine_property_physics_jitter_fix>` to ``0``.
 

+ 3 - 3
classes/class_environment.rst

@@ -35,11 +35,11 @@ Tutorials
 
 - :doc:`../tutorials/3d/high_dynamic_range`
 
-- `https://godotengine.org/asset-library/asset/123 <https://godotengine.org/asset-library/asset/123>`_
+- `3D Material Testers Demo <https://godotengine.org/asset-library/asset/123>`_
 
-- `https://godotengine.org/asset-library/asset/110 <https://godotengine.org/asset-library/asset/110>`_
+- `2D HDR Demo <https://godotengine.org/asset-library/asset/110>`_
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_file.rst

@@ -46,7 +46,7 @@ Tutorials
 
 - :doc:`../getting_started/step_by_step/filesystem`
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_giprobe.rst

@@ -29,7 +29,7 @@ Tutorials
 
 - :doc:`../tutorials/3d/gi_probes`
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_giprobedata.rst

@@ -16,7 +16,7 @@ GIProbeData
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_gridcontainer.rst

@@ -25,7 +25,7 @@ Notice that grid layout will preserve the columns and rows for every size of the
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/677 <https://godotengine.org/asset-library/asset/677>`_
+- `OS Test Demo <https://godotengine.org/asset-library/asset/677>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_gridmap.rst

@@ -31,9 +31,9 @@ Tutorials
 
 - :doc:`../tutorials/3d/using_gridmaps`
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/126 <https://godotengine.org/asset-library/asset/126>`_
+- `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`_
 
 Properties
 ----------

+ 4 - 2
classes/class_image.rst

@@ -350,7 +350,7 @@ enum **Interpolation**:
 
 - **INTERPOLATE_TRILINEAR** = **3** --- Performs bilinear separately on the two most-suited mipmap levels, then linearly interpolates between them.
 
-It's slower than :ref:`INTERPOLATE_BILINEAR<class_Image_constant_INTERPOLATE_BILINEAR>`, but produces higher-quality results with much less aliasing artifacts.
+It's slower than :ref:`INTERPOLATE_BILINEAR<class_Image_constant_INTERPOLATE_BILINEAR>`, but produces higher-quality results with far fewer aliasing artifacts.
 
 If the image does not have mipmaps, they will be generated and used internally, but no mipmaps will be generated on the resulting image.
 
@@ -605,7 +605,7 @@ Flips the image vertically.
 
 - :ref:`Error<enum_@GlobalScope_Error>` **generate_mipmaps** **(** :ref:`bool<class_bool>` renormalize=false **)**
 
-Generates mipmaps for the image. Mipmaps are precalculated and lower resolution copies of the image. Mipmaps are automatically used if the image needs to be scaled down when rendered. This improves image quality and the performance of the rendering. Returns an error if the image is compressed, in a custom format or if the image's width/height is 0.
+Generates mipmaps for the image. Mipmaps are precalculated lower-resolution copies of the image that are automatically used if the image needs to be scaled down when rendered. They help improve image quality and performance when rendering. This method returns an error if the image is compressed, in a custom format, or if the image's width/height is ``0``.
 
 ----
 
@@ -829,6 +829,8 @@ Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image.
 
 Saves the image as an EXR file to ``path``. If ``grayscale`` is ``true`` and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return :ref:`@GlobalScope.ERR_UNAVAILABLE<class_@GlobalScope_constant_ERR_UNAVAILABLE>` if Godot was compiled without the TinyEXR module.
 
+**Note:** The TinyEXR module is disabled in non-editor builds, which means :ref:`save_exr<class_Image_method_save_exr>` will return :ref:`@GlobalScope.ERR_UNAVAILABLE<class_@GlobalScope_constant_ERR_UNAVAILABLE>` when it is called from an exported project.
+
 ----
 
 .. _class_Image_method_save_png:

+ 2 - 2
classes/class_input.rst

@@ -23,9 +23,9 @@ Tutorials
 
 - :doc:`../tutorials/inputs/index`
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
 Methods
 -------

+ 2 - 2
classes/class_inputevent.rst

@@ -27,9 +27,9 @@ Tutorials
 
 - :doc:`../tutorials/2d/2d_transforms`
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_inputeventaction.rst

@@ -23,9 +23,9 @@ Tutorials
 
 - `#actions <../tutorials/inputs/inputevent.html#actions>`_ in :doc:`../tutorials/inputs/inputevent`
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_inputeventmousemotion.rst

@@ -25,7 +25,7 @@ Tutorials
 
 - :doc:`../tutorials/inputs/mouse_and_input_coordinates`
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_joint.rst

@@ -23,7 +23,7 @@ Joints are used to bind together two physics bodies. They have a solver priority
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/524 <https://godotengine.org/asset-library/asset/524>`_
+- `3D Truck Town Demo <https://godotengine.org/asset-library/asset/524>`_
 
 Properties
 ----------

+ 4 - 4
classes/class_kinematicbody.rst

@@ -27,13 +27,13 @@ Tutorials
 
 - :doc:`../tutorials/physics/kinematic_character_2d`
 
-- `https://godotengine.org/asset-library/asset/126 <https://godotengine.org/asset-library/asset/126>`_
+- `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`_
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_kinematicbody2d.rst

@@ -29,9 +29,9 @@ Tutorials
 
 - :doc:`../tutorials/physics/using_kinematic_body_2d`
 
-- `https://godotengine.org/asset-library/asset/113 <https://godotengine.org/asset-library/asset/113>`_
+- `2D Kinematic Character Demo <https://godotengine.org/asset-library/asset/113>`_
 
-- `https://godotengine.org/asset-library/asset/120 <https://godotengine.org/asset-library/asset/120>`_
+- `2D Platformer Demo <https://godotengine.org/asset-library/asset/120>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_label.rst

@@ -16,14 +16,14 @@ Displays plain text in a line or wrapped inside a rectangle. For formatted text,
 Description
 -----------
 
-Label displays plain text on the screen. It gives you control over the horizontal and vertical alignment, and can wrap the text inside the node's bounding rectangle. It doesn't support bold, italics or other formatting. For that, use :ref:`RichTextLabel<class_RichTextLabel>` instead.
+Label displays plain text on the screen. It gives you control over the horizontal and vertical alignment and can wrap the text inside the node's bounding rectangle. It doesn't support bold, italics, or other formatting. For that, use :ref:`RichTextLabel<class_RichTextLabel>` instead.
 
 **Note:** Contrarily to most other :ref:`Control<class_Control>`\ s, Label's :ref:`Control.mouse_filter<class_Control_property_mouse_filter>` defaults to :ref:`Control.MOUSE_FILTER_IGNORE<class_Control_constant_MOUSE_FILTER_IGNORE>` (i.e. it doesn't react to mouse input events). This implies that a label won't display any configured :ref:`Control.hint_tooltip<class_Control_property_hint_tooltip>`, unless you change its mouse filter.
 
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_light.rst

@@ -25,7 +25,7 @@ Tutorials
 
 - :doc:`../tutorials/3d/lights_and_shadows`
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_line2d.rst

@@ -23,9 +23,9 @@ A line through several points in 2D space.
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/584 <https://godotengine.org/asset-library/asset/584>`_
+- `Matrix Transform Demo <https://godotengine.org/asset-library/asset/584>`_
 
-- `https://godotengine.org/asset-library/asset/583 <https://godotengine.org/asset-library/asset/583>`_
+- `2.5D Demo <https://godotengine.org/asset-library/asset/583>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_material.rst

@@ -23,9 +23,9 @@ Material is a base :ref:`Resource<class_Resource>` used for coloring and shading
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/123 <https://godotengine.org/asset-library/asset/123>`_
+- `3D Material Testers Demo <https://godotengine.org/asset-library/asset/123>`_
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 4 - 4
classes/class_mesh.rst

@@ -23,13 +23,13 @@ Mesh is a type of :ref:`Resource<class_Resource>` that contains vertex array-bas
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/123 <https://godotengine.org/asset-library/asset/123>`_
+- `3D Material Testers Demo <https://godotengine.org/asset-library/asset/123>`_
 
-- `https://godotengine.org/asset-library/asset/126 <https://godotengine.org/asset-library/asset/126>`_
+- `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`_
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 4 - 4
classes/class_meshinstance.rst

@@ -23,13 +23,13 @@ MeshInstance is a node that takes a :ref:`Mesh<class_Mesh>` resource and adds it
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/123 <https://godotengine.org/asset-library/asset/123>`_
+- `3D Material Testers Demo <https://godotengine.org/asset-library/asset/123>`_
 
-- `https://godotengine.org/asset-library/asset/126 <https://godotengine.org/asset-library/asset/126>`_
+- `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`_
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_meshlibrary.rst

@@ -21,9 +21,9 @@ A library of meshes. Contains a list of :ref:`Mesh<class_Mesh>` resources, each
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/126 <https://godotengine.org/asset-library/asset/126>`_
+- `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`_
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
 Methods
 -------

+ 1 - 1
classes/class_multimesh.rst

@@ -20,7 +20,7 @@ MultiMesh provides low-level mesh instancing. Drawing thousands of :ref:`MeshIns
 
 MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
 
-As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
+As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
 
 Since instances may have any behavior, the AABB used for visibility must be provided by the user.
 

+ 1 - 1
classes/class_navigation.rst

@@ -23,7 +23,7 @@ Provides navigation and pathfinding within a collection of :ref:`NavigationMesh<
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/124 <https://godotengine.org/asset-library/asset/124>`_
+- `3D Navmesh Demo <https://godotengine.org/asset-library/asset/124>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_navigation2d.rst

@@ -23,7 +23,7 @@ Navigation2D provides navigation and pathfinding within a 2D area, specified as
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/117 <https://godotengine.org/asset-library/asset/117>`_
+- `2D Navigation Demo <https://godotengine.org/asset-library/asset/117>`_
 
 Methods
 -------

+ 1 - 1
classes/class_navigationmesh.rst

@@ -16,7 +16,7 @@ NavigationMesh
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/124 <https://godotengine.org/asset-library/asset/124>`_
+- `3D Navmesh Demo <https://godotengine.org/asset-library/asset/124>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_navigationpolygon.rst

@@ -42,7 +42,7 @@ Using :ref:`add_polygon<class_NavigationPolygon_method_add_polygon>` and indices
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/117 <https://godotengine.org/asset-library/asset/117>`_
+- `2D Navigation Demo <https://godotengine.org/asset-library/asset/117>`_
 
 Methods
 -------

+ 1 - 1
classes/class_networkedmultiplayerpeer.rst

@@ -27,7 +27,7 @@ Tutorials
 
 - :doc:`../tutorials/networking/high_level_multiplayer`
 
-- `https://godotengine.org/asset-library/asset/537 <https://godotengine.org/asset-library/asset/537>`_
+- `WebRTC Signaling Demo <https://godotengine.org/asset-library/asset/537>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_node.rst

@@ -45,7 +45,7 @@ Tutorials
 
 - :doc:`../getting_started/step_by_step/scenes_and_nodes`
 
-- `https://github.com/godotengine/godot-demo-projects/ <https://github.com/godotengine/godot-demo-projects/>`_
+- `All Demos <https://github.com/godotengine/godot-demo-projects/>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_node2d.rst

@@ -25,7 +25,7 @@ Tutorials
 
 - :doc:`../tutorials/2d/custom_drawing_in_2d`
 
-- `https://github.com/godotengine/godot-demo-projects/tree/master/2d <https://github.com/godotengine/godot-demo-projects/tree/master/2d>`_
+- `All 2D Demos <https://github.com/godotengine/godot-demo-projects/tree/master/2d>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_nodepath.rst

@@ -38,7 +38,7 @@ Some examples of NodePaths include the following:
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/520 <https://godotengine.org/asset-library/asset/520>`_
+- `2D Role Playing Game Demo <https://godotengine.org/asset-library/asset/520>`_
 
 Methods
 -------

+ 6 - 6
classes/class_os.rst

@@ -21,7 +21,7 @@ Operating System functions. OS wraps the most common functionality to communicat
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/677 <https://godotengine.org/asset-library/asset/677>`_
+- `OS Test Demo <https://godotengine.org/asset-library/asset/677>`_
 
 Properties
 ----------
@@ -934,7 +934,7 @@ Shuts down system MIDI driver.
 
 - void **delay_msec** **(** :ref:`int<class_int>` msec **)** |const|
 
-Delay execution of the current thread by ``msec`` milliseconds. ``usec`` must be greater than or equal to ``0``. Otherwise, :ref:`delay_msec<class_OS_method_delay_msec>` will do nothing and will print an error message.
+Delay execution of the current thread by ``msec`` milliseconds. ``msec`` must be greater than or equal to ``0``. Otherwise, :ref:`delay_msec<class_OS_method_delay_msec>` will do nothing and will print an error message.
 
 ----
 
@@ -1131,7 +1131,7 @@ Returns the path to the current engine executable.
 
 - :ref:`PoolStringArray<class_PoolStringArray>` **get_granted_permissions** **(** **)** |const|
 
-With this function you can get the list of dangerous permissions that have been granted to the Android application.
+With this function, you can get the list of dangerous permissions that have been granted to the Android application.
 
 **Note:** This method is implemented on Android.
 
@@ -1464,7 +1464,7 @@ Returns the current time zone as a dictionary with the keys: bias and name.
 
 Returns a string that is unique to the device.
 
-**Note:** This string may change without notice if the user reinstalls/upgrades their operating system or changes their hardware. This means it should generally not be used to encrypt persistent data as the data saved prior to an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by :ref:`get_unique_id<class_OS_method_get_unique_id>` for security purposes.
+**Note:** This string may change without notice if the user reinstalls/upgrades their operating system or changes their hardware. This means it should generally not be used to encrypt persistent data as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by :ref:`get_unique_id<class_OS_method_get_unique_id>` for security purposes.
 
 **Note:** Returns an empty string on HTML5 and UWP, as this method isn't implemented on those platforms yet.
 
@@ -1596,7 +1596,7 @@ Returns ``true`` if the environment variable with the name ``variable`` exists.
 
 - :ref:`bool<class_bool>` **has_feature** **(** :ref:`String<class_String>` tag_name **)** |const|
 
-Returns ``true`` if the feature for the given feature tag is supported in the currently running instance, depending on platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the `Feature Tags <https://docs.godotengine.org/en/3.3/getting_started/workflow/export/feature_tags.html>`_ documentation for more details.
+Returns ``true`` if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the `Feature Tags <https://docs.godotengine.org/en/3.3/getting_started/workflow/export/feature_tags.html>`_ documentation for more details.
 
 **Note:** Tag names are case-sensitive.
 
@@ -1874,7 +1874,7 @@ At the moment this function is only used by ``AudioDriverOpenSL`` to request per
 
 - :ref:`bool<class_bool>` **request_permissions** **(** **)**
 
-With this function you can request dangerous permissions since normal permissions are automatically granted at install time in Android application.
+With this function, you can request dangerous permissions since normal permissions are automatically granted at install time in Android applications.
 
 **Note:** This method is implemented on Android.
 

+ 1 - 1
classes/class_packedscene.rst

@@ -58,7 +58,7 @@ Can be used to save a node to a file. When saving, the node as well as all the n
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/520 <https://godotengine.org/asset-library/asset/520>`_
+- `2D Role Playing Game Demo <https://godotengine.org/asset-library/asset/520>`_
 
 Properties
 ----------

+ 3 - 3
classes/class_panel.rst

@@ -21,11 +21,11 @@ Panel is a :ref:`Control<class_Control>` that displays an opaque background. It'
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/520 <https://godotengine.org/asset-library/asset/520>`_
+- `2D Role Playing Game Demo <https://godotengine.org/asset-library/asset/520>`_
 
-- `https://godotengine.org/asset-library/asset/516 <https://godotengine.org/asset-library/asset/516>`_
+- `2D Finite State Machine Demo <https://godotengine.org/asset-library/asset/516>`_
 
-- `https://godotengine.org/asset-library/asset/523 <https://godotengine.org/asset-library/asset/523>`_
+- `3D Inverse Kinematics Demo <https://godotengine.org/asset-library/asset/523>`_
 
 Theme Properties
 ----------------

+ 1 - 1
classes/class_panelcontainer.rst

@@ -23,7 +23,7 @@ Panel container type. This container fits controls inside of the delimited area
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/520 <https://godotengine.org/asset-library/asset/520>`_
+- `2D Role Playing Game Demo <https://godotengine.org/asset-library/asset/520>`_
 
 Theme Properties
 ----------------

+ 1 - 1
classes/class_particles.rst

@@ -29,7 +29,7 @@ Tutorials
 
 - :doc:`../tutorials/3d/vertex_animation/controlling_thousands_of_fish`
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_particles2d.rst

@@ -31,7 +31,7 @@ Tutorials
 
 - :doc:`../tutorials/2d/particle_systems_2d`
 
-- `https://godotengine.org/asset-library/asset/515 <https://godotengine.org/asset-library/asset/515>`_
+- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_poolstringarray.rst

@@ -21,7 +21,7 @@ An :ref:`Array<class_Array>` specifically designed to hold :ref:`String<class_St
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/677 <https://godotengine.org/asset-library/asset/677>`_
+- `OS Test Demo <https://godotengine.org/asset-library/asset/677>`_
 
 Methods
 -------

+ 1 - 1
classes/class_poolvector2array.rst

@@ -21,7 +21,7 @@ An :ref:`Array<class_Array>` specifically designed to hold :ref:`Vector2<class_V
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/519 <https://godotengine.org/asset-library/asset/519>`_
+- `2D Navigation Astar Demo <https://godotengine.org/asset-library/asset/519>`_
 
 Methods
 -------

+ 7 - 7
classes/class_projectsettings.rst

@@ -27,11 +27,11 @@ When naming a Project Settings property, use the full path to the setting includ
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/675 <https://godotengine.org/asset-library/asset/675>`_
+- `3D Physics Tests Demo <https://godotengine.org/asset-library/asset/675>`_
 
-- `https://godotengine.org/asset-library/asset/125 <https://godotengine.org/asset-library/asset/125>`_
+- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`_
 
-- `https://godotengine.org/asset-library/asset/677 <https://godotengine.org/asset-library/asset/677>`_
+- `OS Test Demo <https://godotengine.org/asset-library/asset/677>`_
 
 Properties
 ----------
@@ -237,7 +237,7 @@ Properties
 +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+
 | :ref:`String<class_String>`                   | :ref:`editor/script_templates_search_path<class_ProjectSettings_property_editor/script_templates_search_path>`                                                       | ``"res://script_templates"``                                                                    |
 +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+
-| :ref:`PoolStringArray<class_PoolStringArray>` | :ref:`editor/search_in_file_extensions<class_ProjectSettings_property_editor/search_in_file_extensions>`                                                             | ``PoolStringArray( "gd", "shader" )``                                                           |
+| :ref:`PoolStringArray<class_PoolStringArray>` | :ref:`editor/search_in_file_extensions<class_ProjectSettings_property_editor/search_in_file_extensions>`                                                             | ``PoolStringArray( "gd", "gdshader", "shader" )``                                               |
 +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+
 | :ref:`int<class_int>`                         | :ref:`gui/common/default_scroll_deadzone<class_ProjectSettings_property_gui/common/default_scroll_deadzone>`                                                         | ``0``                                                                                           |
 +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+
@@ -2020,9 +2020,9 @@ Search path for project-specific script templates. Godot will search for script
 
 - :ref:`PoolStringArray<class_PoolStringArray>` **editor/search_in_file_extensions**
 
-+-----------+---------------------------------------+
-| *Default* | ``PoolStringArray( "gd", "shader" )`` |
-+-----------+---------------------------------------+
++-----------+---------------------------------------------------+
+| *Default* | ``PoolStringArray( "gd", "gdshader", "shader" )`` |
++-----------+---------------------------------------------------+
 
 Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. ``tscn`` if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
 

+ 2 - 2
classes/class_quadmesh.rst

@@ -21,9 +21,9 @@ Class representing a square :ref:`PrimitiveMesh<class_PrimitiveMesh>`. This flat
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/127 <https://godotengine.org/asset-library/asset/127>`_
+- `GUI in 3D Demo <https://godotengine.org/asset-library/asset/127>`_
 
-- `https://godotengine.org/asset-library/asset/129 <https://godotengine.org/asset-library/asset/129>`_
+- `2D in 3D Demo <https://godotengine.org/asset-library/asset/129>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_quat.rst

@@ -25,7 +25,7 @@ Tutorials
 
 - `#interpolating-with-quaternions <../tutorials/3d/using_transforms.html#interpolating-with-quaternions>`_ in :doc:`../tutorials/3d/using_transforms`
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Properties
 ----------

+ 5 - 0
classes/class_randomnumbergenerator.rst

@@ -31,6 +31,11 @@ To generate a random float number (within a given range) based on a time-dependa
 
 **Note:** The default values of :ref:`seed<class_RandomNumberGenerator_property_seed>` and :ref:`state<class_RandomNumberGenerator_property_state>` properties are pseudo-random, and changes when calling :ref:`randomize<class_RandomNumberGenerator_method_randomize>`. The ``0`` value documented here is a placeholder, and not the actual default seed.
 
+Tutorials
+---------
+
+- :doc:`../tutorials/math/random_number_generation`
+
 Properties
 ----------
 

+ 1 - 1
classes/class_raycast.rst

@@ -31,7 +31,7 @@ Tutorials
 
 - :doc:`../tutorials/physics/ray-casting`
 
-- `https://godotengine.org/asset-library/asset/676 <https://godotengine.org/asset-library/asset/676>`_
+- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_rectangleshape2d.rst

@@ -21,9 +21,9 @@ Rectangle shape for 2D collisions. This shape is useful for modeling box-like 2D
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/121 <https://godotengine.org/asset-library/asset/121>`_
+- `2D Pong Demo <https://godotengine.org/asset-library/asset/121>`_
 
-- `https://godotengine.org/asset-library/asset/113 <https://godotengine.org/asset-library/asset/113>`_
+- `2D Kinematic Character Demo <https://godotengine.org/asset-library/asset/113>`_
 
 Properties
 ----------

+ 1 - 1
classes/class_resourceloader.rst

@@ -23,7 +23,7 @@ It uses the many :ref:`ResourceFormatLoader<class_ResourceFormatLoader>` classes
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/677 <https://godotengine.org/asset-library/asset/677>`_
+- `OS Test Demo <https://godotengine.org/asset-library/asset/677>`_
 
 Methods
 -------

+ 2 - 2
classes/class_richtextlabel.rst

@@ -29,9 +29,9 @@ Tutorials
 
 - :doc:`../tutorials/gui/bbcode_in_richtextlabel`
 
-- `https://godotengine.org/asset-library/asset/132 <https://godotengine.org/asset-library/asset/132>`_
+- `GUI Rich Text/BBcode Demo <https://godotengine.org/asset-library/asset/132>`_
 
-- `https://godotengine.org/asset-library/asset/677 <https://godotengine.org/asset-library/asset/677>`_
+- `OS Test Demo <https://godotengine.org/asset-library/asset/677>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_rigidbody.rst

@@ -33,9 +33,9 @@ Tutorials
 
 - :doc:`../tutorials/physics/physics_introduction`
 
-- `https://godotengine.org/asset-library/asset/524 <https://godotengine.org/asset-library/asset/524>`_
+- `3D Truck Town Demo <https://godotengine.org/asset-library/asset/524>`_
 
-- `https://godotengine.org/asset-library/asset/675 <https://godotengine.org/asset-library/asset/675>`_
+- `3D Physics Tests Demo <https://godotengine.org/asset-library/asset/675>`_
 
 Properties
 ----------

+ 2 - 2
classes/class_rigidbody2d.rst

@@ -31,9 +31,9 @@ The center of mass is always located at the node's origin without taking into ac
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/119 <https://godotengine.org/asset-library/asset/119>`_
+- `2D Physics Platformer Demo <https://godotengine.org/asset-library/asset/119>`_
 
-- `https://godotengine.org/asset-library/asset/148 <https://godotengine.org/asset-library/asset/148>`_
+- `Instancing Demo <https://godotengine.org/asset-library/asset/148>`_
 
 Properties
 ----------

+ 22 - 0
classes/class_rootmotionview.rst

@@ -11,7 +11,19 @@ RootMotionView
 
 **Inherits:** :ref:`VisualInstance<class_VisualInstance>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
 
+Editor-only helper for setting up root motion in :ref:`AnimationTree<class_AnimationTree>`.
 
+Description
+-----------
+
+*Root motion* refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also :ref:`AnimationTree<class_AnimationTree>`.
+
+**Note:** ``RootMotionView`` is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain :ref:`Node<class_Node>` in the running project. This means a script attached to a ``RootMotionView`` node *must* have ``extends Node`` instead of ``extends RootMotionView``. Additionally, it must not be a ``@tool`` script.
+
+Tutorials
+---------
+
+- `#root-motion <../tutorials/animation/animation_tree.html#root-motion>`_ in :doc:`../tutorials/animation/animation_tree`
 
 Properties
 ----------
@@ -41,6 +53,8 @@ Property Descriptions
 | *Getter* | get_animation_path()      |
 +----------+---------------------------+
 
+Path to an :ref:`AnimationTree<class_AnimationTree>` node to use as a basis for root motion.
+
 ----
 
 .. _class_RootMotionView_property_cell_size:
@@ -53,6 +67,8 @@ Property Descriptions
 | *Getter* | get_cell_size()      |
 +----------+----------------------+
 
+The grid's cell size in 3D units.
+
 ----
 
 .. _class_RootMotionView_property_color:
@@ -65,6 +81,8 @@ Property Descriptions
 | *Getter* | get_color()      |
 +----------+------------------+
 
+The grid's color.
+
 ----
 
 .. _class_RootMotionView_property_radius:
@@ -77,6 +95,8 @@ Property Descriptions
 | *Getter* | get_radius()      |
 +----------+-------------------+
 
+The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this :ref:`radius<class_RootMotionView_property_radius>` is reached.
+
 ----
 
 .. _class_RootMotionView_property_zero_y:
@@ -89,6 +109,8 @@ Property Descriptions
 | *Getter* | get_zero_y()      |
 +----------+-------------------+
 
+If ``true``, the grid's points will all be on the same Y coordinate (*local* Y = 0). If ``false``, the points' original Y coordinate is preserved.
+
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
 .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`

+ 2 - 2
classes/class_skeleton.rst

@@ -25,9 +25,9 @@ Note that "global pose" below refers to the overall transform of the bone with r
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/523 <https://godotengine.org/asset-library/asset/523>`_
+- `3D Inverse Kinematics Demo <https://godotengine.org/asset-library/asset/523>`_
 
-- `https://godotengine.org/asset-library/asset/678 <https://godotengine.org/asset-library/asset/678>`_
+- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`_
 
 Methods
 -------

+ 1 - 1
classes/class_skeletonik.rst

@@ -41,7 +41,7 @@ SkeletonIK is used to place the end bone of a :ref:`Skeleton<class_Skeleton>` bo
 Tutorials
 ---------
 
-- `https://godotengine.org/asset-library/asset/523 <https://godotengine.org/asset-library/asset/523>`_
+- `3D Inverse Kinematics Demo <https://godotengine.org/asset-library/asset/523>`_
 
 Properties
 ----------

Unele fișiere nu au fost afișate deoarece prea multe fișiere au fost modificate în acest diff