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Sync classref with current source

Rémi Verschelde 7 lat temu
rodzic
commit
d976289c94

+ 2 - 2
classes/[email protected]

@@ -338,7 +338,7 @@ Returns a character as a String of the given ASCII code.
 
 - :ref:`float<class_float>` **clamp** **(** :ref:`float<class_float>` value, :ref:`float<class_float>` min, :ref:`float<class_float>` max **)**
 
-Clamps ``val`` and returns a value not less than ``min`` and not more than ``max``.
+Clamps ``value`` and returns a value not less than ``min`` and not more than ``max``.
 
 ::
 
@@ -657,7 +657,7 @@ Returns the minimum of two values.
 
 - :ref:`int<class_int>` **nearest_po2** **(** :ref:`int<class_int>` value **)**
 
-Returns the nearest larger power of 2 for integer ``val``.
+Returns the nearest larger power of 2 for integer ``value``.
 
 ::
 

+ 1 - 1
classes/[email protected]

@@ -254,7 +254,7 @@ enum **JoystickList**
 
 enum **Error**
 
-- **OK** = **0** --- Functions that return Error return OK when no error occured. Most functions don't return errors and/or just print errors to STDOUT.
+- **OK** = **0** --- Functions that return Error return OK when no error occurred. Most functions don't return errors and/or just print errors to STDOUT.
 - **FAILED** = **1** --- Generic error.
 - **ERR_UNAVAILABLE** = **2** --- Unavailable error
 - **ERR_UNCONFIGURED** = **3** --- Unconfigured error

+ 1 - 1
classes/class_arvrinterface.rst

@@ -82,7 +82,7 @@ enum **Capabilities**
 - **ARVR_MONO** = **1** --- This interface can work with normal rendering output (non-HMD based AR).
 - **ARVR_STEREO** = **2** --- This interface supports stereoscopic rendering.
 - **ARVR_AR** = **4** --- This interface support AR (video background and real world tracking).
-- **ARVR_EXTERNAL** = **8** --- This interface outputs to an external device, if the main viewport is used the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of get_render_targetsize. Using a seperate viewport node frees up the main viewport for other purposes.
+- **ARVR_EXTERNAL** = **8** --- This interface outputs to an external device, if the main viewport is used the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of get_render_targetsize. Using a separate viewport node frees up the main viewport for other purposes.
 
 
 Description

+ 1 - 1
classes/class_arvrserver.rst

@@ -138,7 +138,7 @@ Get the interface registered at a given index in our list of interfaces.
 
 - :ref:`int<class_int>` **get_interface_count** **(** **)** const
 
-Get the number of interfaces currently registered with the AR/VR server. If you're game supports multiple AR/VR platforms you can look throught the available interface and either present the user with a selection or simply try an initialize each interface and use the first one that returns true.
+Get the number of interfaces currently registered with the AR/VR server. If you're game supports multiple AR/VR platforms you can look through the available interface and either present the user with a selection or simply try an initialize each interface and use the first one that returns true.
 
 .. _class_ARVRServer_get_interfaces:
 

+ 1 - 1
classes/class_control.rst

@@ -453,7 +453,7 @@ For more information on Godot's UI system, anchors, margins, and containers, see
 
 Godot sends input events to the scene's root node first, by calling :ref:`Node._input<class_Node__input>`. :ref:`Node._input<class_Node__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__input_event>`. Call :ref:`accept_event<class_Control_accept_event>` so no other node receives the event. Once you accepted an input, it becomes handled so :ref:`Node._unhandled_input<class_Node__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 foucs, call :ref:`set_focus_mode<class_Control_set_focus_mode>`. ``Control`` nodes lose focus when another node grabs it, or if you hide the node in focus.
+Only one ``Control`` node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call :ref:`set_focus_mode<class_Control_set_focus_mode>`. ``Control`` nodes lose focus when another node grabs it, or if you hide the node in focus.
 
 Call :ref:`set_ignore_mouse<class_Control_set_ignore_mouse>` to tell a ``Control`` node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
 

+ 12 - 12
classes/class_generic6dofjoint.rst

@@ -35,11 +35,11 @@ The lower, the longer an impulse from one side takes to travel to the other side
 
   .. _class_Generic6DOFJoint_angular_limit_x/force_limit:
 
-- :ref:`float<class_float>` **angular_limit_x/force_limit** - The maximum amount of force that can occur, when rotating arround x-axis.
+- :ref:`float<class_float>` **angular_limit_x/force_limit** - The maximum amount of force that can occur, when rotating around x-axis.
 
   .. _class_Generic6DOFJoint_angular_limit_x/lower_angle:
 
-- :ref:`float<class_float>` **angular_limit_x/lower_angle** - The minimum rotation in negative direction to break loose and rotate arround the x-axis.
+- :ref:`float<class_float>` **angular_limit_x/lower_angle** - The minimum rotation in negative direction to break loose and rotate around the x-axis.
 
   .. _class_Generic6DOFJoint_angular_limit_x/restitution:
 
@@ -51,7 +51,7 @@ The lower, the longer an impulse from one side takes to travel to the other side
 
   .. _class_Generic6DOFJoint_angular_limit_x/upper_angle:
 
-- :ref:`float<class_float>` **angular_limit_x/upper_angle** - The minimum rotation in positive direction to break loose and rotate arround the x-axis.
+- :ref:`float<class_float>` **angular_limit_x/upper_angle** - The minimum rotation in positive direction to break loose and rotate around the x-axis.
 
   .. _class_Generic6DOFJoint_angular_limit_y/damping:
 
@@ -67,11 +67,11 @@ The lower, the longer an impulse from one side takes to travel to the other side
 
   .. _class_Generic6DOFJoint_angular_limit_y/force_limit:
 
-- :ref:`float<class_float>` **angular_limit_y/force_limit** - The maximum amount of force that can occur, when rotating arround y-axis.
+- :ref:`float<class_float>` **angular_limit_y/force_limit** - The maximum amount of force that can occur, when rotating around y-axis.
 
   .. _class_Generic6DOFJoint_angular_limit_y/lower_angle:
 
-- :ref:`float<class_float>` **angular_limit_y/lower_angle** - The minimum rotation in negative direction to break loose and rotate arround the y-axis.
+- :ref:`float<class_float>` **angular_limit_y/lower_angle** - The minimum rotation in negative direction to break loose and rotate around the y-axis.
 
   .. _class_Generic6DOFJoint_angular_limit_y/restitution:
 
@@ -83,7 +83,7 @@ The lower, the longer an impulse from one side takes to travel to the other side
 
   .. _class_Generic6DOFJoint_angular_limit_y/upper_angle:
 
-- :ref:`float<class_float>` **angular_limit_y/upper_angle** - The minimum rotation in positive direction to break loose and rotate arround the y-axis.
+- :ref:`float<class_float>` **angular_limit_y/upper_angle** - The minimum rotation in positive direction to break loose and rotate around the y-axis.
 
   .. _class_Generic6DOFJoint_angular_limit_z/damping:
 
@@ -99,11 +99,11 @@ The lower, the longer an impulse from one side takes to travel to the other side
 
   .. _class_Generic6DOFJoint_angular_limit_z/force_limit:
 
-- :ref:`float<class_float>` **angular_limit_z/force_limit** - The maximum amount of force that can occur, when rotating arround z-axis.
+- :ref:`float<class_float>` **angular_limit_z/force_limit** - The maximum amount of force that can occur, when rotating around z-axis.
 
   .. _class_Generic6DOFJoint_angular_limit_z/lower_angle:
 
-- :ref:`float<class_float>` **angular_limit_z/lower_angle** - The minimum rotation in negative direction to break loose and rotate arround the z-axis.
+- :ref:`float<class_float>` **angular_limit_z/lower_angle** - The minimum rotation in negative direction to break loose and rotate around the z-axis.
 
   .. _class_Generic6DOFJoint_angular_limit_z/restitution:
 
@@ -115,7 +115,7 @@ The lower, the longer an impulse from one side takes to travel to the other side
 
   .. _class_Generic6DOFJoint_angular_limit_z/upper_angle:
 
-- :ref:`float<class_float>` **angular_limit_z/upper_angle** - The minimum rotation in positive direction to break loose and rotate arround the z-axis.
+- :ref:`float<class_float>` **angular_limit_z/upper_angle** - The minimum rotation in positive direction to break loose and rotate around the z-axis.
 
   .. _class_Generic6DOFJoint_angular_motor_x/enabled:
 
@@ -247,12 +247,12 @@ enum **Param**
 - **PARAM_LINEAR_LIMIT_SOFTNESS** = **2** --- A factor applied to the movement across the axes The lower, the slower the movement.
 - **PARAM_LINEAR_RESTITUTION** = **3** --- The amount of restitution on the axes movement The lower, the more momentum gets lost.
 - **PARAM_LINEAR_DAMPING** = **4** --- The amount of damping that happens at the linear motion across the axes.
-- **PARAM_ANGULAR_LOWER_LIMIT** = **5** --- The minimum rotation in negative direction to break loose and rotate arround the axes.
-- **PARAM_ANGULAR_UPPER_LIMIT** = **6** --- The minimum rotation in positive direction to break loose and rotate arround the axes.
+- **PARAM_ANGULAR_LOWER_LIMIT** = **5** --- The minimum rotation in negative direction to break loose and rotate around the axes.
+- **PARAM_ANGULAR_UPPER_LIMIT** = **6** --- The minimum rotation in positive direction to break loose and rotate around the axes.
 - **PARAM_ANGULAR_LIMIT_SOFTNESS** = **7** --- The speed of all rotations across the axes.
 - **PARAM_ANGULAR_DAMPING** = **8** --- The amount of rotational damping across the axes. The lower, the more dampening occurs.
 - **PARAM_ANGULAR_RESTITUTION** = **9** --- The amount of rotational restitution across the axes. The lower, the more restitution occurs.
-- **PARAM_ANGULAR_FORCE_LIMIT** = **10** --- The maximum amount of force that can occur, when rotating arround the axes.
+- **PARAM_ANGULAR_FORCE_LIMIT** = **10** --- The maximum amount of force that can occur, when rotating around the axes.
 - **PARAM_ANGULAR_ERP** = **11** --- When rotating across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
 - **PARAM_ANGULAR_MOTOR_TARGET_VELOCITY** = **12** --- Target speed for the motor at the axes.
 - **PARAM_ANGULAR_MOTOR_FORCE_LIMIT** = **13** --- Maximum acceleration for the motor at the axes.

+ 3 - 3
classes/class_hingejoint.rst

@@ -57,7 +57,7 @@ Member Variables
 
   .. _class_HingeJoint_params/bias:
 
-- :ref:`float<class_float>` **params/bias** - The speed with wich the two bodies get pulled together when they move in different directions.
+- :ref:`float<class_float>` **params/bias** - The speed with which the two bodies get pulled together when they move in different directions.
 
 
 Enums
@@ -75,7 +75,7 @@ enum **Flag**
 
 enum **Param**
 
-- **PARAM_BIAS** = **0** --- The speed with wich the two bodies get pulled together when they move in different directions.
+- **PARAM_BIAS** = **0** --- The speed with which the two bodies get pulled together when they move in different directions.
 - **PARAM_LIMIT_UPPER** = **1** --- The maximum rotation. only active if :ref:`angular_limit/enable<class_HingeJoint_angular_limit/enable>` is ``true``.
 - **PARAM_LIMIT_LOWER** = **2** --- The minimum rotation. only active if :ref:`angular_limit/enable<class_HingeJoint_angular_limit/enable>` is ``true``.
 - **PARAM_LIMIT_BIAS** = **3** --- The speed with which the rotation across the axis perpendicular to the hinge gets corrected.
@@ -89,5 +89,5 @@ enum **Param**
 Description
 -----------
 
-Normaly uses the z-axis of body A as the hinge axis, another axis can be specified when adding it manually though.
+Normally uses the z-axis of body A as the hinge axis, another axis can be specified when adding it manually though.
 

+ 1 - 1
classes/class_input.rst

@@ -150,7 +150,7 @@ Member Function Description
 
 - void **action_press** **(** :ref:`String<class_string>` action **)**
 
-This will simulate pressing the specificed action.
+This will simulate pressing the specified action.
 
 .. _class_Input_action_release:
 

+ 2 - 2
classes/class_inputeventmouse.rst

@@ -31,11 +31,11 @@ Member Variables
 
   .. _class_InputEventMouse_position:
 
-- :ref:`Vector2<class_vector2>` **position** - Mouse local position relative to the :ref:`Viewport<class_viewport>`. If used in :ref:`Control._gui_input<class_Control__gui_input>` the position is relative to the current :ref:`Control<class_control>` wich is under the mouse.
+- :ref:`Vector2<class_vector2>` **position** - Mouse local position relative to the :ref:`Viewport<class_viewport>`. If used in :ref:`Control._gui_input<class_Control__gui_input>` the position is relative to the current :ref:`Control<class_control>` which is under the mouse.
 
 
 Description
 -----------
 
-Stores general mouse events informations.
+Stores general mouse events information.
 

+ 1 - 1
classes/class_inputeventmousebutton.rst

@@ -39,5 +39,5 @@ Member Variables
 Description
 -----------
 
-Contains mouse click informations. See :ref:`Node._input<class_Node__input>`.
+Contains mouse click information. See :ref:`Node._input<class_Node__input>`.
 

+ 1 - 1
classes/class_inputeventmousemotion.rst

@@ -31,5 +31,5 @@ Member Variables
 Description
 -----------
 
-Contains mouse motion informations. Supports relative, absolute positions and speed. See :ref:`Node._input<class_Node__input>`.
+Contains mouse motion information. Supports relative, absolute positions and speed. See :ref:`Node._input<class_Node__input>`.
 

+ 1 - 1
classes/class_inputeventscreendrag.rst

@@ -41,5 +41,5 @@ Member Variables
 Description
 -----------
 
-Contains screen drag informations. See :ref:`Node._input<class_Node__input>`.
+Contains screen drag information. See :ref:`Node._input<class_Node__input>`.
 

+ 1 - 1
classes/class_inputeventwithmodifiers.rst

@@ -45,5 +45,5 @@ Member Variables
 Description
 -----------
 
-Contains keys events informations with modifiers support like ``SHIFT`` or ``ALT``. See :ref:`Node._input<class_Node__input>`.
+Contains keys events information with modifiers support like ``SHIFT`` or ``ALT``. See :ref:`Node._input<class_Node__input>`.
 

+ 1 - 1
classes/class_joint.rst

@@ -35,7 +35,7 @@ Member Variables
 
   .. _class_Joint_solver/priority:
 
-- :ref:`int<class_int>` **solver/priority** - The order in wich the solver is executed compared to the other Joints, the lower, the earlier.
+- :ref:`int<class_int>` **solver/priority** - The order in which the solver is executed compared to the other Joints, the lower, the earlier.
 
 
 Description

+ 2 - 2
classes/class_kinematicbody.rst

@@ -93,7 +93,7 @@ Returns the velocity of the floor. Only updates when calling :ref:`move_and_slid
 
 - :ref:`KinematicCollision<class_kinematiccollision>` **get_slide_collision** **(** :ref:`int<class_int>` slide_idx **)**
 
-Returns a :ref:`KinematicCollision<class_kinematiccollision>`, which contains information about a collision that occured during the last :ref:`move_and_slide<class_KinematicBody_move_and_slide>` call. Since the body can collide several times in a single call to :ref:`move_and_slide<class_KinematicBody_move_and_slide>`, you must specify the index of the collision in the range 0 to (:ref:`get_slide_count<class_KinematicBody_get_slide_count>` - 1).
+Returns a :ref:`KinematicCollision<class_kinematiccollision>`, which contains information about a collision that occurred during the last :ref:`move_and_slide<class_KinematicBody_move_and_slide>` call. Since the body can collide several times in a single call to :ref:`move_and_slide<class_KinematicBody_move_and_slide>`, you must specify the index of the collision in the range 0 to (:ref:`get_slide_count<class_KinematicBody_get_slide_count>` - 1).
 
 .. _class_KinematicBody_get_slide_count:
 
@@ -141,7 +141,7 @@ If the body collides, it will change direction a maximum of ``max_bounces`` time
 
 ``floor_max_angle`` is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
 
-Returns the movement that remained when the body stopped. To get more detailed information about collisions that occured, use :ref:`get_slide_collision<class_KinematicBody_get_slide_collision>`.
+Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use :ref:`get_slide_collision<class_KinematicBody_get_slide_collision>`.
 
 .. _class_KinematicBody_test_move:
 

+ 2 - 2
classes/class_kinematicbody2d.rst

@@ -69,7 +69,7 @@ Returns the velocity of the floor. Only updates when calling :ref:`move_and_slid
 
 - :ref:`KinematicCollision2D<class_kinematiccollision2d>` **get_slide_collision** **(** :ref:`int<class_int>` slide_idx **)**
 
-Returns a :ref:`KinematicCollision2D<class_kinematiccollision2d>`, which contains information about a collision that occured during the last :ref:`move_and_slide<class_KinematicBody2D_move_and_slide>` call. Since the body can collide several times in a single call to :ref:`move_and_slide<class_KinematicBody2D_move_and_slide>`, you must specify the index of the collision in the range 0 to (:ref:`get_slide_count<class_KinematicBody2D_get_slide_count>` - 1).
+Returns a :ref:`KinematicCollision2D<class_kinematiccollision2d>`, which contains information about a collision that occurred during the last :ref:`move_and_slide<class_KinematicBody2D_move_and_slide>` call. Since the body can collide several times in a single call to :ref:`move_and_slide<class_KinematicBody2D_move_and_slide>`, you must specify the index of the collision in the range 0 to (:ref:`get_slide_count<class_KinematicBody2D_get_slide_count>` - 1).
 
 .. _class_KinematicBody2D_get_slide_count:
 
@@ -117,7 +117,7 @@ If the body collides, it will change direction a maximum of ``max_bounces`` time
 
 ``floor_max_angle`` is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
 
-Returns the movement that remained when the body stopped. To get more detailed information about collisions that occured, use :ref:`get_slide_collision<class_KinematicBody2D_get_slide_collision>`.
+Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use :ref:`get_slide_collision<class_KinematicBody2D_get_slide_collision>`.
 
 .. _class_KinematicBody2D_test_move:
 

+ 1 - 1
classes/class_line2d.rst

@@ -52,7 +52,7 @@ Member Variables
 
   .. _class_Line2D_joint_mode:
 
-- :ref:`LineJointMode<enum_line2d_linejointmode>` **joint_mode** - The style for the points inbetween the start and the end.
+- :ref:`LineJointMode<enum_line2d_linejointmode>` **joint_mode** - The style for the points between the start and the end.
 
   .. _class_Line2D_points:
 

+ 1 - 1
classes/class_lineedit.rst

@@ -68,7 +68,7 @@ Member Variables
 
   .. _class_LineEdit_caret_position:
 
-- :ref:`int<class_int>` **caret_position** - The cursor's position inside the ``LineEdit``. When set, the text may scroll to accomodate it.
+- :ref:`int<class_int>` **caret_position** - The cursor's position inside the ``LineEdit``. When set, the text may scroll to accommodate it.
 
   .. _class_LineEdit_context_menu_enabled:
 

+ 4 - 2
classes/class_multimeshinstance.rst

@@ -21,11 +21,13 @@ Member Variables
 
   .. _class_MultiMeshInstance_multimesh:
 
-- :ref:`MultiMesh<class_multimesh>` **multimesh**
+- :ref:`MultiMesh<class_multimesh>` **multimesh** - The :ref:`MultiMesh<class_multimesh>` resource that will be used and shared among all instances of the ``MultiMeshInstance``.
 
 
 Description
 -----------
 
-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).
+``MultiMeshInstance`` is a specialized node to instance :ref:`GeometryInstance<class_geometryinstance>`\ s based on a :ref:`MultiMesh<class_multimesh>` resource.
+
+This is useful to optimize the rendering of a high amount of instances of a given mesh (for example tree in a forest or grass strands).
 

+ 9 - 9
classes/class_node.rst

@@ -329,7 +329,7 @@ Corresponds to the NOTIFICATION_EXIT_TREE notification in :ref:`Object._notifica
 
 Called when there is an input event. The input event propagates through the node tree until a node consumes it.
 
-It is only called if input processing is enabled, which is done automatically if this method is overriden, and can be toggled with :ref:`set_process_input<class_Node_set_process_input>`.
+It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with :ref:`set_process_input<class_Node_set_process_input>`.
 
 .. _class_Node__physics_process:
 
@@ -337,7 +337,7 @@ It is only called if input processing is enabled, which is done automatically if
 
 Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the ``delta`` variable should be constant.
 
-It is only called if physics processing is enabled, which is done automatically if this method is overriden, and can be toggled with :ref:`set_physics_process<class_Node_set_physics_process>`.
+It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with :ref:`set_physics_process<class_Node_set_physics_process>`.
 
 Corresponds to the NOTIFICATION_PHYSICS_PROCESS notification in :ref:`Object._notification<class_Object__notification>`.
 
@@ -347,7 +347,7 @@ Corresponds to the NOTIFICATION_PHYSICS_PROCESS notification in :ref:`Object._no
 
 Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the ``delta`` time since the previous frame is not constant.
 
-It is only called if processing is enabled, which is done automatically if this method is overriden, and can be toggled with :ref:`set_process<class_Node_set_process>`.
+It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with :ref:`set_process<class_Node_set_process>`.
 
 Corresponds to the NOTIFICATION_PROCESS notification in :ref:`Object._notification<class_Object__notification>`.
 
@@ -365,7 +365,7 @@ Corresponds to the NOTIFICATION_READY notification in :ref:`Object._notification
 
 Propagated to all nodes when the previous InputEvent is not consumed by any nodes.
 
-It is only called if unhandled input processing is enabled, which is done automatically if this method is overriden, and can be toggled with :ref:`set_process_unhandled_input<class_Node_set_process_unhandled_input>`.
+It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with :ref:`set_process_unhandled_input<class_Node_set_process_unhandled_input>`.
 
 .. _class_Node__unhandled_key_input:
 
@@ -763,7 +763,7 @@ Sets the node network master to the peer with the given peer ID. The network mas
 
 - void **set_physics_process** **(** :ref:`bool<class_bool>` enable **)**
 
-Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a NOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 fps, see :ref:`OS<class_os>` to change) interval (and the :ref:`_physics_process<class_Node__physics_process>` callback will be called if exists). Enabled automatically if :ref:`_physics_process<class_Node__physics_process>` is overriden. Any calls to this before :ref:`_ready<class_Node__ready>` will be ignored.
+Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a NOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 fps, see :ref:`OS<class_os>` to change) interval (and the :ref:`_physics_process<class_Node__physics_process>` callback will be called if exists). Enabled automatically if :ref:`_physics_process<class_Node__physics_process>` is overridden. Any calls to this before :ref:`_ready<class_Node__ready>` will be ignored.
 
 .. _class_Node_set_physics_process_internal:
 
@@ -773,13 +773,13 @@ Enables or disables physics (i.e. fixed framerate) processing. When a node is be
 
 - void **set_process** **(** :ref:`bool<class_bool>` enable **)**
 
-Enables or disables 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). Enabled automatically if :ref:`_process<class_Node__process>` is overriden. Any calls to this before :ref:`_ready<class_Node__ready>` will be ignored.
+Enables or disables 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). Enabled automatically if :ref:`_process<class_Node__process>` is overridden. Any calls to this before :ref:`_ready<class_Node__ready>` will be ignored.
 
 .. _class_Node_set_process_input:
 
 - void **set_process_input** **(** :ref:`bool<class_bool>` enable **)**
 
-Enables or disables input processing. This is not required for GUI controls! Enabled automatically if :ref:`_input<class_Node__input>` is overriden. Any calls to this before :ref:`_ready<class_Node__ready>` will be ignored.
+Enables or disables input processing. This is not required for GUI controls! Enabled automatically if :ref:`_input<class_Node__input>` is overridden. Any calls to this before :ref:`_ready<class_Node__ready>` will be ignored.
 
 .. _class_Node_set_process_internal:
 
@@ -789,13 +789,13 @@ Enables or disables input processing. This is not required for GUI controls! Ena
 
 - void **set_process_unhandled_input** **(** :ref:`bool<class_bool>` enable **)**
 
-Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a :ref:`Control<class_control>`). Enabled automatically if :ref:`_unhandled_input<class_Node__unhandled_input>` is overriden. Any calls to this before :ref:`_ready<class_Node__ready>` will be ignored.
+Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a :ref:`Control<class_control>`). Enabled automatically if :ref:`_unhandled_input<class_Node__unhandled_input>` is overridden. Any calls to this before :ref:`_ready<class_Node__ready>` will be ignored.
 
 .. _class_Node_set_process_unhandled_key_input:
 
 - void **set_process_unhandled_key_input** **(** :ref:`bool<class_bool>` enable **)**
 
-Enables unhandled key input processing. Enabled automatically if :ref:`_unhandled_key_input<class_Node__unhandled_key_input>` is overriden. Any calls to this before :ref:`_ready<class_Node__ready>` will be ignored.
+Enables unhandled key input processing. Enabled automatically if :ref:`_unhandled_key_input<class_Node__unhandled_key_input>` is overridden. Any calls to this before :ref:`_ready<class_Node__ready>` will be ignored.
 
 .. _class_Node_set_scene_instance_load_placeholder:
 

+ 14 - 14
classes/class_physicsserver.rst

@@ -252,16 +252,16 @@ enum **G6DOFJointAxisParam**
 
 - **G6DOF_JOINT_LINEAR_LOWER_LIMIT** = **0** --- The minimum difference between the pivot points' axes.
 - **G6DOF_JOINT_LINEAR_UPPER_LIMIT** = **1** --- The maximum difference between the pivot points' axes.
-- **G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS** = **2** --- A factor that gets applied to the movement accross the axes. The lower, the slower the movement.
+- **G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS** = **2** --- A factor that gets applied to the movement across the axes. The lower, the slower the movement.
 - **G6DOF_JOINT_LINEAR_RESTITUTION** = **3** --- The amount of restitution on the axes movement. The lower, the more velocity-energy gets lost.
 - **G6DOF_JOINT_LINEAR_DAMPING** = **4** --- The amount of damping that happens at the linear motion across the axes.
-- **G6DOF_JOINT_ANGULAR_LOWER_LIMIT** = **5** --- The minimum rotation in negative direction to break loose and rotate arround the axes.
-- **G6DOF_JOINT_ANGULAR_UPPER_LIMIT** = **6** --- The minimum rotation in positive direction to break loose and rotate arround the axes.
-- **G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS** = **7** --- A factor that gets multiplied onto all rotations accross the axes.
-- **G6DOF_JOINT_ANGULAR_DAMPING** = **8** --- The amount of rotational damping accross the axes. The lower, the more dampening occurs.
-- **G6DOF_JOINT_ANGULAR_RESTITUTION** = **9** --- The amount of rotational restitution accross the axes. The lower, the more restitution occurs.
-- **G6DOF_JOINT_ANGULAR_FORCE_LIMIT** = **10** --- The maximum amount of force that can occur, when rotating arround the axes.
-- **G6DOF_JOINT_ANGULAR_ERP** = **11** --- When correcting the crossing of limits in rotation accross the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
+- **G6DOF_JOINT_ANGULAR_LOWER_LIMIT** = **5** --- The minimum rotation in negative direction to break loose and rotate around the axes.
+- **G6DOF_JOINT_ANGULAR_UPPER_LIMIT** = **6** --- The minimum rotation in positive direction to break loose and rotate around the axes.
+- **G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS** = **7** --- A factor that gets multiplied onto all rotations across the axes.
+- **G6DOF_JOINT_ANGULAR_DAMPING** = **8** --- The amount of rotational damping across the axes. The lower, the more dampening occurs.
+- **G6DOF_JOINT_ANGULAR_RESTITUTION** = **9** --- The amount of rotational restitution across the axes. The lower, the more restitution occurs.
+- **G6DOF_JOINT_ANGULAR_FORCE_LIMIT** = **10** --- The maximum amount of force that can occur, when rotating around the axes.
+- **G6DOF_JOINT_ANGULAR_ERP** = **11** --- When correcting the crossing of limits in rotation across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
 - **G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY** = **12** --- Target speed for the motor at the axes.
 - **G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT** = **13** --- Maximum acceleration for the motor at the axes.
 
@@ -406,15 +406,15 @@ enum **SliderJointParam**
 
 - **SLIDER_JOINT_LINEAR_LIMIT_UPPER** = **0** --- The maximum difference between the pivot points on their x-axis before damping happens.
 - **SLIDER_JOINT_LINEAR_LIMIT_LOWER** = **1** --- The minimum difference between the pivot points on their x-axis before damping happens.
-- **SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS** = **2** --- A factor applied to the movement accross the slider axis once the limits get surpassed. The lower, the slower the movement.
+- **SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS** = **2** --- A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.
 - **SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION** = **3** --- The amount of restitution once the limits are surpassed. The lower, the more velocityenergy gets lost.
 - **SLIDER_JOINT_LINEAR_LIMIT_DAMPING** = **4** --- The amount of damping once the slider limits are surpassed.
-- **SLIDER_JOINT_LINEAR_MOTION_SOFTNESS** = **5** --- A factor applied to the movement accross the slider axis as long as the slider is in the limits. The lower, the slower the movement.
+- **SLIDER_JOINT_LINEAR_MOTION_SOFTNESS** = **5** --- A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.
 - **SLIDER_JOINT_LINEAR_MOTION_RESTITUTION** = **6** --- The amount of restitution inside the slider limits.
 - **SLIDER_JOINT_LINEAR_MOTION_DAMPING** = **7** --- The amount of damping inside the slider limits.
-- **SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS** = **8** --- A factor applied to the movement accross axes orthogonal to the slider.
-- **SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION** = **9** --- The amount of restitution when movement is accross axes orthogonal to the slider.
-- **SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING** = **10** --- The amount of damping when movement is accross axes orthogonal to the slider.
+- **SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS** = **8** --- A factor applied to the movement across axes orthogonal to the slider.
+- **SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION** = **9** --- The amount of restitution when movement is across axes orthogonal to the slider.
+- **SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING** = **10** --- The amount of damping when movement is across axes orthogonal to the slider.
 - **SLIDER_JOINT_ANGULAR_LIMIT_UPPER** = **11** --- The upper limit of rotation in the slider.
 - **SLIDER_JOINT_ANGULAR_LIMIT_LOWER** = **12** --- The lower limit of rotation in the slider.
 - **SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS** = **13** --- A factor applied to the all rotation once the limit is surpassed.
@@ -452,7 +452,7 @@ The higher, the faster.
 
 enum **HingeJointParam**
 
-- **HINGE_JOINT_BIAS** = **0** --- The speed with wich the two bodies get pulled together when they move in different directions.
+- **HINGE_JOINT_BIAS** = **0** --- The speed with which the two bodies get pulled together when they move in different directions.
 - **HINGE_JOINT_LIMIT_UPPER** = **1** --- The maximum rotation across the Hinge.
 - **HINGE_JOINT_LIMIT_LOWER** = **2** --- The minimum rotation across the Hinge.
 - **HINGE_JOINT_LIMIT_BIAS** = **3** --- The speed with which the rotation across the axis perpendicular to the hinge gets corrected.

+ 4 - 4
classes/class_pinjoint.rst

@@ -21,13 +21,13 @@ Member Variables
 
   .. _class_PinJoint_params/bias:
 
-- :ref:`float<class_float>` **params/bias** - The force with wich the pinned objects stay in positional relation to each other.
+- :ref:`float<class_float>` **params/bias** - The force with which the pinned objects stay in positional relation to each other.
 
 The higher, the stronger.
 
   .. _class_PinJoint_params/damping:
 
-- :ref:`float<class_float>` **params/damping** - The force with wich the pinned objects stay in velocity relation to each other.
+- :ref:`float<class_float>` **params/damping** - The force with which the pinned objects stay in velocity relation to each other.
 
 The higher, the stronger.
 
@@ -43,10 +43,10 @@ Enums
 
 enum **Param**
 
-- **PARAM_BIAS** = **0** --- The force with wich the pinned objects stay in positional relation to each other.
+- **PARAM_BIAS** = **0** --- The force with which the pinned objects stay in positional relation to each other.
 
 The higher, the stronger.
-- **PARAM_DAMPING** = **1** --- The force with wich the pinned objects stay in velocity relation to each other.
+- **PARAM_DAMPING** = **1** --- The force with which the pinned objects stay in velocity relation to each other.
 
 The higher, the stronger.
 - **PARAM_IMPULSE_CLAMP** = **2** --- If above 0, this value is the maximum value for an impulse that this Joint produces.

+ 2 - 2
classes/class_popupmenu.rst

@@ -281,7 +281,7 @@ Return whether the item at index "idx" is disabled. When it is disabled it can't
 
 - :ref:`bool<class_bool>` **is_item_separator** **(** :ref:`int<class_int>` idx **)** const
 
-Return whether the item is a seperator. If it is, it would be displayed as a line.
+Return whether the item is a separator. If it is, it would be displayed as a line.
 
 .. _class_PopupMenu_remove_item:
 
@@ -305,7 +305,7 @@ Set whether the item at index "idx" has a checkbox. Note that checkable items ju
 
 - void **set_item_as_separator** **(** :ref:`int<class_int>` idx, :ref:`bool<class_bool>` enable **)**
 
-Mark the item at index "idx" as a seperator, which means that it would be displayed as a mere line.
+Mark the item at index "idx" as a separator, which means that it would be displayed as a mere line.
 
 .. _class_PopupMenu_set_item_checked:
 

+ 4 - 0
classes/class_raycast2d.rst

@@ -135,6 +135,8 @@ Example:
 
 - :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
 
+Return an individual bit on the collision mask.
+
 .. _class_RayCast2D_get_collision_normal:
 
 - :ref:`Vector2<class_vector2>` **get_collision_normal** **(** **)** const
@@ -169,4 +171,6 @@ Removes a collision exception so the ray does report collisions with the specifi
 
 - void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
 
+Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
+
 

+ 10 - 10
classes/class_sliderjoint.rst

@@ -83,7 +83,7 @@ Makes all rotation slower when between 0 and 1.
 
   .. _class_SliderJoint_linear_limit/softness:
 
-- :ref:`float<class_float>` **linear_limit/softness** - A factor applied to the movement accross the slider axis once the limits get surpassed. The lower, the slower the movement.
+- :ref:`float<class_float>` **linear_limit/softness** - A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.
 
   .. _class_SliderJoint_linear_limit/upper_distance:
 
@@ -99,19 +99,19 @@ Makes all rotation slower when between 0 and 1.
 
   .. _class_SliderJoint_linear_motion/softness:
 
-- :ref:`float<class_float>` **linear_motion/softness** - A factor applied to the movement accross the slider axis as long as the slider is in the limits. The lower, the slower the movement.
+- :ref:`float<class_float>` **linear_motion/softness** - A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.
 
   .. _class_SliderJoint_linear_ortho/damping:
 
-- :ref:`float<class_float>` **linear_ortho/damping** - The amount of damping when movement is accross axes orthogonal to the slider.
+- :ref:`float<class_float>` **linear_ortho/damping** - The amount of damping when movement is across axes orthogonal to the slider.
 
   .. _class_SliderJoint_linear_ortho/restitution:
 
-- :ref:`float<class_float>` **linear_ortho/restitution** - The amount of restitution when movement is accross axes orthogonal to the slider.
+- :ref:`float<class_float>` **linear_ortho/restitution** - The amount of restitution when movement is across axes orthogonal to the slider.
 
   .. _class_SliderJoint_linear_ortho/softness:
 
-- :ref:`float<class_float>` **linear_ortho/softness** - A factor applied to the movement accross axes orthogonal to the slider.
+- :ref:`float<class_float>` **linear_ortho/softness** - A factor applied to the movement across axes orthogonal to the slider.
 
 
 Enums
@@ -123,15 +123,15 @@ enum **Param**
 
 - **PARAM_LINEAR_LIMIT_UPPER** = **0** --- The maximum difference between the pivot points on their x-axis before damping happens.
 - **PARAM_LINEAR_LIMIT_LOWER** = **1** --- The minimum difference between the pivot points on their x-axis before damping happens.
-- **PARAM_LINEAR_LIMIT_SOFTNESS** = **2** --- A factor applied to the movement accross the slider axis once the limits get surpassed. The lower, the slower the movement.
+- **PARAM_LINEAR_LIMIT_SOFTNESS** = **2** --- A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.
 - **PARAM_LINEAR_LIMIT_RESTITUTION** = **3** --- The amount of restitution once the limits are surpassed. The lower, the more velocityenergy gets lost.
 - **PARAM_LINEAR_LIMIT_DAMPING** = **4** --- The amount of damping once the slider limits are surpassed.
-- **PARAM_LINEAR_MOTION_SOFTNESS** = **5** --- A factor applied to the movement accross the slider axis as long as the slider is in the limits. The lower, the slower the movement.
+- **PARAM_LINEAR_MOTION_SOFTNESS** = **5** --- A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.
 - **PARAM_LINEAR_MOTION_RESTITUTION** = **6** --- The amount of restitution inside the slider limits.
 - **PARAM_LINEAR_MOTION_DAMPING** = **7** --- The amount of damping inside the slider limits.
-- **PARAM_LINEAR_ORTHOGONAL_SOFTNESS** = **8** --- A factor applied to the movement accross axes orthogonal to the slider.
-- **PARAM_LINEAR_ORTHOGONAL_RESTITUTION** = **9** --- The amount of restitution when movement is accross axes orthogonal to the slider.
-- **PARAM_LINEAR_ORTHOGONAL_DAMPING** = **10** --- The amount of damping when movement is accross axes orthogonal to the slider.
+- **PARAM_LINEAR_ORTHOGONAL_SOFTNESS** = **8** --- A factor applied to the movement across axes orthogonal to the slider.
+- **PARAM_LINEAR_ORTHOGONAL_RESTITUTION** = **9** --- The amount of restitution when movement is across axes orthogonal to the slider.
+- **PARAM_LINEAR_ORTHOGONAL_DAMPING** = **10** --- The amount of damping when movement is across axes orthogonal to the slider.
 - **PARAM_ANGULAR_LIMIT_UPPER** = **11** --- The upper limit of rotation in the slider.
 - **PARAM_ANGULAR_LIMIT_LOWER** = **12** --- The lower limit of rotation in the slider.
 - **PARAM_ANGULAR_LIMIT_SOFTNESS** = **13** --- A factor applied to the all rotation once the limit is surpassed.

+ 1 - 1
classes/class_string.rst

@@ -427,7 +427,7 @@ Finds the first occurrence of a substring, ignoring case. Returns the starting p
 
 - :ref:`String<class_string>` **format** **(** var values, :ref:`String<class_string>` placeholder={_} **)**
 
-Formats the string by replacing all occurences of ``placeholder`` with ``values``.
+Formats the string by replacing all occurrences of ``placeholder`` with ``values``.
 
 .. _class_String_get_base_dir:
 

+ 5 - 5
classes/class_visualserver.rst

@@ -434,8 +434,8 @@ enum **PrimitiveType**
 - **PRIMITIVE_LINE_STRIP** = **2** --- Primitive to draw consists of a line strip from start to end.
 - **PRIMITIVE_LINE_LOOP** = **3** --- Primitive to draw consists of a line loop (a line strip with a line between the last and the first vertex).
 - **PRIMITIVE_TRIANGLES** = **4** --- Primitive to draw consists of triangles.
-- **PRIMITIVE_TRIANGLE_STRIP** = **5** --- Primitive to draw consists of a triangle strip (the last 3 verticies are always combined to make a triangle).
-- **PRIMITIVE_TRIANGLE_FAN** = **6** --- Primitive to draw consists of a triangle strip (the last 2 verticies are always combined with the first to make a triangle).
+- **PRIMITIVE_TRIANGLE_STRIP** = **5** --- Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).
+- **PRIMITIVE_TRIANGLE_FAN** = **6** --- Primitive to draw consists of a triangle strip (the last 2 vertices are always combined with the first to make a triangle).
 - **PRIMITIVE_MAX** = **7** --- Marks the primitive types endpoint. used internally.
 
   .. _enum_VisualServer_BlendShapeMode:
@@ -742,7 +742,7 @@ Adds a polygon to the :ref:`CanvasItem<class_canvasitem>`'s draw commands.
 
 - void **canvas_item_add_polyline** **(** :ref:`RID<class_rid>` item, :ref:`PoolVector2Array<class_poolvector2array>` points, :ref:`PoolColorArray<class_poolcolorarray>` colors, :ref:`float<class_float>` width=1.0, :ref:`bool<class_bool>` antialiased=false **)**
 
-Adds a polyline, which is a line from mutliple points with a width, to the :ref:`CanvasItem<class_canvasitem>`'s draw commands.
+Adds a polyline, which is a line from multiple points with a width, to the :ref:`CanvasItem<class_canvasitem>`'s draw commands.
 
 .. _class_VisualServer_canvas_item_add_primitive:
 
@@ -976,7 +976,7 @@ The light mask. See :ref:`LightOccluder2D<class_lightoccluder2d>` for more infor
 
 - void **canvas_light_set_item_shadow_cull_mask** **(** :ref:`RID<class_rid>` light, :ref:`int<class_int>` mask **)**
 
-The shadow mask. binary about wich layers this canvas light affects wich canvas item's shadows. See :ref:`LightOccluder2D<class_lightoccluder2d>` for more information on light masks.
+The shadow mask. binary about which layers this canvas light affects which canvas item's shadows. See :ref:`LightOccluder2D<class_lightoccluder2d>` for more information on light masks.
 
 .. _class_VisualServer_canvas_light_set_layer_range:
 
@@ -1454,7 +1454,7 @@ Returns a list of all the textures and their information.
 
 - :ref:`Image<class_image>` **texture_get_data** **(** :ref:`RID<class_rid>` texture, :ref:`int<class_int>` cube_side=0 **)** const
 
-Returns a copy of a texture's image unless it's a CubeMap, in wich case it returns the :ref:`RID<class_rid>` of the image at one of the cubes sides.
+Returns a copy of a texture's image unless it's a CubeMap, in which case it returns the :ref:`RID<class_rid>` of the image at one of the cubes sides.
 
 .. _class_VisualServer_texture_get_flags:
 

+ 7 - 3
classes/class_worldenvironment.rst

@@ -14,18 +14,22 @@ WorldEnvironment
 Brief Description
 -----------------
 
-Sets environment properties for the entire scene
+Default environment properties for the entire scene (post-processing effects, lightning and background settings).
 
 Member Variables
 ----------------
 
   .. _class_WorldEnvironment_environment:
 
-- :ref:`Environment<class_environment>` **environment**
+- :ref:`Environment<class_environment>` **environment** - The :ref:`Environment<class_environment>` resource used by this ``WorldEnvironment``, defining the default properties.
 
 
 Description
 -----------
 
-The ``WorldEnvironment`` node can be added to a scene in order to set default :ref:`Environment<class_environment>` variables for the scene. The ``WorldEnvironment`` can be overridden by an :ref:`Environment<class_environment>` node set on the current :ref:`Camera<class_camera>`. Additionally, only one ``WorldEnvironment`` may be instanced in a given scene at a time. The ``WorldEnvironment`` allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox).
+The ``WorldEnvironment`` node is used to configure the default :ref:`Environment<class_environment>` for the scene.
+
+The parameters defined in the ``WorldEnvironment`` can be overridden by an :ref:`Environment<class_environment>` node set on the current :ref:`Camera<class_camera>`. Additionally, only one ``WorldEnvironment`` may be instanced in a given scene at a time.
+
+The ``WorldEnvironment`` allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene.