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Merge pull request #87523 from skyace65/Minor-Doc-fixes

Fix several minor class reference issues
Rémi Verschelde 1 year ago
parent
commit
73419e645b

+ 1 - 0
doc/classes/AnimatedSprite2D.xml

@@ -117,6 +117,7 @@
 		<signal name="animation_finished">
 			<description>
 				Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
+				[b]Note:[/b] This signal is not emitted if an animation is looping.
 			</description>
 		</signal>
 		<signal name="animation_looped">

+ 1 - 0
doc/classes/AnimatedSprite3D.xml

@@ -104,6 +104,7 @@
 		<signal name="animation_finished">
 			<description>
 				Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
+				[b]Note:[/b] This signal is not emitted if an animation is looping.
 			</description>
 		</signal>
 		<signal name="animation_looped">

+ 1 - 1
doc/classes/RayCast2D.xml

@@ -4,7 +4,7 @@
 		A ray in 2D space, used to find the first [CollisionObject2D] it intersects.
 	</brief_description>
 	<description>
-		A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject2D] along its path, if it intersects any. This is useful for a lot of things, such as
+		A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject2D] along its path, if it intersects any.
 		[RayCast2D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area2D]s ([member collide_with_areas]) or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics layers.
 		[RayCast2D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast2D] multiple times within the same physics frame, use [method force_raycast_update].
 		To sweep over a region of 2D space, you can approximate the region with multiple [RayCast2D]s or use [ShapeCast2D].

+ 1 - 1
doc/classes/RayCast3D.xml

@@ -4,7 +4,7 @@
 		A ray in 3D space, used to find the first [CollisionObject3D] it intersects.
 	</brief_description>
 	<description>
-		A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject3D] along its path, if it intersects any. This is useful for a lot of things, such as
+		A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject3D] along its path, if it intersects any.
 		[RayCast3D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area3D]s ([member collide_with_areas]) or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics layers.
 		[RayCast3D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast3D] multiple times within the same physics frame, use [method force_raycast_update].
 		To sweep over a region of 3D space, you can approximate the region with multiple [RayCast3D]s or use [ShapeCast3D].

+ 1 - 1
doc/classes/Vector4i.xml

@@ -6,7 +6,7 @@
 	<description>
 		A 4-element structure that can be used to represent 4D grid coordinates or any other quadruplet of integers.
 		It uses integer coordinates and is therefore preferable to [Vector4] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector4] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed.
-		[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code].
+		[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a Vector4i will always evaluate to [code]true[/code].
 	</description>
 	<tutorials>
 	</tutorials>