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Merge pull request #107895 from AThousandShips/fix_doc_spelling

[Docs] Various grammar and spelling fixes
Thaddeus Crews 2 månader sedan
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41 ändrade filer med 61 tillägg och 61 borttagningar
  1. 2 2
      doc/classes/AABB.xml
  2. 1 1
      doc/classes/BitMap.xml
  3. 1 1
      doc/classes/CodeEdit.xml
  4. 1 1
      doc/classes/CubemapArray.xml
  5. 2 2
      doc/classes/DisplayServer.xml
  6. 1 1
      doc/classes/EditorDebuggerSession.xml
  7. 1 1
      doc/classes/EditorNode3DGizmo.xml
  8. 1 1
      doc/classes/EditorPlugin.xml
  9. 1 1
      doc/classes/HTTPClient.xml
  10. 1 1
      doc/classes/HTTPRequest.xml
  11. 1 1
      doc/classes/NavigationMeshSourceGeometryData3D.xml
  12. 2 2
      doc/classes/Node.xml
  13. 1 1
      doc/classes/OS.xml
  14. 1 1
      doc/classes/Performance.xml
  15. 1 1
      doc/classes/ProjectSettings.xml
  16. 2 2
      doc/classes/RDShaderSPIRV.xml
  17. 1 1
      doc/classes/RID.xml
  18. 1 1
      doc/classes/RenderSceneBuffers.xml
  19. 6 6
      doc/classes/RenderingDevice.xml
  20. 3 3
      doc/classes/RenderingServer.xml
  21. 1 1
      doc/classes/Resource.xml
  22. 1 1
      doc/classes/ResourceImporterImage.xml
  23. 1 1
      doc/classes/ResourceImporterSVG.xml
  24. 1 1
      doc/classes/ResourceImporterShaderFile.xml
  25. 1 1
      doc/classes/ScriptEditorBase.xml
  26. 2 2
      doc/classes/SpringBoneCollisionPlane3D.xml
  27. 2 2
      doc/classes/TextMesh.xml
  28. 1 1
      doc/classes/Viewport.xml
  29. 1 1
      doc/classes/XRFaceModifier3D.xml
  30. 1 1
      doc/classes/XRInterfaceExtension.xml
  31. 1 1
      doc/classes/XRNode3D.xml
  32. 2 2
      doc/classes/XRPositionalTracker.xml
  33. 1 1
      doc/classes/XRServer.xml
  34. 7 7
      doc/classes/XRTracker.xml
  35. 1 1
      modules/openxr/doc_classes/OpenXRAPIExtension.xml
  36. 1 1
      modules/openxr/doc_classes/OpenXRBindingModifier.xml
  37. 1 1
      modules/openxr/doc_classes/OpenXRInteractionProfileMetadata.xml
  38. 1 1
      modules/openxr/doc_classes/OpenXRRenderModelExtension.xml
  39. 1 1
      modules/theora/doc_classes/VideoStreamTheora.xml
  40. 1 1
      modules/upnp/doc_classes/UPNP.xml
  41. 1 1
      modules/webxr/doc_classes/WebXRInterface.xml

+ 2 - 2
doc/classes/AABB.xml

@@ -7,7 +7,7 @@
 		The [AABB] built-in [Variant] type represents an axis-aligned bounding box in a 3D space. It is defined by its [member position] and [member size], which are [Vector3]. It is frequently used for fast overlap tests (see [method intersects]). Although [AABB] itself is axis-aligned, it can be combined with [Transform3D] to represent a rotated or skewed bounding box.
 		It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. There is no version of [AABB] that uses integer coordinates.
 		[b]Note:[/b] Negative values for [member size] are not supported. With negative size, most [AABB] methods do not work correctly. Use [method abs] to get an equivalent [AABB] with a non-negative size.
-		[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] if both [member position] and [member size] are zero (equal to [constant Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code].
+		[b]Note:[/b] In a boolean context, an [AABB] evaluates to [code]false[/code] if both [member position] and [member size] are zero (equal to [constant Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code].
 	</description>
 	<tutorials>
 		<link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
@@ -127,7 +127,7 @@
 			<return type="Vector3" />
 			<param index="0" name="idx" type="int" />
 			<description>
-				Returns the position of one of the 8 vertices that compose this bounding box. With a [param idx] of [code]0[/code] this is the same as [member position], and a [param idx] of [code]7[/code] is the same as [member end].
+				Returns the position of one of the 8 vertices that compose this bounding box. With an [param idx] of [code]0[/code] this is the same as [member position], and an [param idx] of [code]7[/code] is the same as [member end].
 			</description>
 		</method>
 		<method name="get_longest_axis" qualifiers="const">

+ 1 - 1
doc/classes/BitMap.xml

@@ -12,7 +12,7 @@
 		<method name="convert_to_image" qualifiers="const">
 			<return type="Image" />
 			<description>
-				Returns an image of the same size as the bitmap and with a [enum Image.Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of the bitmap are being converted into white pixels, and [code]false[/code] bits into black.
+				Returns an image of the same size as the bitmap and with an [enum Image.Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of the bitmap are being converted into white pixels, and [code]false[/code] bits into black.
 			</description>
 		</method>
 		<method name="create">

+ 1 - 1
doc/classes/CodeEdit.xml

@@ -22,7 +22,7 @@
 			<param index="0" name="candidates" type="Dictionary[]" />
 			<description>
 				Override this method to define what items in [param candidates] should be displayed.
-				Both [param candidates] and the return is a [Array] of [Dictionary], see [method get_code_completion_option] for [Dictionary] content.
+				Both [param candidates] and the return is an [Array] of [Dictionary], see [method get_code_completion_option] for [Dictionary] content.
 			</description>
 		</method>
 		<method name="_request_code_completion" qualifiers="virtual">

+ 1 - 1
doc/classes/CubemapArray.xml

@@ -13,7 +13,7 @@
 		- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_3x2.webp]3×2 cubemap template[/url]
 		- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_1x6.webp]1×6 cubemap template[/url]
 		- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_6x1.webp]6×1 cubemap template[/url]
-		Multiple layers are stacked on top of each other when using the default vertical import option (with the first layer at the top). Alternatively, you can choose an horizontal layout in the import options (with the first layer at the left).
+		Multiple layers are stacked on top of each other when using the default vertical import option (with the first layer at the top). Alternatively, you can choose a horizontal layout in the import options (with the first layer at the left).
 		[b]Note:[/b] [CubemapArray] is not supported in the Compatibility renderer due to graphics API limitations.
 	</description>
 	<tutorials>

+ 2 - 2
doc/classes/DisplayServer.xml

@@ -651,7 +651,7 @@
 			<return type="Image" />
 			<description>
 				Returns the user's clipboard as an image if possible.
-				[b]Note:[/b] This method uses the copied pixel data, e.g. from a image editing software or a web browser, not an image file copied from file explorer.
+				[b]Note:[/b] This method uses the copied pixel data, e.g. from an image editing software or a web browser, not an image file copied from file explorer.
 			</description>
 		</method>
 		<method name="clipboard_get_primary" qualifiers="const">
@@ -1976,7 +1976,7 @@
 			<return type="PackedStringArray" />
 			<param index="0" name="language" type="String" />
 			<description>
-				Returns an [PackedStringArray] of voice identifiers for the [param language].
+				Returns a [PackedStringArray] of voice identifiers for the [param language].
 				[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Wayland), macOS, and Windows.
 			</description>
 		</method>

+ 1 - 1
doc/classes/EditorDebuggerSession.xml

@@ -4,7 +4,7 @@
 		A class to interact with the editor debugger.
 	</brief_description>
 	<description>
-		This class cannot be directly instantiated and must be retrieved via a [EditorDebuggerPlugin].
+		This class cannot be directly instantiated and must be retrieved via an [EditorDebuggerPlugin].
 		You can add tabs to the session UI via [method add_session_tab], send messages via [method send_message], and toggle [EngineProfiler]s via [method toggle_profiler].
 	</description>
 	<tutorials>

+ 1 - 1
doc/classes/EditorNode3DGizmo.xml

@@ -4,7 +4,7 @@
 		Gizmo for editing [Node3D] objects.
 	</brief_description>
 	<description>
-		Gizmo that is used for providing custom visualization and editing (handles and subgizmos) for [Node3D] objects. Can be overridden to create custom gizmos, but for simple gizmos creating a [EditorNode3DGizmoPlugin] is usually recommended.
+		Gizmo that is used for providing custom visualization and editing (handles and subgizmos) for [Node3D] objects. Can be overridden to create custom gizmos, but for simple gizmos creating an [EditorNode3DGizmoPlugin] is usually recommended.
 	</description>
 	<tutorials>
 	</tutorials>

+ 1 - 1
doc/classes/EditorPlugin.xml

@@ -540,7 +540,7 @@
 			<param index="0" name="scene_import_plugin" type="EditorScenePostImportPlugin" />
 			<param index="1" name="first_priority" type="bool" default="false" />
 			<description>
-				Add a [EditorScenePostImportPlugin]. These plugins allow customizing the import process of 3D assets by adding new options to the import dialogs.
+				Add an [EditorScenePostImportPlugin]. These plugins allow customizing the import process of 3D assets by adding new options to the import dialogs.
 				If [param first_priority] is [code]true[/code], the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
 			</description>
 		</method>

+ 1 - 1
doc/classes/HTTPClient.xml

@@ -7,7 +7,7 @@
 		Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases.
 		See the [HTTPRequest] node for a higher-level alternative.
 		[b]Note:[/b] This client only needs to connect to a host once (see [method connect_to_host]) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See [method request] for a full example and to get started.
-		A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports Transport Layer Security (TLS), including server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side.
+		An [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports Transport Layer Security (TLS), including server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side.
 		For more information on HTTP, see [url=https://developer.mozilla.org/en-US/docs/Web/HTTP]MDN's documentation on HTTP[/url] (or read [url=https://tools.ietf.org/html/rfc2616]RFC 2616[/url] to get it straight from the source).
 		[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
 		[b]Note:[/b] It's recommended to use transport encryption (TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead.

+ 1 - 1
doc/classes/HTTPRequest.xml

@@ -150,7 +150,7 @@
 		}
 		[/csharp]
 		[/codeblocks]
-		[b]Note:[/b] [HTTPRequest] nodes will automatically handle decompression of response bodies. A [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes.
+		[b]Note:[/b] [HTTPRequest] nodes will automatically handle decompression of response bodies. An [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes.
 	</description>
 	<tutorials>
 		<link title="Making HTTP requests">$DOCS_URL/tutorials/networking/http_request_class.html</link>

+ 1 - 1
doc/classes/NavigationMeshSourceGeometryData3D.xml

@@ -40,7 +40,7 @@
 			<param index="2" name="height" type="float" />
 			<param index="3" name="carve" type="bool" />
 			<description>
-				Adds a projected obstruction shape to the source geometry. The [param vertices] are considered projected on a xz-axes plane, placed at the global y-axis [param elevation] and extruded by [param height]. If [param carve] is [code]true[/code] the carved shape will not be affected by additional offsets (e.g. agent radius) of the navigation mesh baking process.
+				Adds a projected obstruction shape to the source geometry. The [param vertices] are considered projected on an xz-axes plane, placed at the global y-axis [param elevation] and extruded by [param height]. If [param carve] is [code]true[/code] the carved shape will not be affected by additional offsets (e.g. agent radius) of the navigation mesh baking process.
 			</description>
 		</method>
 		<method name="append_arrays">

+ 2 - 2
doc/classes/Node.xml

@@ -450,7 +450,7 @@
 				- Element [code]0[/code] is the [Node], or [code]null[/code] if not found;
 				- Element [code]1[/code] is the subname's last nested [Resource], or [code]null[/code] if not found;
 				- Element [code]2[/code] is the remaining [NodePath], referring to an existing, non-[Resource] property (see [method Object.get_indexed]).
-				[b]Example:[/b] Assume that the child's [member Sprite2D.texture] has been assigned a [AtlasTexture]:
+				[b]Example:[/b] Assume that the child's [member Sprite2D.texture] has been assigned an [AtlasTexture]:
 				[codeblocks]
 				[gdscript]
 				var a = get_node_and_resource("Area2D/Sprite2D")
@@ -1008,7 +1008,7 @@
 			<return type="void" />
 			<param index="0" name="load_placeholder" type="bool" />
 			<description>
-				If set to [code]true[/code], the node becomes a [InstancePlaceholder] when packed and instantiated from a [PackedScene]. See also [method get_scene_instance_load_placeholder].
+				If set to [code]true[/code], the node becomes an [InstancePlaceholder] when packed and instantiated from a [PackedScene]. See also [method get_scene_instance_load_placeholder].
 			</description>
 		</method>
 		<method name="set_thread_safe">

+ 1 - 1
doc/classes/OS.xml

@@ -737,7 +737,7 @@
 			<description>
 				Opens one or more files/directories with the specified application. The [param program_path] specifies the path to the application to use for opening the files, and [param paths] contains an array of file/directory paths to open.
 				[b]Note:[/b] This method is mostly only relevant for macOS, where opening files using [method create_process] might fail. On other platforms, this falls back to using [method create_process].
-				[b]Note:[/b] On macOS, [param program_path] should ideally be the path to an [code].app[/code] bundle.
+				[b]Note:[/b] On macOS, [param program_path] should ideally be the path to a [code].app[/code] bundle.
 			</description>
 		</method>
 		<method name="read_buffer_from_stdin">

+ 1 - 1
doc/classes/Performance.xml

@@ -231,7 +231,7 @@
 			Number of pipeline compilations that were triggered by loading meshes. These compilations will show up as longer loading times the first time a user runs the game and the pipeline is required.
 		</constant>
 		<constant name="PIPELINE_COMPILATIONS_SURFACE" value="36" enum="Monitor">
-			Number of pipeline compilations that were triggered by building the surface cache before rendering the scene. These compilations will show up as a stutter when loading an scene the first time a user runs the game and the pipeline is required.
+			Number of pipeline compilations that were triggered by building the surface cache before rendering the scene. These compilations will show up as a stutter when loading a scene the first time a user runs the game and the pipeline is required.
 		</constant>
 		<constant name="PIPELINE_COMPILATIONS_DRAW" value="37" enum="Monitor">
 			Number of pipeline compilations that were triggered while drawing the scene. These compilations will show up as stutters during gameplay the first time a user runs the game and the pipeline is required.

+ 1 - 1
doc/classes/ProjectSettings.xml

@@ -3383,7 +3383,7 @@
 			The default compression factor for lossless WebP. Decompression speed is mostly unaffected by the compression factor. Supported values are 0 to 100.
 		</member>
 		<member name="rendering/viewport/hdr_2d" type="bool" setter="" getter="" default="false">
-			If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root viewport. 2D rendering will use an high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen. Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
+			If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root viewport. 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen. Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
 			[b]Note:[/b] This setting will have no effect when using the Compatibility renderer, which always renders in low dynamic range for performance reasons.
 			[b]Note:[/b] This property is only read when the project starts. To toggle HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport].
 		</member>

+ 2 - 2
doc/classes/RDShaderSPIRV.xml

@@ -1,10 +1,10 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="RDShaderSPIRV" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
 	<brief_description>
-		SPIR-V intermediate representation as part of a [RDShaderFile] (used by [RenderingDevice]).
+		SPIR-V intermediate representation as part of an [RDShaderFile] (used by [RenderingDevice]).
 	</brief_description>
 	<description>
-		[RDShaderSPIRV] represents a [RDShaderFile]'s [url=https://www.khronos.org/spir/]SPIR-V[/url] code for various shader stages, as well as possible compilation error messages. SPIR-V is a low-level intermediate shader representation. This intermediate representation is not used directly by GPUs for rendering, but it can be compiled into binary shaders that GPUs can understand. Unlike compiled shaders, SPIR-V is portable across GPU models and driver versions.
+		[RDShaderSPIRV] represents an [RDShaderFile]'s [url=https://www.khronos.org/spir/]SPIR-V[/url] code for various shader stages, as well as possible compilation error messages. SPIR-V is a low-level intermediate shader representation. This intermediate representation is not used directly by GPUs for rendering, but it can be compiled into binary shaders that GPUs can understand. Unlike compiled shaders, SPIR-V is portable across GPU models and driver versions.
 		This object is used by [RenderingDevice].
 	</description>
 	<tutorials>

+ 1 - 1
doc/classes/RID.xml

@@ -21,7 +21,7 @@
 			<return type="RID" />
 			<param index="0" name="from" type="RID" />
 			<description>
-				Constructs a [RID] as a copy of the given [RID].
+				Constructs an [RID] as a copy of the given [RID].
 			</description>
 		</constructor>
 	</constructors>

+ 1 - 1
doc/classes/RenderSceneBuffers.xml

@@ -14,7 +14,7 @@
 			<return type="void" />
 			<param index="0" name="config" type="RenderSceneBuffersConfiguration" />
 			<description>
-				This method is called by the rendering server when the associated viewports configuration is changed. It will discard the old buffers and recreate the internal buffers used.
+				This method is called by the rendering server when the associated viewport's configuration is changed. It will discard the old buffers and recreate the internal buffers used.
 			</description>
 		</method>
 	</methods>

+ 6 - 6
doc/classes/RenderingDevice.xml

@@ -806,7 +806,7 @@
 			<param index="0" name="shader_source" type="RDShaderSource" />
 			<param index="1" name="allow_cache" type="bool" default="true" />
 			<description>
-				Compiles a SPIR-V from the shader source code in [param shader_source] and returns the SPIR-V as a [RDShaderSPIRV]. This intermediate language shader is portable across different GPU models and driver versions, but cannot be run directly by GPUs until compiled into a binary shader using [method shader_compile_binary_from_spirv].
+				Compiles a SPIR-V from the shader source code in [param shader_source] and returns the SPIR-V as an [RDShaderSPIRV]. This intermediate language shader is portable across different GPU models and driver versions, but cannot be run directly by GPUs until compiled into a binary shader using [method shader_compile_binary_from_spirv].
 				If [param allow_cache] is [code]true[/code], make use of the shader cache generated by Godot. This avoids a potentially lengthy shader compilation step if the shader is already in cache. If [param allow_cache] is [code]false[/code], Godot's shader cache is ignored and the shader will always be recompiled.
 			</description>
 		</method>
@@ -966,8 +966,8 @@
 			<param index="1" name="layer" type="int" />
 			<description>
 				Returns the [param texture] data for the specified [param layer] as raw binary data. For 2D textures (which only have one layer), [param layer] must be [code]0[/code].
-				[b]Note:[/b] [param texture] can't be retrieved while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to retrieve this texture. Otherwise, an error is printed and a empty [PackedByteArray] is returned.
-				[b]Note:[/b] [param texture] requires the [constant TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved. Otherwise, an error is printed and a empty [PackedByteArray] is returned.
+				[b]Note:[/b] [param texture] can't be retrieved while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to retrieve this texture. Otherwise, an error is printed and an empty [PackedByteArray] is returned.
+				[b]Note:[/b] [param texture] requires the [constant TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved. Otherwise, an error is printed and an empty [PackedByteArray] is returned.
 				[b]Note:[/b] This method will block the GPU from working until the data is retrieved. Refer to [method texture_get_data_async] for an alternative that returns the data in more performant way.
 			</description>
 		</method>
@@ -2064,19 +2064,19 @@
 			Return a floating-point transparent black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
 		</constant>
 		<constant name="SAMPLER_BORDER_COLOR_INT_TRANSPARENT_BLACK" value="1" enum="SamplerBorderColor">
-			Return a integer transparent black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
+			Return an integer transparent black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
 		</constant>
 		<constant name="SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK" value="2" enum="SamplerBorderColor">
 			Return a floating-point opaque black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
 		</constant>
 		<constant name="SAMPLER_BORDER_COLOR_INT_OPAQUE_BLACK" value="3" enum="SamplerBorderColor">
-			Return a integer opaque black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
+			Return an integer opaque black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
 		</constant>
 		<constant name="SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_WHITE" value="4" enum="SamplerBorderColor">
 			Return a floating-point opaque white color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
 		</constant>
 		<constant name="SAMPLER_BORDER_COLOR_INT_OPAQUE_WHITE" value="5" enum="SamplerBorderColor">
-			Return a integer opaque white color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
+			Return an integer opaque white color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
 		</constant>
 		<constant name="SAMPLER_BORDER_COLOR_MAX" value="6" enum="SamplerBorderColor">
 			Represents the size of the [enum SamplerBorderColor] enum.

+ 3 - 3
doc/classes/RenderingServer.xml

@@ -31,7 +31,7 @@
 			<return type="void" />
 			<param index="0" name="callable" type="Callable" />
 			<description>
-				As the RenderingServer actual logic may run on an separate thread, accessing its internals from the main (or any other) thread will result in errors. To make it easier to run code that can safely access the rendering internals (such as [RenderingDevice] and similar RD classes), push a callable via this function so it will be executed on the render thread.
+				As the RenderingServer actual logic may run on a separate thread, accessing its internals from the main (or any other) thread will result in errors. To make it easier to run code that can safely access the rendering internals (such as [RenderingDevice] and similar RD classes), push a callable via this function so it will be executed on the render thread.
 			</description>
 		</method>
 		<method name="camera_attributes_create">
@@ -5893,7 +5893,7 @@
 			Cubemap sampler global shader parameter ([code]global uniform samplerCube ...[/code]). Exposed as a [Cubemap] in the editor UI.
 		</constant>
 		<constant name="GLOBAL_VAR_TYPE_SAMPLEREXT" value="28" enum="GlobalShaderParameterType">
-			External sampler global shader parameter ([code]global uniform samplerExternalOES ...[/code]). Exposed as a [ExternalTexture] in the editor UI.
+			External sampler global shader parameter ([code]global uniform samplerExternalOES ...[/code]). Exposed as an [ExternalTexture] in the editor UI.
 		</constant>
 		<constant name="GLOBAL_VAR_TYPE_MAX" value="29" enum="GlobalShaderParameterType">
 			Represents the size of the [enum GlobalShaderParameterType] enum.
@@ -5923,7 +5923,7 @@
 			Number of pipeline compilations that were triggered by loading meshes. These compilations will show up as longer loading times the first time a user runs the game and the pipeline is required.
 		</constant>
 		<constant name="RENDERING_INFO_PIPELINE_COMPILATIONS_SURFACE" value="8" enum="RenderingInfo">
-			Number of pipeline compilations that were triggered by building the surface cache before rendering the scene. These compilations will show up as a stutter when loading an scene the first time a user runs the game and the pipeline is required.
+			Number of pipeline compilations that were triggered by building the surface cache before rendering the scene. These compilations will show up as a stutter when loading a scene the first time a user runs the game and the pipeline is required.
 		</constant>
 		<constant name="RENDERING_INFO_PIPELINE_COMPILATIONS_DRAW" value="9" enum="RenderingInfo">
 			Number of pipeline compilations that were triggered while drawing the scene. These compilations will show up as stutters during gameplay the first time a user runs the game and the pipeline is required.

+ 1 - 1
doc/classes/Resource.xml

@@ -166,7 +166,7 @@
 			[b]Note:[/b] Setting this property manually may fail if a resource with the same path has already been previously loaded. If necessary, use [method take_over_path].
 		</member>
 		<member name="resource_scene_unique_id" type="String" setter="set_scene_unique_id" getter="get_scene_unique_id">
-			An unique identifier relative to the this resource's scene. If left empty, the ID is automatically generated when this resource is saved inside a [PackedScene]. If the resource is not inside a scene, this property is empty by default.
+			A unique identifier relative to the this resource's scene. If left empty, the ID is automatically generated when this resource is saved inside a [PackedScene]. If the resource is not inside a scene, this property is empty by default.
 			[b]Note:[/b] When the [PackedScene] is saved, if multiple resources in the same scene use the same ID, only the earliest resource in the scene hierarchy keeps the original ID. The other resources are assigned new IDs from [method generate_scene_unique_id].
 			[b]Note:[/b] Setting this property does not emit the [signal changed] signal.
 			[b]Warning:[/b] When setting, the ID must only consist of letters, numbers, and underscores. Otherwise, it will fail and default to a randomly generated ID.

+ 1 - 1
doc/classes/ResourceImporterImage.xml

@@ -1,7 +1,7 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="ResourceImporterImage" inherits="ResourceImporter" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
 	<brief_description>
-		Imports a image for use in scripting, with no rendering capabilities.
+		Imports an image for use in scripting, with no rendering capabilities.
 	</brief_description>
 	<description>
 		This importer imports [Image] resources, as opposed to [CompressedTexture2D]. If you need to render the image in 2D or 3D, use [ResourceImporterTexture] instead.

+ 1 - 1
doc/classes/ResourceImporterSVG.xml

@@ -1,7 +1,7 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="ResourceImporterSVG" inherits="ResourceImporter" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
 	<brief_description>
-		Imports a SVG file as a scalable texture for use in 2D or 3D rendering.
+		Imports an SVG file as a scalable texture for use in 2D or 3D rendering.
 	</brief_description>
 	<description>
 		This importer imports [SVGTexture] resources. See also [ResourceImporterTexture] and [ResourceImporterImage].

+ 1 - 1
doc/classes/ResourceImporterShaderFile.xml

@@ -1,7 +1,7 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="ResourceImporterShaderFile" inherits="ResourceImporter" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
 	<brief_description>
-		Imports native GLSL shaders (not Godot shaders) as a [RDShaderFile].
+		Imports native GLSL shaders (not Godot shaders) as an [RDShaderFile].
 	</brief_description>
 	<description>
 		This imports native GLSL shaders as [RDShaderFile] resources, for use with low-level [RenderingDevice] operations. This importer does [i]not[/i] handle [code].gdshader[/code] files.

+ 1 - 1
doc/classes/ScriptEditorBase.xml

@@ -13,7 +13,7 @@
 			<return type="void" />
 			<param index="0" name="highlighter" type="EditorSyntaxHighlighter" />
 			<description>
-				Adds a [EditorSyntaxHighlighter] to the open script.
+				Adds an [EditorSyntaxHighlighter] to the open script.
 			</description>
 		</method>
 		<method name="get_base_editor" qualifiers="const">

+ 2 - 2
doc/classes/SpringBoneCollisionPlane3D.xml

@@ -1,10 +1,10 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="SpringBoneCollisionPlane3D" inherits="SpringBoneCollision3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
 	<brief_description>
-		A infinite plane collision that interacts with [SpringBoneSimulator3D].
+		An infinite plane collision that interacts with [SpringBoneSimulator3D].
 	</brief_description>
 	<description>
-		A infinite plane collision that interacts with [SpringBoneSimulator3D]. It is an infinite size XZ plane, and the +Y direction is treated as normal.
+		An infinite plane collision that interacts with [SpringBoneSimulator3D]. It is an infinite size XZ plane, and the +Y direction is treated as normal.
 	</description>
 	<tutorials>
 	</tutorials>

+ 2 - 2
doc/classes/TextMesh.xml

@@ -1,10 +1,10 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="TextMesh" inherits="PrimitiveMesh" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
 	<brief_description>
-		Generate an [PrimitiveMesh] from the text.
+		Generate a [PrimitiveMesh] from the text.
 	</brief_description>
 	<description>
-		Generate an [PrimitiveMesh] from the text.
+		Generate a [PrimitiveMesh] from the text.
 		TextMesh can be generated only when using dynamic fonts with vector glyph contours. Bitmap fonts (including bitmap data in the TrueType/OpenType containers, like color emoji fonts) are not supported.
 		The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges.
 	</description>

+ 1 - 1
doc/classes/Viewport.xml

@@ -449,7 +449,7 @@
 			See also [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding] and [method RenderingServer.viewport_set_use_debanding].
 		</member>
 		<member name="use_hdr_2d" type="bool" setter="set_use_hdr_2d" getter="is_using_hdr_2d" default="false">
-			If [code]true[/code], 2D rendering will use an high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
+			If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
 			[b]Note:[/b] This setting will have no effect when using the Compatibility renderer, which always renders in low dynamic range for performance reasons.
 		</member>
 		<member name="use_occlusion_culling" type="bool" setter="set_use_occlusion_culling" getter="is_using_occlusion_culling" default="false">

+ 1 - 1
doc/classes/XRFaceModifier3D.xml

@@ -4,7 +4,7 @@
 		A node for driving standard face meshes from [XRFaceTracker] weights.
 	</brief_description>
 	<description>
-		This node applies weights from a [XRFaceTracker] to a mesh with supporting face blend shapes.
+		This node applies weights from an [XRFaceTracker] to a mesh with supporting face blend shapes.
 		The [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/unified-blendshapes]Unified Expressions[/url] blend shapes are supported, as well as ARKit and SRanipal blend shapes.
 		The node attempts to identify blend shapes based on name matching. Blend shapes should match the names listed in the [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/compatibility/overview]Unified Expressions Compatibility[/url] chart.
 	</description>

+ 1 - 1
doc/classes/XRInterfaceExtension.xml

@@ -108,7 +108,7 @@
 		<method name="_get_tracking_status" qualifiers="virtual const">
 			<return type="int" enum="XRInterface.TrackingStatus" />
 			<description>
-				Returns a [enum XRInterface.TrackingStatus] specifying the current status of our tracking.
+				Returns an [enum XRInterface.TrackingStatus] specifying the current status of our tracking.
 			</description>
 		</method>
 		<method name="_get_transform_for_view" qualifiers="virtual">

+ 1 - 1
doc/classes/XRNode3D.xml

@@ -4,7 +4,7 @@
 		A 3D node that has its position automatically updated by the [XRServer].
 	</brief_description>
 	<description>
-		This node can be bound to a specific pose of a [XRPositionalTracker] and will automatically have its [member Node3D.transform] updated by the [XRServer]. Nodes of this type must be added as children of the [XROrigin3D] node.
+		This node can be bound to a specific pose of an [XRPositionalTracker] and will automatically have its [member Node3D.transform] updated by the [XRServer]. Nodes of this type must be added as children of the [XROrigin3D] node.
 	</description>
 	<tutorials>
 		<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>

+ 2 - 2
doc/classes/XRPositionalTracker.xml

@@ -45,7 +45,7 @@
 			<param index="0" name="name" type="StringName" />
 			<param index="1" name="value" type="Variant" />
 			<description>
-				Changes the value for the given input. This method is called by a [XRInterface] implementation and should not be used directly.
+				Changes the value for the given input. This method is called by an [XRInterface] implementation and should not be used directly.
 			</description>
 		</method>
 		<method name="set_pose">
@@ -56,7 +56,7 @@
 			<param index="3" name="angular_velocity" type="Vector3" />
 			<param index="4" name="tracking_confidence" type="int" enum="XRPose.TrackingConfidence" />
 			<description>
-				Sets the transform, linear velocity, angular velocity and tracking confidence for the given pose. This method is called by a [XRInterface] implementation and should not be used directly.
+				Sets the transform, linear velocity, angular velocity and tracking confidence for the given pose. This method is called by an [XRInterface] implementation and should not be used directly.
 			</description>
 		</method>
 	</methods>

+ 1 - 1
doc/classes/XRServer.xml

@@ -168,7 +168,7 @@
 	</signals>
 	<constants>
 		<constant name="TRACKER_HEAD" value="1" enum="TrackerType">
-			The tracker tracks the location of the players head. This is usually a location centered between the players eyes. Note that for handheld AR devices this can be the current location of the device.
+			The tracker tracks the location of the player's head. This is usually a location centered between the player's eyes. Note that for handheld AR devices this can be the current location of the device.
 		</constant>
 		<constant name="TRACKER_CONTROLLER" value="2" enum="TrackerType">
 			The tracker tracks the location of a controller.

+ 7 - 7
doc/classes/XRTracker.xml

@@ -15,13 +15,13 @@
 		</member>
 		<member name="name" type="StringName" setter="set_tracker_name" getter="get_tracker_name" default="&amp;&quot;Unknown&quot;">
 			The unique name of this tracker. The trackers that are available differ between various XR runtimes and can often be configured by the user. Godot maintains a number of reserved names that it expects the [XRInterface] to implement if applicable:
-			- [code]head[/code] identifies the [XRPositionalTracker] of the players head
-			- [code]left_hand[/code] identifies the [XRControllerTracker] in the players left hand
-			- [code]right_hand[/code] identifies the [XRControllerTracker] in the players right hand
-			- [code]/user/hand_tracker/left[/code] identifies the [XRHandTracker] for the players left hand
-			- [code]/user/hand_tracker/right[/code] identifies the [XRHandTracker] for the players right hand
-			- [code]/user/body_tracker[/code] identifies the [XRBodyTracker] for the players body
-			- [code]/user/face_tracker[/code] identifies the [XRFaceTracker] for the players face
+			- [code]"head"[/code] identifies the [XRPositionalTracker] of the player's head
+			- [code]"left_hand"[/code] identifies the [XRControllerTracker] in the player's left hand
+			- [code]"right_hand"[/code] identifies the [XRControllerTracker] in the player's right hand
+			- [code]"/user/hand_tracker/left"[/code] identifies the [XRHandTracker] for the player's left hand
+			- [code]"/user/hand_tracker/right"[/code] identifies the [XRHandTracker] for the player's right hand
+			- [code]"/user/body_tracker"[/code] identifies the [XRBodyTracker] for the player's body
+			- [code]"/user/face_tracker"[/code] identifies the [XRFaceTracker] for the player's face
 		</member>
 		<member name="type" type="int" setter="set_tracker_type" getter="get_tracker_type" enum="XRServer.TrackerType" default="128">
 			The type of tracker.

+ 1 - 1
modules/openxr/doc_classes/OpenXRAPIExtension.xml

@@ -140,7 +140,7 @@
 		<method name="get_system_id">
 			<return type="int" />
 			<description>
-				Returns the id of the system, which is a [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrSystemId.html]XrSystemId[/url] cast to an integer.
+				Returns the id of the system, which is an [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrSystemId.html]XrSystemId[/url] cast to an integer.
 			</description>
 		</method>
 		<method name="insert_debug_label">

+ 1 - 1
modules/openxr/doc_classes/OpenXRBindingModifier.xml

@@ -19,7 +19,7 @@
 			<return type="PackedByteArray" />
 			<description>
 				Returns the data that is sent to OpenXR when submitting the suggested interacting bindings this modifier is a part of.
-				[b]Note:[/b] This must be data compatible with a [code]XrBindingModificationBaseHeaderKHR[/code] structure.
+				[b]Note:[/b] This must be data compatible with an [code]XrBindingModificationBaseHeaderKHR[/code] structure.
 			</description>
 		</method>
 	</methods>

+ 1 - 1
modules/openxr/doc_classes/OpenXRInteractionProfileMetadata.xml

@@ -47,7 +47,7 @@
 			<description>
 				Registers a top level path to which profiles can be bound. For instance [code]/user/hand/left[/code] refers to the bind point for the player's left hand. Extensions can register additional top level paths, for instance a haptic vest extension might register [code]/user/body/vest[/code].
 				[param display_name] is the name shown to the user. [param openxr_path] is the top level path being registered. [param openxr_extension_name] is optional and ensures the top level path is only used if the specified extension is available/enabled.
-				When a top level path ends up being bound by OpenXR, a [XRPositionalTracker] is instantiated to manage the state of the device.
+				When a top level path ends up being bound by OpenXR, an [XRPositionalTracker] is instantiated to manage the state of the device.
 			</description>
 		</method>
 	</methods>

+ 1 - 1
modules/openxr/doc_classes/OpenXRRenderModelExtension.xml

@@ -87,7 +87,7 @@
 			<return type="String" />
 			<param index="0" name="render_model" type="RID" />
 			<description>
-				Returns the top level path associated with this [param render_model]. If provided this identifies whether the render model is associated with the players hands or other body part.
+				Returns the top level path associated with this [param render_model]. If provided this identifies whether the render model is associated with the player's hands or other body part.
 			</description>
 		</method>
 		<method name="render_model_is_animatable_node_visible" qualifiers="const">

+ 1 - 1
modules/theora/doc_classes/VideoStreamTheora.xml

@@ -5,7 +5,7 @@
 	</brief_description>
 	<description>
 		[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/url] video format with [code].ogv[/code] extension. The Theora codec is decoded on the CPU.
-		[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] extension, you will have to rename the extension to [code].ogv[/code] to use those videos within Godot.
+		[b]Note:[/b] While Ogg Theora videos can also have a [code].ogg[/code] extension, you will have to rename the extension to [code].ogv[/code] to use those videos within Godot.
 	</description>
 	<tutorials>
 	</tutorials>

+ 1 - 1
modules/upnp/doc_classes/UPNP.xml

@@ -173,7 +173,7 @@
 			Inconsistent parameters.
 		</constant>
 		<constant name="UPNP_RESULT_NO_SUCH_ENTRY_IN_ARRAY" value="4" enum="UPNPResult">
-			No such entry in array. May be returned if a given port, protocol combination is not found on an [UPNPDevice].
+			No such entry in array. May be returned if a given port, protocol combination is not found on a [UPNPDevice].
 		</constant>
 		<constant name="UPNP_RESULT_ACTION_FAILED" value="5" enum="UPNPResult">
 			The action failed.

+ 1 - 1
modules/webxr/doc_classes/WebXRInterface.xml

@@ -174,7 +174,7 @@
 		</member>
 		<member name="requested_reference_space_types" type="String" setter="set_requested_reference_space_types" getter="get_requested_reference_space_types">
 			A comma-seperated list of reference space types used by [method XRInterface.initialize] when setting up the WebXR session.
-			The reference space types are requested in order, and the first one supported by the users device or browser will be used. The [member reference_space_type] property contains the reference space type that was ultimately selected.
+			The reference space types are requested in order, and the first one supported by the user's device or browser will be used. The [member reference_space_type] property contains the reference space type that was ultimately selected.
 			This doesn't have any effect on the interface when already initialized.
 			Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to use a particular reference space type, it must be listed in either [member required_features] or [member optional_features].
 		</member>