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Merge pull request #55958 from timothyqiu/xml-indents

Rémi Verschelde 3 years ago
parent
commit
9b932aa0db

+ 1 - 1
doc/classes/AnimationNode.xml

@@ -5,7 +5,7 @@
 	</brief_description>
 	<description>
 		Base resource for [AnimationTree] nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.
-	Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
+		Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
 	</description>
 	<tutorials>
 		<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>

+ 42 - 42
doc/classes/HMACContext.xml

@@ -5,52 +5,52 @@
 	</brief_description>
 	<description>
 		The HMACContext class is useful for advanced HMAC use cases, such as streaming the message as it supports creating the message over time rather than providing it all at once.
-	[codeblocks]
-	[gdscript]
-	extends Node
-	var ctx = HMACContext.new()
+		[codeblocks]
+		[gdscript]
+		extends Node
+		var ctx = HMACContext.new()
 
-	func _ready():
-	    var key = "supersecret".to_utf8()
-	    var err = ctx.start(HashingContext.HASH_SHA256, key)
-	    assert(err == OK)
-	    var msg1 = "this is ".to_utf8()
-	    var msg2 = "vewy vewy secret".to_utf8()
-	    err = ctx.update(msg1)
-	    assert(err == OK)
-	    err = ctx.update(msg2)
-	    assert(err == OK)
-	    var hmac = ctx.finish()
-	    print(hmac.hex_encode())
+		func _ready():
+		    var key = "supersecret".to_utf8()
+		    var err = ctx.start(HashingContext.HASH_SHA256, key)
+		    assert(err == OK)
+		    var msg1 = "this is ".to_utf8()
+		    var msg2 = "vewy vewy secret".to_utf8()
+		    err = ctx.update(msg1)
+		    assert(err == OK)
+		    err = ctx.update(msg2)
+		    assert(err == OK)
+		    var hmac = ctx.finish()
+		    print(hmac.hex_encode())
 
-	[/gdscript]
-	[csharp]
-	using Godot;
-	using System;
-	using System.Diagnostics;
+		[/gdscript]
+		[csharp]
+		using Godot;
+		using System;
+		using System.Diagnostics;
 
-	public class CryptoNode : Node
-	{
-	    private HMACContext ctx = new HMACContext();
-	    public override void _Ready()
-	    {
-	        PackedByteArray key = String("supersecret").to_utf8();
-	        Error err = ctx.Start(HashingContext.HASH_SHA256, key);
-	        GD.Assert(err == OK);
-	        PackedByteArray msg1 = String("this is ").to_utf8();
-	        PackedByteArray msg2 = String("vewy vew secret").to_utf8();
-	        err = ctx.Update(msg1);
-	        GD.Assert(err == OK);
-	        err = ctx.Update(msg2);
-	        GD.Assert(err == OK);
-	        PackedByteArray hmac = ctx.Finish();
-	        GD.Print(hmac.HexEncode());
-	    }
-	}
+		public class CryptoNode : Node
+		{
+		    private HMACContext ctx = new HMACContext();
+		    public override void _Ready()
+		    {
+		        PackedByteArray key = String("supersecret").to_utf8();
+		        Error err = ctx.Start(HashingContext.HASH_SHA256, key);
+		        GD.Assert(err == OK);
+		        PackedByteArray msg1 = String("this is ").to_utf8();
+		        PackedByteArray msg2 = String("vewy vew secret").to_utf8();
+		        err = ctx.Update(msg1);
+		        GD.Assert(err == OK);
+		        err = ctx.Update(msg2);
+		        GD.Assert(err == OK);
+		        PackedByteArray hmac = ctx.Finish();
+		        GD.Print(hmac.HexEncode());
+		    }
+		}
 
-	[/csharp]
-	[/codeblocks]
-	[b]Note:[/b] Not available in HTML5 exports.
+		[/csharp]
+		[/codeblocks]
+		[b]Note:[/b] Not available in HTML5 exports.
 	</description>
 	<tutorials>
 	</tutorials>

+ 28 - 28
doc/classes/PacketPeerUDP.xml

@@ -107,36 +107,36 @@
 			<description>
 				Waits for a packet to arrive on the bound address. See [method bind].
 				[b]Note:[/b] [method wait] can't be interrupted once it has been called. This can be worked around by allowing the other party to send a specific "death pill" packet like this:
-		[codeblocks]
-		[gdscript]
-		socket = PacketPeerUDP.new()
-		# Server
-		socket.set_dest_address("127.0.0.1", 789)
-		socket.put_packet("Time to stop".to_ascii())
+				[codeblocks]
+				[gdscript]
+				socket = PacketPeerUDP.new()
+				# Server
+				socket.set_dest_address("127.0.0.1", 789)
+				socket.put_packet("Time to stop".to_ascii())
 
-		# Client
-		while socket.wait() == OK:
-		    var data = socket.get_packet().get_string_from_ascii()
-		    if data == "Time to stop":
-		        return
-		[/gdscript]
-		[csharp]
-		var socket = new PacketPeerUDP();
-		// Server
-		socket.SetDestAddress("127.0.0.1", 789);
-		socket.PutPacket("Time to stop".ToAscii());
+				# Client
+				while socket.wait() == OK:
+				    var data = socket.get_packet().get_string_from_ascii()
+				    if data == "Time to stop":
+				        return
+				[/gdscript]
+				[csharp]
+				var socket = new PacketPeerUDP();
+				// Server
+				socket.SetDestAddress("127.0.0.1", 789);
+				socket.PutPacket("Time to stop".ToAscii());
 
-		// Client
-		while (socket.Wait() == OK)
-		{
-		    string data = socket.GetPacket().GetStringFromASCII();
-		    if (data == "Time to stop")
-		    {
-		        return;
-		    }
-		}
-		[/csharp]
-		[/codeblocks]
+				// Client
+				while (socket.Wait() == OK)
+				{
+				    string data = socket.GetPacket().GetStringFromASCII();
+				    if (data == "Time to stop")
+				    {
+				        return;
+				    }
+				}
+				[/csharp]
+				[/codeblocks]
 			</description>
 		</method>
 	</methods>

+ 0 - 1
doc/classes/PhysicsServer3D.xml

@@ -336,7 +336,6 @@
 			<argument index="0" name="body" type="RID" />
 			<description>
 				Returns the physics layer or layers a body can collide with.
--
 			</description>
 		</method>
 		<method name="body_get_constant_force" qualifiers="const">

+ 1 - 1
doc/classes/RDFramebufferPass.xml

@@ -5,7 +5,7 @@
 	</brief_description>
 	<description>
 		This class contains the list of attachment descriptions for a framebuffer pass. Each points with an index to a previously supplied list of texture attachments.
-	Multipass framebuffers can optimize some configurations in mobile, on desktop they provide little to no advantage.
+		Multipass framebuffers can optimize some configurations in mobile, on desktop they provide little to no advantage.
 	</description>
 	<tutorials>
 	</tutorials>