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doc: Fix issues found by the parser
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@ -7,7 +7,7 @@
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[codeblock]
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var state_machine = anim_tree["parameters/StateMachine/playback"]
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state_machine.travel("SomeState")
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[codeblock]
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[/codeblock]
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</description>
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<tutorials>
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</tutorials>
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@ -281,7 +281,7 @@
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If [code]true[/code], enables warnings when using a property as if it was a function.
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</member>
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<member name="debug/gdscript/warnings/return_value_discarded" type="bool" setter="" getter="">
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If [code]true[/code], enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [Error] type.
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If [code]true[/code], enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum.
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</member>
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<member name="debug/gdscript/warnings/shadowed_variable" type="bool" setter="" getter="">
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If [code]true[/code], enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).
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@ -717,7 +717,7 @@
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Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
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</member>
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<member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="">
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Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url]https://github.com/godotengine/godot/issues/9913[/url] for details.
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Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913][/url] for details.
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If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms.
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</member>
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<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="">
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