diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml
index 2ea6aa15bdb..af39e2f6e01 100644
--- a/doc/classes/AStar2D.xml
+++ b/doc/classes/AStar2D.xml
@@ -276,7 +276,7 @@
- Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity.
+ Reserves space internally for [param num_nodes] points. Useful if you're adding a known large number of points at once, such as points on a grid. The new capacity must be greater or equal to the old capacity.
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index 99411c73aa7..e8fa13fd0d2 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -43,7 +43,7 @@
- Returns the enabled state of the given flag (see [enum ParticleFlags] for options).
+ Returns the enabled state of the given particle flag (see [enum ParticleFlags] for options).
diff --git a/doc/classes/CameraAttributes.xml b/doc/classes/CameraAttributes.xml
index 1b1365eed40..cb5a7778de6 100644
--- a/doc/classes/CameraAttributes.xml
+++ b/doc/classes/CameraAttributes.xml
@@ -25,7 +25,9 @@
Multiplier for the exposure amount. A higher value results in a brighter image.
- Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image. Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. When [member auto_exposure_enabled] this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.
+ Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image.
+ If [member auto_exposure_enabled] is [code]true[/code], this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.
+ [b]Note:[/b] Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled.
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index a0c76a3ad6c..b112d96a18b 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -809,9 +809,11 @@
- Forwards the handling of this control's [method _get_drag_data], [method _can_drop_data] and [method _drop_data] virtual functions to delegate callables.
- For each argument, if not empty, the delegate callable is used, otherwise the local (virtual) function is used.
- The function format for each callable should be exactly the same as the virtual functions described above.
+ Sets the given callables to be used instead of the control's own drag-and-drop virtual methods. If a callable is empty, its respective virtual method is used as normal.
+ The arguments for each callable should be exactly the same as their respective virtual methods, which would be:
+ - [param drag_func] corresponds to [method _get_drag_data] and requires a [Vector2];
+ - [param can_drop_func] corresponds to [method _can_drop_data] and requires both a [Vector2] and a [Variant];
+ - [param drop_func] corresponds to [method _drop_data] and requires both a [Vector2] and a [Variant].
diff --git a/doc/classes/EditorResourcePreviewGenerator.xml b/doc/classes/EditorResourcePreviewGenerator.xml
index fcfdbb5c44b..0fa299d1fdf 100644
--- a/doc/classes/EditorResourcePreviewGenerator.xml
+++ b/doc/classes/EditorResourcePreviewGenerator.xml
@@ -4,7 +4,7 @@
Custom generator of previews.
- Custom code to generate previews. Please check [code]file_dialog/thumbnail_size[/code] in [EditorSettings] to find out the right size to do previews at.
+ Custom code to generate previews. Check [member EditorSettings.filesystem/file_dialog/thumbnail_size] to find a proper size to generate previews at.
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 8c265098126..4de8dfbd98c 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -181,7 +181,8 @@
[b]Note:[/b] [member glow_map] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
- How strong of an impact the [member glow_map] should have on the overall glow effect. A strength of [code]0.0[/code] means the glow map has no effect on the overall glow effect. A strength of [code]1.0[/code] means the glow has a full effect on the overall glow effect (and can turn off glow entirely in specific areas of the screen if the glow map has black areas).
+ How strong of an influence the [member glow_map] should have on the overall glow effect. A strength of [code]0.0[/code] means the glow map has no influence, while a strength of [code]1.0[/code] means the glow map has full influence.
+ [b]Note:[/b] If the glow map has black areas, a value of [code]1.0[/code] can also turn off the glow effect entirely in specific areas of the screen.
[b]Note:[/b] [member glow_map_strength] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index 3c48f5ba318..96232f4277b 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -136,7 +136,7 @@
Emitted when all active particles have finished processing. To immediately restart the emission cycle, call [method restart].
- Never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
+ This signal is never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
[b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting [member emitting] to [code]true[/code] will not restart the emission cycle. This delay is avoided by instead calling [method restart].
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index 61a3b467f1a..f5df857391c 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -160,8 +160,8 @@
- Emitted when all active particles have finished processing. To immediately emit new particles, call [method restart].
- Never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
+ Emitted when all active particles have finished processing. To immediately restart the emission cycle, call [method restart].
+ This signal is never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
[b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting [member emitting] to [code]true[/code] will not restart the emission cycle. This delay is avoided by instead calling [method restart].
diff --git a/doc/classes/GPUParticlesCollision3D.xml b/doc/classes/GPUParticlesCollision3D.xml
index 089747b7ee7..2d398edd5ed 100644
--- a/doc/classes/GPUParticlesCollision3D.xml
+++ b/doc/classes/GPUParticlesCollision3D.xml
@@ -16,8 +16,8 @@
The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticleProcessMaterial.collision_mode] set to [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] will be affected by a collision shape.
- After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position.
- Particle attraction can also be disabled on a per-process material basis by setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node.
+ After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by colliders. For example, this can be used if you're using a collider as part of a spell effect but don't want the collider to affect unrelated weather particles at the same position.
+ Particle collision can also be disabled on a per-process material basis by setting [member ParticleProcessMaterial.collision_mode] on the [GPUParticles3D] node.
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index b6007a3b6b6..f6f94d9fe14 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -278,7 +278,11 @@
HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the server has received and is processing the request, but no response is available yet.
- HTTP status code [code]200 OK[/code]. The request has succeeded. Default response for successful requests. Meaning varies depending on the request. GET: The resource has been fetched and is transmitted in the message body. HEAD: The entity headers are in the message body. POST: The resource describing the result of the action is transmitted in the message body. TRACE: The message body contains the request message as received by the server.
+ HTTP status code [code]200 OK[/code]. The request has succeeded. Default response for successful requests. Meaning varies depending on the request:
+ - [constant METHOD_GET]: The resource has been fetched and is transmitted in the message body.
+ - [constant METHOD_HEAD]: The entity headers are in the message body.
+ - [constant METHOD_POST]: The resource describing the result of the action is transmitted in the message body.
+ - [constant METHOD_TRACE]: The message body contains the request message as received by the server.
HTTP status code [code]201 Created[/code]. The request has succeeded and a new resource has been created as a result of it. This is typically the response sent after a PUT request.
diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml
index abbb4c4eebd..079aa2ccf66 100644
--- a/doc/classes/MeshInstance3D.xml
+++ b/doc/classes/MeshInstance3D.xml
@@ -112,7 +112,7 @@
Sets the override [param material] for the specified [param surface] of the [Mesh] resource. This material is associated with this [MeshInstance3D] rather than with [member mesh].
- [b]Note:[/b] This assigns the [Material] associated to the [MeshInstance3D]'s Surface Material Override properties, not the material within the [Mesh] resource. To set the material within the [Mesh] resource, use [method Mesh.surface_get_material] instead.
+ [b]Note:[/b] This assigns the [Material] associated to the [MeshInstance3D]'s Surface Material Override properties, not the material within the [Mesh] resource. To set the material within the [Mesh] resource, use [method Mesh.surface_set_material] instead.
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index c54219c0566..b07227ac373 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -991,8 +991,8 @@
[b]Note:[/b] When changing the name, the following characters will be replaced with an underscore: ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]). In particular, the [code]@[/code] character is reserved for auto-generated names. See also [method String.validate_node_name].
- The owner of this node. The owner must be an ancestor of this node. When packing the owner node in a [PackedScene], all the nodes it owns are also saved with it.
- [b]Note:[/b] In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, remember to set the owner after calling [method add_child]. See also (see [member unique_name_in_owner])
+ The owner of this node. The owner must be an ancestor of this node. When packing the owner node in a [PackedScene], all the nodes it owns are also saved with it. See also [member unique_name_in_owner].
+ [b]Note:[/b] In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, remember to set the owner after calling [method add_child].
Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. See [member ProjectSettings.physics/common/physics_interpolation] and [member SceneTree.physics_interpolation] for the global setting.
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index ed420f4587d..208fc3110e4 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -791,7 +791,7 @@
Returns [code]true[/code] if the given [param signal] name exists in the object.
- [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
+ [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
@@ -835,7 +835,7 @@
Returns [code]true[/code] if a connection exists between the given [param signal] name and [param callable].
- [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
+ [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml
index ca1948e8e11..cd38ff10008 100644
--- a/doc/classes/PhysicalBone3D.xml
+++ b/doc/classes/PhysicalBone3D.xml
@@ -75,7 +75,7 @@
The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction).
- This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce the body's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
+ This is multiplied by [member ProjectSettings.physics/3d/default_gravity] to produce this body's gravity. For example, a value of [code]1.0[/code] will apply normal gravity, [code]2.0[/code] will apply double the gravity, and [code]0.5[/code] will apply half the gravity to this body.
Sets the joint's transform.
@@ -87,7 +87,7 @@
Sets the joint type. See [enum JointType] for possible values.
- Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
+ Damps the body's movement. By default, the body will use [member ProjectSettings.physics/3d/default_linear_damp] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], [member linear_damp] may be added to or replace the body's damping value.
See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 1d65f6fb9ab..5174eff66c7 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2446,10 +2446,10 @@
Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
- Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances.
+ Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion from far away.
- Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances.
+ Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion from far away.
If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. If [code]false[/code], screen-space ambient occlusion will be rendered at full size.
@@ -2464,10 +2464,10 @@
Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
- Distance at which the screen-space indirect lighting effect starts to fade out. Use this hide screen-space indirect lighting at great distances.
+ Distance at which the screen-space indirect lighting effect starts to fade out. Use this to hide screen-space indirect lighting from far away.
- Distance at which the screen-space indirect lighting is fully faded out. Use this hide screen-space indirect lighting at great distances.
+ Distance at which the screen-space indirect lighting is fully faded out. Use this to hide screen-space indirect lighting from far away.
If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges.
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index dae904e2a39..9a299ade573 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -179,7 +179,7 @@
For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead.
- This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
+ This is multiplied by [member ProjectSettings.physics/3d/default_gravity] to produce this body's gravity. For example, a value of [code]1.0[/code] will apply normal gravity, [code]2.0[/code] will apply double the gravity, and [code]0.5[/code] will apply half the gravity to this body.
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
diff --git a/doc/classes/SkeletonModification2DTwoBoneIK.xml b/doc/classes/SkeletonModification2DTwoBoneIK.xml
index 1c7bb32f4a4..d2417ba7bf9 100644
--- a/doc/classes/SkeletonModification2DTwoBoneIK.xml
+++ b/doc/classes/SkeletonModification2DTwoBoneIK.xml
@@ -65,7 +65,7 @@
- If [code]true[/code], the bones in the modification will blend outward as opposed to inwards when contracting. If [code]false[/code], the bones will bend inwards when contracting.
+ If [code]true[/code], the bones in the modification will bend outward as opposed to inwards when contracting. If [code]false[/code], the bones will bend inwards when contracting.
The maximum distance the target can be at. If the target is farther than this distance, the modification will solve as if it's at this maximum distance. When set to [code]0[/code], the modification will solve without distance constraints.
diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml
index 14bceb4d4cf..07d4b13f362 100644
--- a/doc/classes/StyleBoxTexture.xml
+++ b/doc/classes/StyleBoxTexture.xml
@@ -80,9 +80,9 @@
Modulates the color of the texture when this style box is drawn.
- Species a sub-region of the texture to use.
- This is equivalent to first wrapping the texture in an [AtlasTexture] with the same region.
- If empty ([code]Rect2(0, 0, 0, 0)[/code]), the whole texture will be used.
+ The region to use from the [member texture].
+ This is equivalent to first wrapping the [member texture] in an [AtlasTexture] with the same region.
+ If empty ([code]Rect2(0, 0, 0, 0)[/code]), the whole [member texture] is used.
The texture to use when drawing this style box.
diff --git a/doc/classes/TouchScreenButton.xml b/doc/classes/TouchScreenButton.xml
index 5052518583f..faeaaba5b66 100644
--- a/doc/classes/TouchScreenButton.xml
+++ b/doc/classes/TouchScreenButton.xml
@@ -5,7 +5,7 @@
TouchScreenButton allows you to create on-screen buttons for touch devices. It's intended for gameplay use, such as a unit you have to touch to move. Unlike [Button], TouchScreenButton supports multitouch out of the box. Several TouchScreenButtons can be pressed at the same time with touch input.
- This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot set anchors on it. If you want to create menus or user interfaces, you may want to use [Button] nodes instead. To make button nodes react to touch events, you can enable the Emulate Mouse option in the Project Settings.
+ This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot set anchors on it. If you want to create menus or user interfaces, you may want to use [Button] nodes instead. To make button nodes react to touch events, you can enable [member ProjectSettings.input_devices/pointing/emulate_mouse_from_touch] in the Project Settings.
You can configure TouchScreenButton to be visible only on touch devices, helping you develop your game both for desktop and mobile devices.
diff --git a/modules/noise/doc_classes/FastNoiseLite.xml b/modules/noise/doc_classes/FastNoiseLite.xml
index f2a6c60376a..b3e0577d294 100644
--- a/modules/noise/doc_classes/FastNoiseLite.xml
+++ b/modules/noise/doc_classes/FastNoiseLite.xml
@@ -118,7 +118,7 @@
Manhattan distance (taxicab metric) to the nearest point.
- Blend of [constant DISTANCE_EUCLIDEAN] and [constant DISTANCE_MANHATTAN] to give curved cell boundaries
+ Blend of [constant DISTANCE_EUCLIDEAN] and [constant DISTANCE_MANHATTAN] to give curved cell boundaries.
The cellular distance function will return the same value for all points within a cell.
diff --git a/platform/web/doc_classes/EditorExportPlatformWeb.xml b/platform/web/doc_classes/EditorExportPlatformWeb.xml
index 755308de9a9..955e3a0232e 100644
--- a/platform/web/doc_classes/EditorExportPlatformWeb.xml
+++ b/platform/web/doc_classes/EditorExportPlatformWeb.xml
@@ -60,15 +60,15 @@
File path to the smallest icon for this web application. If not defined, defaults to the project icon.
- [b]Note:[/b] If the icon is not 144x144, it will be automatically resized for the final build.
+ [b]Note:[/b] If the icon is not 144×144, it will be automatically resized for the final build.
File path to the small icon for this web application. If not defined, defaults to the project icon.
- [b]Note:[/b] If the icon is not 180x180, it will be automatically resized for the final build.
+ [b]Note:[/b] If the icon is not 180×180, it will be automatically resized for the final build.
- File path to the smallest icon for this web application. If not defined, defaults to the project icon.
- [b]Note:[/b] If the icon is not 512x512, it will be automatically resized for the final build.
+ File path to the largest icon for this web application. If not defined, defaults to the project icon.
+ [b]Note:[/b] If the icon is not 512×512, it will be automatically resized for the final build.
The page to display, should the server hosting the page not be available. This page is saved in the client's machine.