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authorRémi Verschelde <rverschelde@gmail.com>2023-10-18 16:54:55 +0200
committerRémi Verschelde <rverschelde@gmail.com>2023-10-18 16:54:55 +0200
commit0111637fd31b56acb96ad274eb25c459ea7f1579 (patch)
tree7f113091af2d7298e461b063936b52638c48455c
parent0f710e688c2e36dee4a2b7801687086d8f07ab1b (diff)
parente6ebde840856295807f8cde7cf92e2b1606524fc (diff)
downloadredot-engine-0111637fd31b56acb96ad274eb25c459ea7f1579.tar.gz
Merge pull request #83529 from raulsntos/dotnet/docs-xml
Fix C# docs to use the proper XML
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs2
2 files changed, 2 insertions, 2 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
index 3c1027c954..b4f7b82f60 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
@@ -239,7 +239,7 @@ namespace Godot
/// <summary>
/// Returns the basis's rotation in the form of Euler angles.
- /// The Euler order depends on the [param order] parameter,
+ /// The Euler order depends on the <paramref name="order"/> parameter,
/// by default it uses the YXZ convention: when decomposing,
/// first Z, then X, and Y last. The returned vector contains
/// the rotation angles in the format (X angle, Y angle, Z angle).
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
index 627e7c2e64..155e90ff24 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
@@ -906,7 +906,7 @@ namespace Godot
/// <summary>
/// Returns a Vector4 transformed (multiplied) by the transpose of the projection.
- /// For transforming by inverse of a projection [code]projection.Inverse() * vector[/code] can be used instead. See <see cref="Inverse"/>.
+ /// For transforming by inverse of a projection <c>projection.Inverse() * vector</c> can be used instead. See <see cref="Inverse"/>.
/// </summary>
/// <param name="proj">The projection to apply.</param>
/// <param name="vector">A Vector4 to transform.</param>