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author | AcatXIo <AcatXIo@proton.me> | 2023-08-29 16:33:45 +0200 |
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committer | AcatXIo <AcatXIo@proton.me> | 2023-08-29 16:33:45 +0200 |
commit | 45aa5bfe3c8cccab80fd6f510fbfc1dc654ee51c (patch) | |
tree | f63e012300fd35f01e0b89fc97bc159a75742e84 | |
parent | 922689c801047c63902b190f402cd6207c83e7da (diff) | |
download | redot-engine-45aa5bfe3c8cccab80fd6f510fbfc1dc654ee51c.tar.gz |
Grammatical improvements for the RayCast 2D and 3D class references.
-rw-r--r-- | doc/classes/RayCast2D.xml | 6 | ||||
-rw-r--r-- | doc/classes/RayCast3D.xml | 6 |
2 files changed, 6 insertions, 6 deletions
diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index 6986b17c64..6144fd8f0b 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -36,7 +36,7 @@ <method name="force_raycast_update"> <return type="void" /> <description> - Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. + Updates the collision information for the ray immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the ray or its parent has changed state. [b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work. </description> </method> @@ -109,10 +109,10 @@ </methods> <members> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> - If [code]true[/code], collision with [Area2D]s will be reported. + If [code]true[/code], collisions with [Area2D]s will be reported. </member> <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true"> - If [code]true[/code], collision with [PhysicsBody2D]s will be reported. + If [code]true[/code], collisions with [PhysicsBody2D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index 4c4db36aca..7157ec9b5f 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -37,7 +37,7 @@ <method name="force_raycast_update"> <return type="void" /> <description> - Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. + Updates the collision information for the ray immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the ray or its parent has changed state. [b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work. </description> </method> @@ -116,10 +116,10 @@ </methods> <members> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> - If [code]true[/code], collision with [Area3D]s will be reported. + If [code]true[/code], collisions with [Area3D]s will be reported. </member> <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true"> - If [code]true[/code], collision with [PhysicsBody3D]s will be reported. + If [code]true[/code], collisions with [PhysicsBody3D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. |