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authorNicholas Huelin <62965063+SirQuartz@users.noreply.github.com>2021-07-23 10:24:57 -0400
committerNick H <62965063+SirQuartz@users.noreply.github.com>2021-07-23 12:15:15 -0400
commit9a72b0d3d0d1c840b6fa19deab28664a2198aa4b (patch)
tree4d3ec07a4bc7f53c5182f1f3917826e7ea8252f3 /doc/classes/Area2D.xml
parent90aab0402bcaa65c8f0dc2b15a0d74b7508bbfe7 (diff)
downloadredot-engine-9a72b0d3d0d1c840b6fa19deab28664a2198aa4b.tar.gz
Fix doc typos
This pull request fixes an assortment of typos and improves conciseness in `Animation`, `Area2D`, `Array`, `ArrayMesh`, `Control`, `Directory`, `EditorPlugin`, `Engine`, and `OS`.
Diffstat (limited to 'doc/classes/Area2D.xml')
-rw-r--r--doc/classes/Area2D.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index f52c810ad2..cf2e7044af 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -34,7 +34,7 @@
</argument>
<description>
If [code]true[/code], the given area overlaps the Area2D.
- [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
+ [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
</description>
</method>
<method name="overlaps_body" qualifiers="const">
@@ -45,7 +45,7 @@
<description>
If [code]true[/code], the given physics body overlaps the Area2D.
[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
- The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
+ The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body).
</description>
</method>
</methods>