Commit Graph

25 Commits

Author SHA1 Message Date
2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
13b77c9acd Update VehicleWheel.xml
VehicleWheels roll influence values in the tool tip were the wron way round.
2019-12-17 23:27:41 +00:00
4474e01761 Update documentation for new VehicleWheel members 2019-07-18 14:51:41 -04:00
c6cea6e9b3 doc: Add default values to all properties
Thanks to @bojidar-bg's impressive work in #29380.
2019-06-30 13:58:07 +02:00
f7f6115f76 Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
  and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
2019-06-27 22:30:19 +02:00
867dda1124 doc: Proofread and complete various nodes
All 100% completed: MainLoop, Node, Object, Path, Performance,
Reference, Resource, SceneState, SceneTree, UndoRedo.

Also fixed some en_GB occurrences as the reference spelling is en_US.
2019-06-26 23:05:51 +02:00
e9b8ff273d Update VehicleWheel.xml
It seems (please correct me if you understand it otherwise) that the description for the `get_skidinfo()` function is the inverse of what actually happens. I have run some simple tests, and it looks like setting low `Friction Slip` (e.g. try `1` or `2`) causes more skidding and returns smaller values for `get_skidinfo()`, while when the `Friction Slip` is increased, the car skids less and values printed to the console increase (get closer to `1.0`). So it seems that a value of `0.0` means skidding, while a value of `1.0` means no skidding (the description says the exact opposite to this, from what I understood).
2019-06-10 03:36:29 +01:00
3a365c1fc0 doc: Sync classref with current source 2019-05-28 18:08:13 +02:00
ab4705a807 Merge pull request #28125 from KoBeWi/code_true_code
Consistently wrap booleans in [code]
2019-04-22 11:59:16 +02:00
6af69f851a doc: Drop unused <demos> tag 2019-04-19 11:03:46 +02:00
b0846f60c9 Consistently wrap booleans in [code] 2019-04-17 17:13:00 +02:00
39c868171e doc: Bump version to 3.2 2019-04-01 12:33:56 +02:00
a88ee7d920 [Docs] fix typos 2018-03-29 12:46:21 +07:00
3fa77b3172 doc: Remove status from hardcoded version string
It has no practical use case and just generates noise for each alpha, beta, etc.
2018-02-27 13:40:49 +01:00
eb63f7b071 [DOCS] Sync classref with current source 2018-02-25 15:14:25 +07:00
234b86e6b2 Added documentation for VehicleBody 2018-02-22 17:39:25 +11:00
3c7a39b40c doc: Update version string in header 2018-02-19 10:46:33 +01:00
d516aab8fa doc: Sync with current source
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018
and fix the version tag in all files (not really stable yet, but it makes no sense
to hardcode rc3 at this stage).
2018-01-25 08:50:56 +01:00
e28cdc4654 doc: Update version string in XML 2018-01-13 11:43:42 +01:00
92f07fefcd doc: Remove setters and getters now exposed via properties/members 2017-11-24 18:10:32 +01:00
bc75fae579 doc: Update header version for 3.0-beta 2017-11-24 09:16:52 +01:00
967bfb0c4a doc: Remove revision.module_config from version string
It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}",
limits unnecessary diffs.
2017-11-15 20:41:16 +01:00
b1f2c31a36 doc: Sync classref with current source
Ensure that s/fixed_process/physics_process/ is handled properly.
[ci skip]
2017-10-11 23:55:04 +02:00
a4005221f5 doc: Sync classref with current source
[ci skip]
2017-09-13 08:53:01 +02:00
4f929a0fdf Changed the doc class generation to individual files per class. It is also possible to save module files in module directories and the build system will
recognize them.
2017-09-12 17:45:41 -03:00