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Merge pull request #88920 from AThousandShips/group_doc_fix
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[Doc] Fix some incorrect uses of "children"
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akien-mga committed Feb 29, 2024
2 parents d194378 + 9b5cd8e commit c9b531c
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Showing 12 changed files with 21 additions and 21 deletions.
4 changes: 2 additions & 2 deletions doc/classes/AnimationNode.xml
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<method name="_get_child_nodes" qualifiers="virtual const">
<return type="Dictionary" />
<description>
When inheriting from [AnimationRootNode], implement this virtual method to return all children animation nodes in order as a [code]name: node[/code] dictionary.
When inheriting from [AnimationRootNode], implement this virtual method to return all child animation nodes in order as a [code]name: node[/code] dictionary.
</description>
</method>
<method name="_get_parameter_default_value" qualifiers="virtual const">
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<param index="7" name="sync" type="bool" default="true" />
<param index="8" name="test_only" type="bool" default="false" />
<description>
Blend another animation node (in case this animation node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your animation node for addition.
Blend another animation node (in case this animation node contains child animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, otherwise editors will not display your animation node for addition.
</description>
</method>
<method name="find_input" qualifiers="const">
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeTimeScale.xml
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A time-scaling animation node used in [AnimationTree].
</brief_description>
<description>
Allows to scale the speed of the animation (or reverse it) in any children [AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation.
Allows to scale the speed of the animation (or reverse it) in any child [AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation.
</description>
<tutorials>
<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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4 changes: 2 additions & 2 deletions doc/classes/CanvasItem.xml
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<return type="void" />
<description>
Moves this node to display on top of its siblings.
Internally, the node is moved to the bottom of parent's children list. The method has no effect on nodes without a parent.
Internally, the node is moved to the bottom of parent's child list. The method has no effect on nodes without a parent.
</description>
</method>
<method name="queue_redraw">
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</methods>
<members>
<member name="clip_children" type="int" setter="set_clip_children_mode" getter="get_clip_children_mode" enum="CanvasItem.ClipChildrenMode" default="0">
Allows the current node to clip children nodes, essentially acting as a mask.
Allows the current node to clip child nodes, essentially acting as a mask.
</member>
<member name="light_mask" type="int" setter="set_light_mask" getter="get_light_mask" default="1">
The rendering layers in which this [CanvasItem] responds to [Light2D] nodes.
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4 changes: 2 additions & 2 deletions doc/classes/FlowContainer.xml
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</constants>
<theme_items>
<theme_item name="h_separation" data_type="constant" type="int" default="4">
The horizontal separation of children nodes.
The horizontal separation of child nodes.
</theme_item>
<theme_item name="v_separation" data_type="constant" type="int" default="4">
The vertical separation of children nodes.
The vertical separation of child nodes.
</theme_item>
</theme_items>
</class>
4 changes: 2 additions & 2 deletions doc/classes/GridContainer.xml
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</members>
<theme_items>
<theme_item name="h_separation" data_type="constant" type="int" default="4">
The horizontal separation of children nodes.
The horizontal separation of child nodes.
</theme_item>
<theme_item name="v_separation" data_type="constant" type="int" default="4">
The vertical separation of children nodes.
The vertical separation of child nodes.
</theme_item>
</theme_items>
</class>
12 changes: 6 additions & 6 deletions doc/classes/Node.xml
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Set the process thread group for this node (basically, whether it receives [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], [method _process] or [method _physics_process] (and the internal versions) on the main thread or in a sub-thread.
By default, the thread group is [constant PROCESS_THREAD_GROUP_INHERIT], which means that this node belongs to the same thread group as the parent node. The thread groups means that nodes in a specific thread group will process together, separate to other thread groups (depending on [member process_thread_group_order]). If the value is set is [constant PROCESS_THREAD_GROUP_SUB_THREAD], this thread group will occur on a sub thread (not the main thread), otherwise if set to [constant PROCESS_THREAD_GROUP_MAIN_THREAD] it will process on the main thread. If there is not a parent or grandparent node set to something other than inherit, the node will belong to the [i]default thread group[/i]. This default group will process on the main thread and its group order is 0.
During processing in a sub-thread, accessing most functions in nodes outside the thread group is forbidden (and it will result in an error in debug mode). Use [method Object.call_deferred], [method call_thread_safe], [method call_deferred_thread_group] and the likes in order to communicate from the thread groups to the main thread (or to other thread groups).
To better understand process thread groups, the idea is that any node set to any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include any children (and grandchildren) nodes set to inherit into its process thread group. this means that the processing of all the nodes in the group will happen together, at the same time as the node including them.
To better understand process thread groups, the idea is that any node set to any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include any child (and grandchild) nodes set to inherit into its process thread group. This means that the processing of all the nodes in the group will happen together, at the same time as the node including them.
</member>
<member name="process_thread_group_order" type="int" setter="set_process_thread_group_order" getter="get_process_thread_group_order">
Change the process thread group order. Groups with a lesser order will process before groups with a greater order. This is useful when a large amount of nodes process in sub thread and, afterwards, another group wants to collect their result in the main thread, as an example.
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Never process. Completely disables processing, ignoring [member SceneTree.paused]. This is the inverse of [constant PROCESS_MODE_ALWAYS].
</constant>
<constant name="PROCESS_THREAD_GROUP_INHERIT" value="0" enum="ProcessThreadGroup">
If the [member process_thread_group] property is sent to this, the node will belong to any parent (or grandparent) node that has a thread group mode that is not inherit. See [member process_thread_group] for more information.
Process this node based on the thread group mode of the first parent (or grandparent) node that has a thread group mode that is not inherit. See [member process_thread_group] for more information.
</constant>
<constant name="PROCESS_THREAD_GROUP_MAIN_THREAD" value="1" enum="ProcessThreadGroup">
Process this node (and children nodes set to inherit) on the main thread. See [member process_thread_group] for more information.
Process this node (and child nodes set to inherit) on the main thread. See [member process_thread_group] for more information.
</constant>
<constant name="PROCESS_THREAD_GROUP_SUB_THREAD" value="2" enum="ProcessThreadGroup">
Process this node (and children nodes set to inherit) on a sub-thread. See [member process_thread_group] for more information.
Process this node (and child nodes set to inherit) on a sub-thread. See [member process_thread_group] for more information.
</constant>
<constant name="FLAG_PROCESS_THREAD_MESSAGES" value="1" enum="ProcessThreadMessages" is_bitfield="true">
Allows this node to process threaded messages created with [method call_deferred_thread_group] right before [method _process] is called.
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The node will not be internal.
</constant>
<constant name="INTERNAL_MODE_FRONT" value="1" enum="InternalMode">
The node will be placed at the beginning of the parent's children list, before any non-internal sibling.
The node will be placed at the beginning of the parent's children, before any non-internal sibling.
</constant>
<constant name="INTERNAL_MODE_BACK" value="2" enum="InternalMode">
The node will be placed at the end of the parent's children list, after any non-internal sibling.
The node will be placed at the end of the parent's children, after any non-internal sibling.
</constant>
<constant name="AUTO_TRANSLATE_MODE_INHERIT" value="0" enum="AutoTranslateMode">
Inherits [member auto_translate_mode] from the node's parent. This is the default for any newly created node.
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2 changes: 1 addition & 1 deletion doc/classes/PackedScene.xml
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<members>
<member name="_bundled" type="Dictionary" setter="_set_bundled_scene" getter="_get_bundled_scene" default="{ &quot;conn_count&quot;: 0, &quot;conns&quot;: PackedInt32Array(), &quot;editable_instances&quot;: [], &quot;names&quot;: PackedStringArray(), &quot;node_count&quot;: 0, &quot;node_paths&quot;: [], &quot;nodes&quot;: PackedInt32Array(), &quot;variants&quot;: [], &quot;version&quot;: 3 }">
A dictionary representation of the scene contents.
Available keys include "rnames" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for base scene children overrides, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
Available keys include "rnames" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for paths to overridden nodes, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
</member>
</members>
<constants>
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2 changes: 1 addition & 1 deletion doc/classes/Skeleton3D.xml
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<return type="PackedInt32Array" />
<param index="0" name="bone_idx" type="int" />
<description>
Returns an array containing the bone indexes of all the children node of the passed in bone, [param bone_idx].
Returns an array containing the bone indexes of all the child node of the passed in bone, [param bone_idx].
</description>
</method>
<method name="get_bone_count" qualifiers="const">
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2 changes: 1 addition & 1 deletion doc/classes/TabContainer.xml
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If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content and titles are hidden.
</member>
<member name="use_hidden_tabs_for_min_size" type="bool" setter="set_use_hidden_tabs_for_min_size" getter="get_use_hidden_tabs_for_min_size" default="false">
If [code]true[/code], children [Control] nodes that are hidden have their minimum size take into account in the total, instead of only the currently visible one.
If [code]true[/code], child [Control] nodes that are hidden have their minimum size take into account in the total, instead of only the currently visible one.
</member>
</members>
<signals>
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2 changes: 1 addition & 1 deletion doc/classes/Viewport.xml
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Abstract base class for viewports. Encapsulates drawing and interaction with a game world.
</brief_description>
<description>
A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera3D 3D nodes will render on it too.
A [Viewport] creates a different view into the screen, or a sub-view inside another viewport. Child 2D nodes will display on it, and child Camera3D 3D nodes will render on it too.
Optionally, a viewport can have its own 2D or 3D world, so it doesn't share what it draws with other viewports.
Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.
Also, viewports can be assigned to different screens in case the devices have multiple screens.
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2 changes: 1 addition & 1 deletion doc/classes/Window.xml
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Expand Up @@ -97,7 +97,7 @@
<method name="get_contents_minimum_size" qualifiers="const">
<return type="Vector2" />
<description>
Returns the combined minimum size from the child [Control] nodes of the window. Use [method child_controls_changed] to update it when children nodes have changed.
Returns the combined minimum size from the child [Control] nodes of the window. Use [method child_controls_changed] to update it when child nodes have changed.
The value returned by this method can be overridden with [method _get_contents_minimum_size].
</description>
</method>
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2 changes: 1 addition & 1 deletion modules/gltf/doc_classes/GLTFNode.xml
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If this GLTF node is a camera, the index of the [GLTFCamera] in the [GLTFState] that describes the camera's properties. If -1, this node is not a camera.
</member>
<member name="children" type="PackedInt32Array" setter="set_children" getter="get_children" default="PackedInt32Array()">
The indices of the children nodes in the [GLTFState]. If this GLTF node has no children, this will be an empty array.
The indices of the child nodes in the [GLTFState]. If this GLTF node has no children, this will be an empty array.
</member>
<member name="height" type="int" setter="set_height" getter="get_height" default="-1">
How deep into the node hierarchy this node is. A root node will have a height of 0, its children will have a height of 1, and so on. If -1, the height has not been calculated.
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