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Fix mismatched parentheses in class reference #92535

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May 30, 2024
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4 changes: 2 additions & 2 deletions doc/classes/FileAccess.xml
Original file line number Diff line number Diff line change
Expand Up @@ -524,14 +524,14 @@
</constant>
<constant name="WRITE" value="2" enum="ModeFlags">
Opens the file for write operations. The file is created if it does not exist, and truncated if it does.
[b]Note:[/b] When creating a file it must be in an already existing directory. To recursively create directories for a file path, see [method DirAccess.make_dir_recursive]).
[b]Note:[/b] When creating a file it must be in an already existing directory. To recursively create directories for a file path, see [method DirAccess.make_dir_recursive].
</constant>
<constant name="READ_WRITE" value="3" enum="ModeFlags">
Opens the file for read and write operations. Does not truncate the file. The cursor is positioned at the beginning of the file.
</constant>
<constant name="WRITE_READ" value="7" enum="ModeFlags">
Opens the file for read and write operations. The file is created if it does not exist, and truncated if it does. The cursor is positioned at the beginning of the file.
[b]Note:[/b] When creating a file it must be in an already existing directory. To recursively create directories for a file path, see [method DirAccess.make_dir_recursive]).
[b]Note:[/b] When creating a file it must be in an already existing directory. To recursively create directories for a file path, see [method DirAccess.make_dir_recursive].
</constant>
<constant name="COMPRESSION_FASTLZ" value="0" enum="CompressionMode">
Uses the [url=https://fastlz.org/]FastLZ[/url] compression method.
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2 changes: 1 addition & 1 deletion doc/classes/Material.xml
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@
[b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s with type "Spatial".
</member>
<member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority">
Sets the render priority for objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. In other words, all objects with [member render_priority] [code]1[/code] will render before all objects with [member render_priority] [code]0[/code]).
Sets the render priority for objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. In other words, all objects with [member render_priority] [code]1[/code] will render before all objects with [member render_priority] [code]0[/code].
[b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s with type "Spatial".
[b]Note:[/b] This will not impact how transparent objects are sorted relative to opaque objects or how dynamic meshes will be sorted relative to other opaque meshes. This is because all transparent objects are drawn after all opaque objects and all dynamic opaque meshes are drawn before other opaque meshes.
</member>
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2 changes: 1 addition & 1 deletion doc/classes/Node.xml
Original file line number Diff line number Diff line change
Expand Up @@ -1017,7 +1017,7 @@
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.
</member>
<member name="process_thread_messages" type="int" setter="set_process_thread_messages" getter="get_process_thread_messages" enum="Node.ProcessThreadMessages" is_bitfield="true">
Set whether the current thread group will process messages (calls to [method call_deferred_thread_group] on threads, and whether it wants to receive them during regular process or physics process callbacks.
Set whether the current thread group will process messages (calls to [method call_deferred_thread_group] on threads), and whether it wants to receive them during regular process or physics process callbacks.
</member>
<member name="scene_file_path" type="String" setter="set_scene_file_path" getter="get_scene_file_path">
The original scene's file path, if the node has been instantiated from a [PackedScene] file. Only scene root nodes contains this.
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