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Fix miscellaneous oddities around the class reference (part 5) #107143

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Mickeon
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@Mickeon Mickeon commented Jun 5, 2025

Continuation of #105073

This PR addressed yet yet another huge chunk of class reference oddities I remembered to note down for later while localizing the class reference. Some of these are clear typos, some are inconsistencies, some are just awkward.

Of particular note:

  • Link to the existing constants in CameraFeed's set_format
  • Modify some descriptions of EditorExportPlatformExtension and ReferenceRect for clarity
  • Modify some descriptions of Animation, EditorExportPreset, MeshDataTool, PointMesh, and LookAtModifier3D substantially
  • Removed navigation's "(as 2D uses the 3D server behind the scene)."
  • Be more explicit in some some navigation server methods, instead of "e.g."
  • Removed a formula in plain text in ResourceImporterImageFont
    • We should genuinely avoid expressions like "columns * rows", especially for simple formulas. It's hard to parse
  • Link to the documentation in ProjectSetting's shadow atlas descriptions
    • That is, instead of vaguely saying so with "see the documentation"
    • The reworded descriptions are partially taken from Viewport's corresponding properties
  • Elaborate more on what "lacunarity" is in FastNoiseLite's domain_warp_fractal_lacunarity.
    • This term is so niche most languages genuinely don't have a term for it
  • Standardize the examples in RegEx's class
  • Replace x with × character in more places
  • Replace a few occurrences (often the only ones) of "comprise", "constitute", "multi-channel", "resemble", "comma-delimited", "post process", "pre process", "made up", "is slated" with more common alternatives
  • Fixed occurrences of "Compatibility renderer" being in lowercase
  • Fixed an occurrence of COLLADA not being fully capitalized
  • Fixed "parameters" being referred as "arguments" in a few places
  • Fixed some missing articles on the way

For some of the descriptions affected, additional tweaks have been made to justify a whole translation string change.

@Mickeon Mickeon added this to the 4.5 milestone Jun 5, 2025
@Mickeon Mickeon requested review from a team as code owners June 5, 2025 11:15
@@ -131,7 +131,7 @@
<method name="get_script_export_mode" qualifiers="const">
<return type="int" />
<description>
Returns script export mode.
Returns the export mode used by GDScript files. [code]0[/code] for "Text", [code]1[/code] for "Binary tokens", and [code]2[/code] for "Compressed binary tokens (smaller files)".
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@Mickeon Mickeon Jun 5, 2025

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Yes, that's right. The enum for it is exposed perfectly fine, but it's not used by this method.

Returns [code]true[/code] if the specified [param event] matches this event. Only valid for action events i.e key ([InputEventKey]), button ([InputEventMouseButton] or [InputEventJoypadButton]), axis [InputEventJoypadMotion] or action ([InputEventAction]) events.
If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
[b]Note:[/b] Only considers the event configuration (such as the keyboard key or joypad axis), not state information like [method is_pressed], [method is_released], [method is_echo], or [method is_canceled].
Returns [code]true[/code] if the specified [param event] matches this event. Only valid for action events, which include key ([InputEventKey]), button ([InputEventMouseButton] or [InputEventJoypadButton]), axis [InputEventJoypadMotion], and action ([InputEventAction]) events.
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I was genuinely just considering listing all of the valid classes, because summarising them as "action events" is a really bad way to put it.
Not only is "action event" not something consistently used in the docs to refer to this concept, but it can easily be misunderstood for InputEventAction (as it literally happens in this line)

[b]Note:[/b] As with [AnimationTree] blending, interpolation is provided that favors [method Skeleton3D.get_bone_rest]. This means that interpolation does not select the shortest path in some cases.
[b]Note:[/b] Some [member transition_type] may exceed the limitations (e.g. `Back`, `Elastic`, and `Spring`). If interpolation occurs while overshooting the limitations, the result might possibly not respect the bone rest.
[b]Note:[/b] Some values for [member transition_type] (such as [constant Tween.TRANS_BACK], [constant Tween.TRANS_ELASTIC], and [constant Tween.TRANS_SPRING]) may exceed the limitations. If interpolation occurs while overshooting the limitations, the result might not respect the bone rest.
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I am genuinely not sure why this is noted here and not in transition_type itself. I also don't quite understand what the last sentence is trying to say.

@Mickeon Mickeon force-pushed the documentation-miscellaneous-oddities-part-5 branch from 02c22dd to 73e82ba Compare June 5, 2025 11:28
@akien-mga akien-mga requested review from AThousandShips and removed request for a team June 5, 2025 11:31
@Mickeon Mickeon force-pushed the documentation-miscellaneous-oddities-part-5 branch from 73e82ba to 9c00c4f Compare June 5, 2025 17:17
@Mickeon Mickeon force-pushed the documentation-miscellaneous-oddities-part-5 branch from 9c00c4f to f4304f2 Compare June 6, 2025 10:56
@Mickeon Mickeon force-pushed the documentation-miscellaneous-oddities-part-5 branch from f4304f2 to 3613306 Compare June 6, 2025 13:21
@Mickeon Mickeon requested a review from AThousandShips June 12, 2025 19:22
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LGTM

@akien-mga akien-mga merged commit cec5c89 into godotengine:master Jun 13, 2025
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Thanks!

@Mickeon Mickeon deleted the documentation-miscellaneous-oddities-part-5 branch June 13, 2025 15:38
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3 participants