Fix various public-facing XML comments

This commit is contained in:
Jusvit
2025-11-27 21:22:42 +11:00
committed by Matt Stevens
parent 5cea73639b
commit d6e72110b5
13 changed files with 14 additions and 14 deletions

View File

@@ -42,7 +42,7 @@ public class SoundscapeTrigger : Component
MixerHandle _targetMixer;
/// <summary>
/// Ths mixer that the soundscape will play on.
/// The mixer that the soundscape will play on.
/// </summary>
[Property]
public MixerHandle TargetMixer

View File

@@ -1,7 +1,7 @@
namespace Sandbox;
/// <summary>
/// Allows collision contrained movement without the need for a rigidbody. This is not affected by forces and will only move when you call the Move() method.
/// Allows collision constrained movement without the need for a rigidbody. This is not affected by forces and will only move when you call the Move() method.
/// </summary>
[Expose]
[Title( "Character Controller" )]

View File

@@ -543,7 +543,7 @@ public abstract partial class Collider : Component, Component.ExecuteInEditor, C
}
/// <summary>
/// Get the velocity of this collider at the specific point in word coordinates.
/// Get the velocity of this collider at the specific point in world coordinates.
/// </summary>
public Vector3 GetVelocityAtPoint( Vector3 worldPoint )
{

View File

@@ -13,7 +13,7 @@ public partial class MoveModeSwim : MoveMode
public float SwimLevel { get; set; } = 0.7f;
/// <summary>
/// Will will update this based on how much you're in a "water" tagged trigger
/// We will update this based on how much you're in a "water" tagged trigger.
/// </summary>
public float WaterLevel { get; private set; }

View File

@@ -25,7 +25,7 @@ public sealed partial class PlayerController : Component
public bool IsDucking { get; set; }
/// <summary>
/// The distance from the top of the head to to closest ceiling
/// The distance from the top of the head to the closest ceiling.
/// </summary>
public float Headroom { get; set; }

View File

@@ -115,7 +115,7 @@ public sealed partial class PlayerController : Component
Vector3 bodyDuckOffset = 0;
/// <summary>
/// Called during FixedUpdate when UseInputControls is enmabled. Will duck if requested.
/// Called during FixedUpdate when UseInputControls is enabled. Will duck if requested.
/// If not, and we're ducked, will unduck if there is room
/// </summary>
public void UpdateDucking( bool wantsDuck )

View File

@@ -150,7 +150,7 @@ public sealed partial class PlayerController : Component
/// <summary>
/// If we stepped up on the previous step, we suck our position back to the previous position after the physics step
/// to avoid adding double velocity. This is technically wrong but doens't seem to cause any harm right now
/// to avoid adding double velocity. This is technically wrong but doesn't seem to cause any harm right now
/// </summary>
void RestoreStep()
{

View File

@@ -10,7 +10,7 @@ namespace Sandbox;
public sealed partial class PlayerController : Component, IScenePhysicsEvents, Component.ExecuteInEditor
{
/// <summary>
/// This is used to keep a distance away from surfaces. For exmaple, when grounding, we'll
/// This is used to keep a distance away from surfaces. For example, when grounding, we'll
/// be a skin distance away from the ground.
/// </summary>
const float _skin = 0.095f;

View File

@@ -310,7 +310,7 @@ public class Prop : Component, Component.ExecuteInEditor, Component.IDamageable
}
/// <summary>
/// True is this prop can be set on fire.
/// True if this prop can be set on fire.
/// </summary>
public bool IsFlammable => Model?.Data.Flammable ?? false;

View File

@@ -26,7 +26,7 @@ public sealed class EnvmapProbe : Component, Component.ExecuteInEditor
internal int Priority;
/// <summary>
/// If this is set, the EnvmapProbe will use a custom cubemap texture instead of render dynamically
/// If this is set, the EnvmapProbe will use a custom cubemap texture instead of rendering dynamically
/// </summary>
[Property, MakeDirty]
[ShowIf( nameof( RenderDynamically ), false )]

View File

@@ -19,7 +19,7 @@ internal struct HalfEdge
{
public int Vertex { get; set; } // Vertex at the end of the edge
public int OppositeEdge { get; set; } // Half edge which runs the opposite direction from this edge
public int NextEdge { get; set; } // Next half edge edge loop around the face to which this edge belongs
public int NextEdge { get; set; } // Next half edge in the edge loop around the face to which this edge belongs
public int Face { get; set; } // Face to which the half edge belongs
public static HalfEdge Invalid => new()

View File

@@ -113,7 +113,7 @@ public partial class GameObject
/// <summary>
/// Returns either a full JsonObject with all the GameObjects data,
/// or if this GameObject is a prefab instance, it wil return an object containing the patch/diff between instance and prefab.
/// or if this GameObject is a prefab instance, it will return an object containing the patch/diff between instance and prefab.
/// </summary>
public virtual JsonObject Serialize( SerializeOptions options = null )
{

View File

@@ -87,8 +87,8 @@ public abstract partial class GameObjectSystem : IDisposable
}
/// <summary>
/// When implementing an ITraceProvider, the most importannt thing to keep in mind
/// is that the call to DoTrace should be thread safe. This might be called from
/// When implementing an ITraceProvider, the most important thing to keep in mind
/// is that the call to DoTrace should be thread safe. This might be called from
/// multiple threads at once, so you better watch out.
/// </summary>
public interface ITraceProvider