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https://github.com/Facepunch/sbox-public.git
synced 2025-12-23 22:48:07 -05:00
Fix various public-facing XML comments
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@@ -42,7 +42,7 @@ public class SoundscapeTrigger : Component
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MixerHandle _targetMixer;
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/// <summary>
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/// Ths mixer that the soundscape will play on.
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/// The mixer that the soundscape will play on.
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/// </summary>
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[Property]
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public MixerHandle TargetMixer
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@@ -1,7 +1,7 @@
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namespace Sandbox;
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/// <summary>
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/// 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.
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/// 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.
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/// </summary>
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[Expose]
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[Title( "Character Controller" )]
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@@ -543,7 +543,7 @@ public abstract partial class Collider : Component, Component.ExecuteInEditor, C
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}
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/// <summary>
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/// Get the velocity of this collider at the specific point in word coordinates.
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/// Get the velocity of this collider at the specific point in world coordinates.
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/// </summary>
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public Vector3 GetVelocityAtPoint( Vector3 worldPoint )
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{
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@@ -13,7 +13,7 @@ public partial class MoveModeSwim : MoveMode
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public float SwimLevel { get; set; } = 0.7f;
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/// <summary>
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/// Will will update this based on how much you're in a "water" tagged trigger
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/// We will update this based on how much you're in a "water" tagged trigger.
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/// </summary>
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public float WaterLevel { get; private set; }
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@@ -25,7 +25,7 @@ public sealed partial class PlayerController : Component
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public bool IsDucking { get; set; }
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/// <summary>
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/// The distance from the top of the head to to closest ceiling
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/// The distance from the top of the head to the closest ceiling.
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/// </summary>
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public float Headroom { get; set; }
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@@ -115,7 +115,7 @@ public sealed partial class PlayerController : Component
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Vector3 bodyDuckOffset = 0;
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/// <summary>
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/// Called during FixedUpdate when UseInputControls is enmabled. Will duck if requested.
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/// Called during FixedUpdate when UseInputControls is enabled. Will duck if requested.
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/// If not, and we're ducked, will unduck if there is room
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/// </summary>
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public void UpdateDucking( bool wantsDuck )
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@@ -150,7 +150,7 @@ public sealed partial class PlayerController : Component
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/// <summary>
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/// If we stepped up on the previous step, we suck our position back to the previous position after the physics step
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/// to avoid adding double velocity. This is technically wrong but doens't seem to cause any harm right now
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/// to avoid adding double velocity. This is technically wrong but doesn't seem to cause any harm right now
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/// </summary>
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void RestoreStep()
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{
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@@ -10,7 +10,7 @@ namespace Sandbox;
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public sealed partial class PlayerController : Component, IScenePhysicsEvents, Component.ExecuteInEditor
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{
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/// <summary>
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/// This is used to keep a distance away from surfaces. For exmaple, when grounding, we'll
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/// This is used to keep a distance away from surfaces. For example, when grounding, we'll
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/// be a skin distance away from the ground.
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/// </summary>
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const float _skin = 0.095f;
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@@ -310,7 +310,7 @@ public class Prop : Component, Component.ExecuteInEditor, Component.IDamageable
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}
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/// <summary>
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/// True is this prop can be set on fire.
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/// True if this prop can be set on fire.
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/// </summary>
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public bool IsFlammable => Model?.Data.Flammable ?? false;
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@@ -26,7 +26,7 @@ public sealed class EnvmapProbe : Component, Component.ExecuteInEditor
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internal int Priority;
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/// <summary>
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/// If this is set, the EnvmapProbe will use a custom cubemap texture instead of render dynamically
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/// If this is set, the EnvmapProbe will use a custom cubemap texture instead of rendering dynamically
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/// </summary>
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[Property, MakeDirty]
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[ShowIf( nameof( RenderDynamically ), false )]
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@@ -19,7 +19,7 @@ internal struct HalfEdge
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{
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public int Vertex { get; set; } // Vertex at the end of the edge
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public int OppositeEdge { get; set; } // Half edge which runs the opposite direction from this edge
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public int NextEdge { get; set; } // Next half edge edge loop around the face to which this edge belongs
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public int NextEdge { get; set; } // Next half edge in the edge loop around the face to which this edge belongs
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public int Face { get; set; } // Face to which the half edge belongs
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public static HalfEdge Invalid => new()
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@@ -113,7 +113,7 @@ public partial class GameObject
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/// <summary>
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/// Returns either a full JsonObject with all the GameObjects data,
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/// or if this GameObject is a prefab instance, it wil return an object containing the patch/diff between instance and prefab.
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/// or if this GameObject is a prefab instance, it will return an object containing the patch/diff between instance and prefab.
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/// </summary>
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public virtual JsonObject Serialize( SerializeOptions options = null )
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{
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@@ -87,8 +87,8 @@ public abstract partial class GameObjectSystem : IDisposable
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}
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/// <summary>
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/// When implementing an ITraceProvider, the most importannt thing to keep in mind
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/// is that the call to DoTrace should be thread safe. This might be called from
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/// When implementing an ITraceProvider, the most important thing to keep in mind
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/// is that the call to DoTrace should be thread safe. This might be called from
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/// multiple threads at once, so you better watch out.
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/// </summary>
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public interface ITraceProvider
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