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Merge pull request #79748 from Repiteo/dotnet-documentation-fixes
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Fix issues in C# documentation comments
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YuriSizov committed Jul 25, 2023
2 parents b495811 + 0bfc52b commit 000bf37
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Showing 14 changed files with 28 additions and 28 deletions.
4 changes: 2 additions & 2 deletions modules/mono/glue/GodotSharp/GodotSharp/Core/Aabb.cs
Original file line number Diff line number Diff line change
Expand Up @@ -564,7 +564,7 @@ public Vector3 End

/// <summary>
/// Returns <see langword="true"/> if this <see cref="Aabb"/> is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
Expand Down Expand Up @@ -683,7 +683,7 @@ public Aabb(real_t x, real_t y, real_t z, real_t width, real_t height, real_t de

/// <summary>
/// Returns <see langword="true"/> if the AABB is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
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4 changes: 2 additions & 2 deletions modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
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Expand Up @@ -596,7 +596,7 @@ private void SetDiagonal(Vector3 diagonal)

/// <summary>
/// Returns <see langword="true"/> if this basis is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
Expand Down Expand Up @@ -1083,7 +1083,7 @@ public static Basis FromScale(Vector3 scale)

/// <summary>
/// Returns <see langword="true"/> if the <see cref="Basis"/> is
/// exactly equal to the given object (<see paramref="obj"/>).
/// exactly equal to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
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2 changes: 1 addition & 1 deletion modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
Original file line number Diff line number Diff line change
Expand Up @@ -204,7 +204,7 @@ readonly get

/// <summary>
/// Returns <see langword="true"/> if this plane is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
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2 changes: 1 addition & 1 deletion modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
Original file line number Diff line number Diff line change
Expand Up @@ -976,7 +976,7 @@ public Projection(Transform3D transform)

/// <summary>
/// Returns <see langword="true"/> if the projection is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
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4 changes: 2 additions & 2 deletions modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ readonly get
///
/// Note: This method has an abnormally high amount
/// of floating-point error, so methods such as
/// <see cref="Mathf.IsZeroApprox"/> will not work reliably.
/// <see cref="Mathf.IsZeroApprox(real_t)"/> will not work reliably.
/// </summary>
/// <param name="to">The other quaternion.</param>
/// <returns>The angle between the quaternions.</returns>
Expand Down Expand Up @@ -320,7 +320,7 @@ readonly get

/// <summary>
/// Returns <see langword="true"/> if this quaternion is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
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2 changes: 1 addition & 1 deletion modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
Original file line number Diff line number Diff line change
Expand Up @@ -102,7 +102,7 @@ public Vector2 End

/// <summary>
/// Returns <see langword="true"/> if this <see cref="Rect2"/> is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public bool IsFinite()
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4 changes: 2 additions & 2 deletions modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
Original file line number Diff line number Diff line change
Expand Up @@ -232,7 +232,7 @@ readonly get

/// <summary>
/// Returns <see langword="true"/> if this transform is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
Expand Down Expand Up @@ -586,7 +586,7 @@ public Transform2D(real_t rotation, Vector2 scale, real_t skew, Vector2 origin)

/// <summary>
/// Returns <see langword="true"/> if the transform is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
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4 changes: 2 additions & 2 deletions modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
Original file line number Diff line number Diff line change
Expand Up @@ -156,7 +156,7 @@ readonly get

/// <summary>
/// Returns <see langword="true"/> if this transform is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
Expand Down Expand Up @@ -613,7 +613,7 @@ public Transform3D(Projection projection)

/// <summary>
/// Returns <see langword="true"/> if the transform is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
Expand Down
8 changes: 4 additions & 4 deletions modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
Original file line number Diff line number Diff line change
Expand Up @@ -164,7 +164,7 @@ internal void Normalize()
/// <summary>
/// Returns a new vector with all components rounded up (towards positive infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Ceil(real_t)"/> called on each component.</returns>
public readonly Vector2 Ceil()
{
return new Vector2(Mathf.Ceil(X), Mathf.Ceil(Y));
Expand Down Expand Up @@ -318,7 +318,7 @@ internal void Normalize()
/// <summary>
/// Returns a new vector with all components rounded down (towards negative infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Floor(real_t)"/> called on each component.</returns>
public readonly Vector2 Floor()
{
return new Vector2(Mathf.Floor(X), Mathf.Floor(Y));
Expand All @@ -335,7 +335,7 @@ internal void Normalize()

/// <summary>
/// Returns <see langword="true"/> if this vector is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
Expand Down Expand Up @@ -948,7 +948,7 @@ public static Vector2 FromAngle(real_t angle)

/// <summary>
/// Returns <see langword="true"/> if the vector is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
Expand Down
2 changes: 1 addition & 1 deletion modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs
Original file line number Diff line number Diff line change
Expand Up @@ -517,7 +517,7 @@ public Vector2I(int x, int y)

/// <summary>
/// Returns <see langword="true"/> if the vector is equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
Expand Down
8 changes: 4 additions & 4 deletions modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
Original file line number Diff line number Diff line change
Expand Up @@ -150,7 +150,7 @@ internal void Normalize()
/// <summary>
/// Returns a new vector with all components rounded up (towards positive infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Ceil(real_t)"/> called on each component.</returns>
public readonly Vector3 Ceil()
{
return new Vector3(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z));
Expand Down Expand Up @@ -315,7 +315,7 @@ internal void Normalize()
/// <summary>
/// Returns a new vector with all components rounded down (towards negative infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Floor(real_t)"/> called on each component.</returns>
public readonly Vector3 Floor()
{
return new Vector3(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z));
Expand All @@ -332,7 +332,7 @@ internal void Normalize()

/// <summary>
/// Returns <see langword="true"/> if this vector is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
Expand Down Expand Up @@ -1050,7 +1050,7 @@ public Vector3(real_t x, real_t y, real_t z)

/// <summary>
/// Returns <see langword="true"/> if the vector is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
Expand Down
2 changes: 1 addition & 1 deletion modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs
Original file line number Diff line number Diff line change
Expand Up @@ -572,7 +572,7 @@ public Vector3I(int x, int y, int z)

/// <summary>
/// Returns <see langword="true"/> if the vector is equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
Expand Down
8 changes: 4 additions & 4 deletions modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
Original file line number Diff line number Diff line change
Expand Up @@ -147,7 +147,7 @@ internal void Normalize()
/// <summary>
/// Returns a new vector with all components rounded up (towards positive infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Ceil(real_t)"/> called on each component.</returns>
public readonly Vector4 Ceil()
{
return new Vector4(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z), Mathf.Ceil(W));
Expand Down Expand Up @@ -264,7 +264,7 @@ internal void Normalize()
/// <summary>
/// Returns a new vector with all components rounded down (towards negative infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
/// <returns>A vector with <see cref="Mathf.Floor(real_t)"/> called on each component.</returns>
public readonly Vector4 Floor()
{
return new Vector4(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z), Mathf.Floor(W));
Expand All @@ -281,7 +281,7 @@ internal void Normalize()

/// <summary>
/// Returns <see langword="true"/> if this vector is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
Expand Down Expand Up @@ -832,7 +832,7 @@ public Vector4(real_t x, real_t y, real_t z, real_t w)

/// <summary>
/// Returns <see langword="true"/> if the vector is exactly equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
Expand Down
2 changes: 1 addition & 1 deletion modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs
Original file line number Diff line number Diff line change
Expand Up @@ -593,7 +593,7 @@ public Vector4I(int x, int y, int z, int w)

/// <summary>
/// Returns <see langword="true"/> if the vector is equal
/// to the given object (<see paramref="obj"/>).
/// to the given object (<paramref name="obj"/>).
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
Expand Down

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