diff --git a/interface/src/ui/overlays/Overlays.cpp b/interface/src/ui/overlays/Overlays.cpp index 3289cb1594..5e43c5df8d 100644 --- a/interface/src/ui/overlays/Overlays.cpp +++ b/interface/src/ui/overlays/Overlays.cpp @@ -1934,7 +1934,7 @@ QVector Overlays::findOverlays(const glm::vec3& center, float radius) { * start point.

* @property {Vec3} end - The end point of the line. Synonyms: endPoint and p2. *

Note: If parentID is set, use localEnd to set the local position of the - * end point.

+ * end point.

* @property {Vec3} localStart - The local position of the overlay relative to its parent if the overlay has a * parentID set, otherwise the same value as start. diff --git a/libraries/animation/src/AnimInverseKinematics.h b/libraries/animation/src/AnimInverseKinematics.h index 959a504e79..bcad7867cc 100644 --- a/libraries/animation/src/AnimInverseKinematics.h +++ b/libraries/animation/src/AnimInverseKinematics.h @@ -75,7 +75,7 @@ public: * close to the previous solution, but still provides the benefits of avoiding limb locking. * 2PreviousSolution *

The IK system will begin to solve from the same position and orientations for each joint that was the result - * from the previous frame.

+ * from the previous frame.

*

Pros: As the end effectors typically do not move much from frame to frame, this is likely to converge quickly * to a valid solution.

*

Cons: If the previous solution resulted in an awkward or uncomfortable posture, the next frame will also be diff --git a/libraries/controllers/src/controllers/Actions.cpp b/libraries/controllers/src/controllers/Actions.cpp index 23f7509d9d..6be0a5a800 100644 --- a/libraries/controllers/src/controllers/Actions.cpp +++ b/libraries/controllers/src/controllers/Actions.cpp @@ -44,7 +44,7 @@ namespace controller { * PropertyTypeDataDescription * * - * Avatar Movement + * Avatar Movement * TranslateXnumbernumberMove the user's avatar in the direction of its * x-axis, if the camera isn't in independent or mirror modes. * TranslateYnumbernumberMove the user's avatar in the direction of its @@ -71,7 +71,7 @@ namespace controller { * step increment, if the camera isn't in independent or mirror modes. * StepRollnumbernumberNo action. * - * Avatar Skeleton + * Avatar Skeleton * Hipsnumber{@link Pose}Set the hips pose of the user's avatar. * * Spine2number{@link Pose}Set the spine2 pose of the user's avatar. @@ -171,7 +171,7 @@ namespace controller { * RightFootnumber{@link Pose}Set the right foot pose of the user's * avatar. * - * Application + * Application * BoomInnumbernumberZoom camera in from third person toward first * person view. * BoomOutnumbernumberZoom camera out from first person to third @@ -212,7 +212,7 @@ namespace controller { * SecondaryActionnumbernumberDeprecated: This * action is deprecated and will be removed. It takes no action. * - * Aliases + * Aliases * BackwardnumbernumberAlias for TranslateZ in the * positive direction. * ForwardnumbernumberAlias for TranslateZ in the negative @@ -234,7 +234,7 @@ namespace controller { * YawRightnumbernumberAlias for Yaw in the negative * direction. * - * Deprecated Aliases + * Deprecated Aliases * LEFT_HANDnumber{@link Pose}Deprecated: This * action is deprecated and will be removed. Use LeftHand instead. * RIGHT_HANDnumber{@link Pose}Deprecated: This @@ -282,7 +282,7 @@ namespace controller { * ACTION2numbernumberDeprecated: This * action is deprecated and will be removed. Use SecondaryAction instead. * - * Deprecated Trackers + * Deprecated Trackers * TrackedObject00number{@link Pose}Deprecated: * This action is deprecated and will be removed. It takes no action. * TrackedObject01number{@link Pose}Deprecated: diff --git a/libraries/midi/src/Midi.h b/libraries/midi/src/Midi.h index d103d05218..5b7c82d6da 100644 --- a/libraries/midi/src/Midi.h +++ b/libraries/midi/src/Midi.h @@ -23,7 +23,7 @@ /**jsdoc * The Midi API provides the ability to connect Interface with musical instruments and other external or virtual * devices via the MIDI protocol. For further information and examples, see the tutorial: - * Use MIDI to Control Your Environment. + * Use MIDI to Control Your Environment. * *

Note: Only works on Windows.

*