diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h
index 5bf6461dab..7822b6a8f3 100644
--- a/interface/src/avatar/MyAvatar.h
+++ b/interface/src/avatar/MyAvatar.h
@@ -527,7 +527,7 @@ public:
*
0 | ForceSit | Assumes the user is seated in the real world. Disables avatar
* leaning regardless of what the avatar is doing in the virtual world (i.e., avatar always recenters). |
* 1 | ForceStand | Assumes the user is standing in the real world. Enables avatar
- * leaning regardless of what the avatar is doing in the virtual world (i.e. avatar leans, then if leans too far it
+ * leaning regardless of what the avatar is doing in the virtual world (i.e., avatar leans, then if leans too far it
* recenters). |
* 2 | Auto | Interface detects when the user is standing or seated in the real world.
* Avatar leaning is disabled when the user is sitting (i.e., avatar always recenters), and avatar leaning is enabled
@@ -1792,47 +1792,47 @@ public:
void prepareAvatarEntityDataForReload();
/**jsdoc
- * Turns the avatar's head until it faces the target point within a +90/-90 degree range.
- * Once this method is called, API calls will have full control of the head for a limited time.
- * If this method is not called for two seconds, the engine will regain control of the head.
- * @function MyAvatar.setHeadLookAt
- * @param {Vec3} lookAtTarget - The target point in world coordinates.
- */
+ * Turns the avatar's head until it faces the target point within a +90/-90 degree range.
+ * Once this method is called, API calls will have full control of the head for a limited time.
+ * If this method is not called for 2 seconds, the engine will regain control of the head.
+ * @function MyAvatar.setHeadLookAt
+ * @param {Vec3} lookAtTarget - The target point in world coordinates.
+ */
Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget);
/**jsdoc
- * Returns the current target point of the head's look direction in world coordinates.
- * @function MyAvatar.getHeadLookAt
- * @returns {Vec3} The head's "look at" target in world coordinates.
- */
+ * Returns the current target point of the head's look direction in world coordinates.
+ * @function MyAvatar.getHeadLookAt
+ * @returns {Vec3} The head's look-at target in world coordinates.
+ */
Q_INVOKABLE glm::vec3 getHeadLookAt() { return _lookAtCameraTarget; }
/**jsdoc
- * Returns control of the avatar's head to the engine, and releases control from API calls.
- * @function MyAvatar.releaseHeadLookAtControl
- */
+ * Returns control of the avatar's head to the engine, and releases control from API calls.
+ * @function MyAvatar.releaseHeadLookAtControl
+ */
Q_INVOKABLE void releaseHeadLookAtControl();
/**jsdoc
- * Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
- * have full control of the eyes for a limited time. If this method is not called for two seconds,
- * the engine regains control of the eyes.
- * @function MyAvatar.setEyesLookAt
- * @param {Vec3} lookAtTarget - The target point in world coordinates.
- */
+ * Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
+ * have full control of the eyes for a limited time. If this method is not called for two seconds,
+ * the engine regains control of the eyes.
+ * @function MyAvatar.setEyesLookAt
+ * @param {Vec3} lookAtTarget - The target point in world coordinates.
+ */
Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget);
/**jsdoc
- * Returns the current target point of the eyes look direction in world coordinates.
- * @function MyAvatar.getEyesLookAt
- * @returns {Vec3} The eyes' "look at" target in world coordinates.
- */
+ * Returns the current target point of the eyes look direction in world coordinates.
+ * @function MyAvatar.getEyesLookAt
+ * @returns {Vec3} The eyes' look-at target in world coordinates.
+ */
Q_INVOKABLE glm::vec3 getEyesLookAt() { return _eyesLookAtTarget.get(); }
/**jsdoc
- * Returns control of the avatar's eyes to the engine, and releases control from API calls.
- * @function MyAvatar.releaseEyesLookAtControl
- */
+ * Returns control of the avatar's eyes to the engine, and releases control from API calls.
+ * @function MyAvatar.releaseEyesLookAtControl
+ */
Q_INVOKABLE void releaseEyesLookAtControl();
/**jsdoc
diff --git a/libraries/procedural/src/procedural/Procedural.h b/libraries/procedural/src/procedural/Procedural.h
index 89f21218e6..9b3d0a9bd4 100644
--- a/libraries/procedural/src/procedural/Procedural.h
+++ b/libraries/procedural/src/procedural/Procedural.h
@@ -27,7 +27,6 @@ using UniformLambdas = std::list>;
const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 };
/**jsdoc
-
* An object containing user-defined uniforms for communicating data to shaders.
* @typedef {object} ProceduralUniforms
*/
diff --git a/libraries/ui/src/QmlWebWindowClass.h b/libraries/ui/src/QmlWebWindowClass.h
index 3ca6418195..16e18f282f 100644
--- a/libraries/ui/src/QmlWebWindowClass.h
+++ b/libraries/ui/src/QmlWebWindowClass.h
@@ -106,7 +106,7 @@
* }, 2000);
*
* @example
- * // HTML file, "OverlayWebWindow.qml".
+ * // HTML file, "OverlayWebWindow.html".
*
*
*
|