diff --git a/interface/src/avatar/AvatarActionHold.cpp b/interface/src/avatar/AvatarActionHold.cpp index 3ac9f63649..b7019bd6f0 100644 --- a/interface/src/avatar/AvatarActionHold.cpp +++ b/interface/src/avatar/AvatarActionHold.cpp @@ -457,12 +457,14 @@ bool AvatarActionHold::updateArguments(QVariantMap arguments) { * @property {number} timeScale=3.4e+38 - Controls how long it takes for the entity's position and rotation to catch up with * the target. The value is the time for the action to catch up to 1/e = 0.368 of the target value, where the action is * applied using an exponential decay. - * @property {boolean} kinematic=false - If true, the entity is made kinematic during the action; the entity won't - * lag behind the hand but constraint actions such as "hinge" won't act properly. - * @property {boolean} kinematicSetVelocity=false - If true and kinematic is true, the - * entity's velocity property will be set during the action, e.g., so that other scripts may use the value. - * @property {boolean} ignoreIK=false - If true, the entity follows the HMD controller rather than the avatar's - * hand. + * @property {boolean} kinematic=false - true if the entity is made kinematic during the action; the entity won't + * lag behind the hand but constraint actions such as "hinge" won't act properly. false if the + * entity is not made kinematic during the action + * @property {boolean} kinematicSetVelocity=false - true if, when kinematic is true, the + * entity's velocity will be set during the action, e.g., so that other scripts may use the value. false if + * the entity's velocity will not be set during the action. + * @property {boolean} ignoreIK=false - true if the entity follows the HMD controller, false if it + * follows the avatar's hand. */ QVariantMap AvatarActionHold::getArguments() { QVariantMap arguments = ObjectDynamic::getArguments(); diff --git a/interface/src/ui/overlays/Overlays.h b/interface/src/ui/overlays/Overlays.h index 6eaf481efe..1a2382769c 100644 --- a/interface/src/ui/overlays/Overlays.h +++ b/interface/src/ui/overlays/Overlays.h @@ -77,7 +77,7 @@ public: * @hifi-avatar * * @property {Uuid} keyboardFocusOverlay - Get or set the {@link Entities.EntityTypes|Web} entity that has keyboard focus. - * If no entity has keyboard focus, get returns null; set to null or {@link Uuid(0)|Uuid.NULL} to + * If no entity has keyboard focus, returns null; set to null or {@link Uuid(0)|Uuid.NULL} to * clear keyboard focus. */ diff --git a/libraries/entities/src/AnimationPropertyGroup.cpp b/libraries/entities/src/AnimationPropertyGroup.cpp index 03cd3a0742..7f9225bd6c 100644 --- a/libraries/entities/src/AnimationPropertyGroup.cpp +++ b/libraries/entities/src/AnimationPropertyGroup.cpp @@ -57,10 +57,11 @@ bool operator!=(const AnimationPropertyGroup& a, const AnimationPropertyGroup& b * @property {number} firstFrame=0 - The first frame to play in the animation. * @property {number} lastFrame=100000 - The last frame to play in the animation. * @property {number} currentFrame=0 - The current frame being played in the animation. - * @property {boolean} running=false - If true then the animation should play. - * @property {boolean} loop=true - If true then the animation is continuously repeated in a loop. - * @property {boolean} hold=false - If true then the rotations and translations of the last frame played are - * maintained when the animation stops playing. + * @property {boolean} running=false - true if the animation should play, false if it shouldn't. + * @property {boolean} loop=true - true if the animation is continuously repeated in a loop, false if + * it isn't. + * @property {boolean} hold=false - true if the rotations and translations of the last frame played are + * maintained when the animation stops playing, false if they aren't. */ void AnimationPropertyGroup::copyToScriptValue(const EntityPropertyFlags& desiredProperties, QScriptValue& properties, QScriptEngine* engine, bool skipDefaults, EntityItemProperties& defaultEntityProperties) const { COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_ANIMATION_URL, Animation, animation, URL, url); diff --git a/libraries/entities/src/EntityDynamicInterface.cpp b/libraries/entities/src/EntityDynamicInterface.cpp index 4586b665ee..69d771db22 100644 --- a/libraries/entities/src/EntityDynamicInterface.cpp +++ b/libraries/entities/src/EntityDynamicInterface.cpp @@ -109,7 +109,7 @@ variables. These argument variables are used by the code which is run when bull * are disabled during the hold. * {@link Entities.ActionArguments-Hold} * "offset"Object action - * Moves an entity so that it is a set distance away from a target point. + * Moves an entity so that it is a defined distance away from a target point. * {@link Entities.ActionArguments-Offset} * "tractor"Object action * Moves and rotates an entity to a target position and orientation, optionally relative to another entity. diff --git a/libraries/entities/src/EntityItemProperties.cpp b/libraries/entities/src/EntityItemProperties.cpp index 5b3bbb88ee..064fe2e3b1 100644 --- a/libraries/entities/src/EntityItemProperties.cpp +++ b/libraries/entities/src/EntityItemProperties.cpp @@ -609,8 +609,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { /**jsdoc * Different entity types have different properties: some common to all entities (listed in the table) and some specific to - * each {@link Entities.EntityType|EntityType} (linked to below). The properties are accessed as an object of property names - * and values. + * each {@link Entities.EntityType|EntityType} (linked to below). * * @typedef {object} Entities.EntityProperties * @property {Uuid} id - The ID of the entity. Read-only. @@ -644,16 +643,17 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {Uuid} lastEditedBy - The session ID of the avatar or agent that most recently created or edited the entity. * Read-only. * - * @property {boolean} locked=false - Whether or not the entity can be edited or deleted. If true then the - * entity's properties other than locked cannot be changed, and the entity cannot be deleted. - * @property {boolean} visible=true - Whether or not the entity is rendered. If true then the entity is rendered. - * @property {boolean} canCastShadow=true - Whether or not the entity can cast a shadow. Currently applicable only to - * {@link Entities.EntityProperties-Model|Model} and {@link Entities.EntityProperties-Shape|Shape} entities. Shadows are - * cast if inside a {@link Entities.EntityProperties-Zone|Zone} entity with castShadows enabled in its - * keyLight property. + * @property {boolean} locked=false - true if properties other than locked cannot be changed and the + * entity cannot be deleted, false if all properties can be changed and the entity can be deleted. + * @property {boolean} visible=true - true if the entity is rendered, false if it isn't. + * @property {boolean} canCastShadow=true - true if the entity can cast a shadow, false if it can't. + * Currently applicable only to {@link Entities.EntityProperties-Model|Model} and + * {@link Entities.EntityProperties-Shape|Shape} entities. Shadows are cast if inside a + * {@link Entities.EntityProperties-Zone|Zone} entity with castShadows enabled in its keyLight + * property. * @property {boolean} isVisibleInSecondaryCamera=true - true if the entity is rendered in the secondary camera, * false if it isn't. - * @property {Entities.RenderLayer} renderLayer="world" - Which layer the entity renders in. + * @property {Entities.RenderLayer} renderLayer="world" - The layer that the entity renders in. * @property {Entities.PrimitiveMode} primitiveMode="solid" - How the entity's geometry is rendered. * @property {boolean} ignorePickIntersection=false - true if {@link Picks} and {@link RayPick} ignore the entity, * false if they don't. @@ -697,20 +697,20 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {number} friction=0.5 - How much an entity slows down when it's moving against another, range 0.0 * – 10.0. The higher the value, the more quickly it slows down. Examples: 0.1 for ice, * 0.9 for sandpaper. - * @property {number} density=1000 - The density of the entity in kg/m3, range 100 for balsa wood - * – 10000 for silver. The density is used in conjunction with the entity's bounding box volume to work - * out its mass in the application of physics. + * @property {number} density=1000 - The density of the entity in kg/m3, range 100 – + * 10000. Examples: 100 for balsa wood, 10000 for silver. The density is used in + * conjunction with the entity's bounding box volume to work out its mass in the application of physics. * - * @property {boolean} collisionless=false - Whether or not the entity should collide with items per its - * collisionMask property. If true then the entity does not collide. + * @property {boolean} collisionless=false - true if the entity shouldn't collide, false if it + * collides with items per its collisionMask property. * @property {boolean} ignoreForCollisions - Synonym for collisionless. * @property {CollisionMask} collisionMask=31 - What types of items the entity should collide with. * @property {string} collidesWith="static,dynamic,kinematic,myAvatar,otherAvatar," - Synonym for collisionMask, * in text format. * @property {string} collisionSoundURL="" - The sound that's played when the entity experiences a collision. Valid file * formats are per {@link SoundObject}. - * @property {boolean} dynamic=false - Whether or not the entity should be affected by collisions. If true then - * the entity's movement is affected by collisions. + * @property {boolean} dynamic=false - true if the entity's movement is affected by collisions, false + * if it isn't. * @property {boolean} collisionsWillMove - A synonym for dynamic. * * @property {string} href="" - A "hifi://" metaverse address that a user is teleported to when they click on the entity. @@ -732,8 +732,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * button beside the "script URL" field in properties tab of the Create app works. * @property {string} serverScripts="" - The URL of the server entity script, if any, that is attached to the entity. * - * @property {Uuid} parentID=Uuid.NULL - The ID of the entity or avatar that the entity is parented to. - * {@link Uuid(0)|Uuid.NULL} if the entity is not parented. + * @property {Uuid} parentID=Uuid.NULL - The ID of the entity or avatar that the entity is parented to. A value of + * {@link Uuid(0)|Uuid.NULL} is used if the entity is not parented. * @property {number} parentJointIndex=65535 - The joint of the entity or avatar that the entity is parented to. Use * 65535 or -1 to parent to the entity or avatar's position and orientation rather than a joint. * @property {Vec3} localPosition=0,0,0 - The position of the entity relative to its parent if the entity is parented, @@ -759,19 +759,19 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {string} actionData="" - Base-64 encoded compressed dump of the actions associated with the entity. This property * is typically not used in scripts directly; rather, functions that manipulate an entity's actions update it, e.g., * {@link Entities.addAction}. The size of this property increases with the number of actions. Because this property value - * has to fit within a High Fidelity datagram packet there is a limit to the number of actions that an entity can have, and + * has to fit within a High Fidelity datagram packet, there is a limit to the number of actions that an entity can have; * edits which would result in overflow are rejected. Read-only. * @property {Entities.RenderInfo} renderInfo - Information on the cost of rendering the entity. Currently information is only * provided for Model entities. Read-only. * - * @property {boolean} cloneable=false - If true then the domain or avatar entity can be cloned via - * {@link Entities.cloneEntity}. + * @property {boolean} cloneable=false - true if the domain or avatar entity can be cloned via + * {@link Entities.cloneEntity}, false if it can't be. * @property {number} cloneLifetime=300 - The entity lifetime for clones created from this entity. * @property {number} cloneLimit=0 - The total number of clones of this entity that can exist in the domain at any given time. - * @property {boolean} cloneDynamic=false - If true then clones created from this entity will have their - * dynamic property set to true. - * @property {boolean} cloneAvatarEntity=false - If true then clones created from this entity will be created as - * avatar entities. + * @property {boolean} cloneDynamic=false - true if clones created from this entity will have their + * dynamic property set to true, false if they won't. + * @property {boolean} cloneAvatarEntity=false - true if clones created from this entity will be created as + * avatar entities, false if they won't be. * @property {Uuid} cloneOriginID - The ID of the entity that this entity was cloned from. * * @property {Entities.Grab} grab - The entity's grab-related properties. @@ -833,8 +833,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {Color} color=255,255,255 - The color of the light emitted. * @property {number} intensity=1 - The brightness of the light. * @property {number} falloffRadius=0.1 - The distance from the light's center at which intensity is reduced by 25%. - * @property {boolean} isSpotlight=false - If true then the light is directional, emitting along the entity's - * local negative z-axis; otherwise, the light is a point light which emanates in all directions. + * @property {boolean} isSpotlight=false - true if the light is directional, emitting along the entity's + * local negative z-axis; false if the light is a point light which emanates in all directions. * @property {number} exponent=0 - Affects the softness of the spotlight beam: the higher the value the softer the beam. * @property {number} cutoff=1.57 - Affects the size of the spotlight beam: the higher the value the larger the beam. * @example Create a spotlight pointing at the ground. @@ -855,7 +855,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { /**jsdoc * The "Line" {@link Entities.EntityType|EntityType} draws thin, straight lines between a sequence of two or more * points. It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}. - *

Deprecated: Use PolyLines instead.

+ *

Deprecated: Use {@link Entities.EntityProperties-PolyLine|PolyLine} entities instead.

* * @typedef {object} Entities.EntityProperties-Line * @property {Vec3} dimensions=0.1,0.1,0.1 - The dimensions of the entity. Must be sufficient to contain all the @@ -904,7 +904,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * 0. * @property {string} parentMaterialName="0" - Selects the mesh part or parts within the parent to which to apply the material. * If in the format "mat::string", all mesh parts with material name "string" are replaced. - * If "all" then all mesh parts are replaced. + * If "all", then all mesh parts are replaced. * Otherwise the property value is parsed as an unsigned integer, specifying the mesh part index to modify. *

If the string represents an array (starts with "[" and ends with "]"), the string is split * at each "," and each element parsed as either a number or a string if it starts with "mat::". @@ -919,8 +919,9 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * { x: 0, y: 0 }{ x: 1, y: 1 }. * @property {Vec2} materialMappingScale=1,1 - How much to scale the material within the parent's UV-space. * @property {number} materialMappingRot=0 - How much to rotate the material within the parent's UV-space, in degrees. - * @property {boolean} materialRepeat=true - If true, the material repeats. If false, fragments - * outside of texCoord 0 – 1 will be discarded. Works in both "uv" and "projected" modes. + * @property {boolean} materialRepeat=true - true if the material repeats, false if it doesn't. If + * false, fragments outside of texCoord 0 – 1 will be discarded. Works in both "uv" and + * "projected" modes. * @example Color a sphere using a Material entity. * var entityID = Entities.addEntity({ * type: "Sphere", @@ -980,7 +981,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * model hasn't loaded. The array indexes are per {@link Entities.getJointIndex|getJointIndex}. Rotations are relative to * each joint's parent. *

Joint rotations can be set by {@link Entities.setLocalJointRotation|setLocalJointRotation} and similar functions, or - * by setting the value of this property. If you set a joint rotation using this property you also need to set the + * by setting the value of this property. If you set a joint rotation using this property, you also need to set the * corresponding jointRotationsSet value to true.

* @property {boolean[]} jointRotationsSet=[]] - true values for joints that have had rotations applied, * false otherwise; [] if none are applied or the model hasn't loaded. The array indexes are per @@ -994,10 +995,11 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {boolean[]} jointTranslationsSet=[]] - true values for joints that have had translations applied, * false otherwise; [] if none are applied or the model hasn't loaded. The array indexes are per * {@link Entities.getJointIndex|getJointIndex}. - * @property {boolean} relayParentJoints=false - If true and the entity is parented to an avatar, then the - * avatar's joint rotations are applied to the entity's joints. - * @property {boolean} groupCulled=false - If true, the mesh parts of the model are LOD culled as a group. - * If false, separate mesh parts will be LOD culled individually. + * @property {boolean} relayParentJoints=false - true if when the entity is parented to an avatar, the avatar's + * joint rotations are applied to the entity's joints; false if a parent avatar's joint rotations are not + * applied to the entity's joints. + * @property {boolean} groupCulled=false - true if the mesh parts of the model are LOD culled as a group, + * false if separate mesh parts are LOD culled individually. * * @example Rez a Vive tracker puck. * var entity = Entities.addEntity({ @@ -1033,8 +1035,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * – {x: 0, y: -8.8, z: 0}. * @property {Vec3} dimensions - The dimensions of the particle effect, i.e., a bounding box containing all the particles * during their lifetimes, assuming that emitterShouldTrail == false. Read-only. - * @property {boolean} emitterShouldTrail=false - If true then particles are "left behind" as the emitter moves, - * otherwise they stay within the entity's dimensions. + * @property {boolean} emitterShouldTrail=false - true if particles are "left behind" as the emitter moves, + * false if they stay within the entity's dimensions. * * @property {Quat} emitOrientation=-0.707,0,0,0.707 - The orientation of particle emission relative to the entity's axes. By * default, particles emit along the entity's local z-axis, and azimuthStart and azimuthFinish @@ -1105,8 +1107,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * 2 * Math.PI radians. For example, if particleSpin == Math.PI and * spinSpread == Math.PI / 2, each particle will have a rotation in the range Math.PI / 2 – * 3 * Math.PI / 2. - * @property {boolean} rotateWithEntity=false - true to make the particles' rotations relative to the entity's - * instantaneous rotation, false to make them relative to world coordinates. If true with + * @property {boolean} rotateWithEntity=false - true if the particles' rotations are relative to the entity's + * instantaneous rotation, false if they're relative to world coordinates. If true with * particleSpin == 0, the particles keep oriented per the entity's orientation. * * @example Create a ball of green smoke. @@ -1141,17 +1143,19 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {number[]} strokeWidths=[]] - The widths, in m, of the line at the linePoints. Must be specified in * order for the entity to render. * @property {Vec3[]} strokeColors=[]] - The base colors of each point, with values in the range 0.0,0.0,0.0 - * — 1.0,1.0,1.0. These colors are multiplied with the color of the texture. If there are more line + * – 1.0,1.0,1.0. These colors are multiplied with the color of the texture. If there are more line * points than stroke colors, the color property value is used for the remaining points. - *

Warning: The ordinate values are in the range 0.01.0.

+ *

Warning: The ordinate values are in the range 0.01.0.

* @property {Color} color=255,255,255 - Used as the color for each point if strokeColors doesn't have a value for * the point. * @property {string} textures="" - The URL of a JPG or PNG texture to use for the lines. If you want transparency, use PNG * format. - * @property {boolean} isUVModeStretch=true - If true, the texture is stretched to fill the whole line, otherwise - * the texture repeats along the line. - * @property {boolean} glow=false - If true, the opacity of the strokes drops off away from the line center. - * @property {boolean} faceCamera=false - If true, each line segment rotates to face the camera. + * @property {boolean} isUVModeStretch=true - true if the texture is stretched to fill the whole line, + * false if the texture repeats along the line. + * @property {boolean} glow=false - true if the opacity of the strokes drops off away from the line center, + * false if it doesn't. + * @property {boolean} faceCamera=false - true if each line segment rotates to face the camera, false + * if they don't. * @example Draw a textured "V". * var entity = Entities.addEntity({ * type: "PolyLine", @@ -1192,9 +1196,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * the PolyVox data. This property is typically not used in scripts directly; rather, functions that manipulate a PolyVox * entity update it.
* The size of this property increases with the size and complexity of the PolyVox entity, with the size depending on how - * the particular entity's voxels compress. Because this property value has to fit within a High Fidelity datagram packet - * there is a limit to the size and complexity of a PolyVox entity, and edits which would result in an overflow are - * rejected. + * the particular entity's voxels compress. Because this property value has to fit within a High Fidelity datagram packet, + * there is a limit to the size and complexity of a PolyVox entity; edits which would result in an overflow are rejected. * @property {Entities.PolyVoxSurfaceStyle} voxelSurfaceStyle=2 - The style of rendering the voxels' surface and how * neighboring PolyVox entities are joined. * @property {string} xTextureURL="" - The URL of the texture to map to surfaces perpendicular to the entity's local x-axis. @@ -1282,12 +1285,11 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {number} topMargin=0.0 - The top margin, in meters. * @property {number} bottomMargin=0.0 - The bottom margin, in meters. * @property {BillboardMode} billboardMode="none" - Whether the entity is billboarded to face the camera. - * @property {boolean} faceCamera - true if billboardMode is "yaw", otherwise - * false. Setting this property to false sets the billboardMode to - * "none". + * @property {boolean} faceCamera - true if billboardMode is "yaw", false + * if it isn't. Setting this property to false sets the billboardMode to "none". *

Deprecated: This property is deprecated and will be removed.

- * @property {boolean} isFacingAvatar - true if billboardMode is "full", otherwise - * false. Setting this property to false sets the billboardMode to + * @property {boolean} isFacingAvatar - true if billboardMode is "full", + * false if it isn't. Setting this property to false sets the billboardMode to * "none". *

Deprecated: This property is deprecated and will be removed.

* @example Create a text entity. @@ -1312,17 +1314,18 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {Vec3} dimensions=0.1,0.1,0.01 - The dimensions of the entity. * @property {string} sourceUrl="" - The URL of the web page to display. This value does not change as you or others navigate * on the Web entity. - * @property {Color} color=255,255,255 - The color of the web surface. + * @property {Color} color=255,255,255 - The color of the web surface. This color tints the web page displayed: the pixel + * colors on the web page are multiplied by the property color. For example, a value of + * { red: 255, green: 0, blue: 0 } lets only the red channel of pixels' colors through. * @property {number} alpha=1 - The opacity of the web surface. * @property {Entities.Pulse} pulse - Color and alpha pulse. *

Deprecated: This property is deprecated and will be removed.

* @property {BillboardMode} billboardMode="none" - Whether the entity is billboarded to face the camera. - * @property {boolean} faceCamera - true if billboardMode is "yaw", otherwise - * false. Setting this property to false sets the billboardMode to - * "none". + * @property {boolean} faceCamera - true if billboardMode is "yaw", false + * if it isn't. Setting this property to false sets the billboardMode to "none". *

Deprecated: This property is deprecated and will be removed.

- * @property {boolean} isFacingAvatar - true if billboardMode is "full", otherwise - * false. Setting this property to false sets the billboardMode to + * @property {boolean} isFacingAvatar - true if billboardMode is "full", + * false if it isn't. Setting this property to false sets the billboardMode to * "none". *

Deprecated: This property is deprecated and will be removed.

* @property {number} dpi=30 - The resolution to display the page at, in dots per inch. If you convert this to dots per meter @@ -1331,8 +1334,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {string} scriptURL="" - The URL of a JavaScript file to inject into the web page. * @property {number} maxFPS=10 - The maximum update rate for the web content, in frames/second. * @property {WebInputMode} inputMode="touch" - The user input mode to use. - * @property {boolean} showKeyboardFocusHighlight=true - true to highlight the entity when it has keyboard focus, - * false to not display the highlight. + * @property {boolean} showKeyboardFocusHighlight=true - true if the entity is highlighted when it has keyboard + * focus, false if it isn't. * @example Create a Web entity displaying at 1920 x 1080 resolution. * var METERS_TO_INCHES = 39.3701; * var entity = Entities.addEntity({ @@ -1380,12 +1383,12 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {Entities.ComponentMode} bloomMode="inherit" - Configures the bloom in the zone. * @property {Entities.Bloom} bloom - The bloom properties of the zone. * - * @property {boolean} flyingAllowed=true - If true then visitors can fly in the zone; otherwise, they cannot. - * Only works for domain entities. - * @property {boolean} ghostingAllowed=true - If true then visitors with avatar collisions turned off will not - * collide with content in the zone; otherwise, visitors will always collide with content in the zone. Only works for domain - * entities. - + * @property {boolean} flyingAllowed=true - true if visitors can fly in the zone; false if they + * cannot. Only works for domain entities. + * @property {boolean} ghostingAllowed=true - true if visitors with avatar collisions turned off will not + * collide with content in the zone; false if visitors will always collide with content in the zone. Only + * works for domain entities. + * * @property {string} filterURL="" - The URL of a JavaScript file that filters changes to properties of entities within the * zone. It is periodically executed for each entity in the zone. It can, for example, be used to not allow changes to * certain properties: @@ -1421,7 +1424,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @typedef {object} Entities.EntityProperties-Image * @property {Vec3} dimensions=0.1,0.1,0.01 - The dimensions of the entity. * @property {string} imageURL="" - The URL of the image to use. - * @property {boolean} emissive=false - true fi the the image should be emissive (unlit), false if it + * @property {boolean} emissive=false - true if the image should be emissive (unlit), false if it * shouldn't. * @property {boolean} keepAspectRatio=true - true if the image should maintain its aspect ratio, * false if it shouldn't. @@ -1432,12 +1435,11 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {Entities.Pulse} pulse - Color and alpha pulse. *

Deprecated: This property is deprecated and will be removed.

* @property {BillboardMode} billboardMode="none" - Whether the entity is billboarded to face the camera. - * @property {boolean} faceCamera - true if billboardMode is "yaw", otherwise - * false. Setting this property to false sets the billboardMode to - * "none". + * @property {boolean} faceCamera - true if billboardMode is "yaw", false + * if it isn't. Setting this property to false sets the billboardMode to "none". *

Deprecated: This property is deprecated and will be removed.

- * @property {boolean} isFacingAvatar - true if billboardMode is "full", otherwise - * false. Setting this property to false sets the billboardMode to + * @property {boolean} isFacingAvatar - true if billboardMode is "full", + * false if it isn't. Setting this property to false sets the billboardMode to * "none". *

Deprecated: This property is deprecated and will be removed.

* @example Create an image entity. @@ -1461,8 +1463,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {number} alpha=1 - The opacity of the grid. * @property {Entities.Pulse} pulse - Color and alpha pulse. *

Deprecated: This property is deprecated and will be removed.

- * @property {boolean} followCamera=true - If true, the grid is always visible even as the camera moves to another - * position. + * @property {boolean} followCamera=true - true if the grid is always visible even as the camera moves to another + * position, false if it doesn't follow the camrmea. * @property {number} majorGridEvery=5 - Integer number of minorGridEvery intervals at which to draw a thick grid * line. Minimum value = 1. * @property {number} minorGridEvery=1 - Real number of meters at which to draw thin grid lines. Minimum value = @@ -1895,7 +1897,8 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine, bool * @property {number} verticesCount - The number of vertices in the entity. * @property {number} texturesCount - The number of textures in the entity. * @property {number} texturesSize - The total size of the textures in the entity, in bytes. - * @property {boolean} hasTransparent - Is true if any of the textures has transparency. + * @property {boolean} hasTransparent - true if any of the textures has transparency, false + * if none of them do. * @property {number} drawCalls - The number of draw calls required to render the entity. */ // currently only supported by models diff --git a/libraries/entities/src/EntityScriptingInterface.h b/libraries/entities/src/EntityScriptingInterface.h index 0666bb98df..ad2aaf2160 100644 --- a/libraries/entities/src/EntityScriptingInterface.h +++ b/libraries/entities/src/EntityScriptingInterface.h @@ -59,8 +59,8 @@ private: /**jsdoc * The result of a {@link Entities.findRayIntersection|findRayIntersection} search using a {@link PickRay}. * @typedef {object} Entities.RayToEntityIntersectionResult - * @property {boolean} intersects - true if the {@link PickRay} intersected an entity, otherwise - * false. + * @property {boolean} intersects - true if the {@link PickRay} intersected an entity, false if it + * didn't. * @property {boolean} accurate - Is always true. * @property {Uuid} entityID - The ID if the entity intersected, if any, otherwise null. * @property {number} distance - The distance from the {@link PickRay} origin to the intersection point. @@ -131,8 +131,8 @@ public: * leaveEntity{@link Entities.leaveEntity} * mouseDoublePressOnEntity{@link Entities.mouseDoublePressOnEntity} * mouseMoveOnEntity{@link Entities.mouseMoveOnEntity} - * mouseMoveEventDeprecated: This is a synonym for - * mouseMoveOnEntity. + * mouseMoveEventDeprecated: Use mouseMoveOnEntity + * instead. * mousePressOnEntity{@link Entities.mousePressOnEntity} * mouseReleaseOnEntity{@link Entities.mouseReleaseOnEntity} * @@ -148,8 +148,8 @@ public: * @hifi-assignment-client * * @property {Uuid} keyboardFocusEntity - The {@link Entities.EntityProperties-Web|Web} entity that has keyboard focus. If no - * Web entity has keyboard focus, get returns null; set to null or {@link Uuid(0)|Uuid.NULL} to - * clear keyboard focus. + * Web entity has keyboard focus, returns null; set to null or {@link Uuid(0)|Uuid.NULL} to clear + * keyboard focus. */ /// handles scripting of Entity commands from JS passed to assigned clients class EntityScriptingInterface : public OctreeScriptingInterface, public Dependency { @@ -191,8 +191,8 @@ public: * objects (e.g., the "keyLight" property), use the property and subproperty names in dot notation (e.g., * "keyLight.color"). * @returns {Entities.EntityProperties[]} The specified properties of each entity for each entity that can be found. If - * none of the entities can be found then an empty array. If no properties are specified, then all properties are - * returned. + * none of the entities can be found, then an empty array is returned. If no properties are specified, then all + * properties are returned. * @example Retrieve the names of the nearby entities * var SEARCH_RADIUS = 50; // meters * var entityIDs = Entities.findEntities(MyAvatar.position, SEARCH_RADIUS); @@ -353,9 +353,10 @@ public slots: bool collisionless, bool grabbable, const glm::vec3& position, const glm::vec3& gravity); /**jsdoc - * Creates a clone of an entity. The clone has a modified name property, other properties set per the original - * entity's clone-related {@link Entities.EntityProperties|properties} (e.g., cloneLifetime), and - * clone-related properties set to defaults. + * Creates a clone of an entity. The clone has the same properties as the original except that: it has a modified + * name property, clone-related properties are set per the original entity's clone-related + * {@link Entities.EntityProperties|properties} (e.g., cloneLifetime), and its clone-related properties are + * set to their defaults. *

Domain entities must have their cloneable property value be true in order to be cloned. A * domain entity can be cloned by a client that doesn't have rez permissions in the domain.

*

Avatar entities must have their cloneable and cloneAvatarEntity property values be @@ -507,7 +508,7 @@ public slots: Q_INVOKABLE QObject* getEntityObject(const QUuid& id); /**jsdoc - * Checks whether an entities's assets have been loaded. For example, for an Model entity the result indicates + * Checks whether an entity's assets have been loaded. For example, for an Model entity the result indicates * whether its textures have been loaded. * @function Entities.isLoaded * @param {Uuid} id - The ID of the entity to check. @@ -747,7 +748,8 @@ public slots: * @param {string} entityName - The name of the entity to search for. * @param {Vec3} center - The point about which to search. * @param {number} radius - The radius within which to search. - * @param {boolean} [caseSensitive=false] - If true then the search is case-sensitive. + * @param {boolean} [caseSensitive=false] - true if the search is case-sensitive, false if it is + * case-insensitive. * @returns {Uuid[]} An array of entity IDs that have the specified name and intersect the search sphere. The array is * empty if no entities could be found. * @example Report the number of entities with the name, "Light-Target". @@ -767,12 +769,14 @@ public slots: * @param {boolean} [precisionPicking=false] - true to pick against precise meshes, false to pick * against coarse meshes. If true and the intersected entity is a Model entity, the result's * extraInfo property includes more information than it otherwise would. - * @param {Uuid[]} [entitiesToInclude=[]] - If not empty then the search is restricted to these entities. + * @param {Uuid[]} [entitiesToInclude=[]] - If not empty, then the search is restricted to these entities. * @param {Uuid[]} [entitiesToDiscard=[]] - Entities to ignore during the search. - * @param {boolean} [visibleOnly=false] - If true then only entities that are - * {@link Entities.EntityProperties|visible} are searched. - * @param {boolean} [collideableOnly=false] - If true then only entities that are not - * {@link Entities.EntityProperties|collisionless} are searched. + * @param {boolean} [visibleOnly=false] - true if only entities that are + * {@link Entities.EntityProperties|visible} are searched for, false if their visibility + * doesn't matter. + * @param {boolean} [collideableOnly=false] - true if only entities that are not + * {@link Entities.EntityProperties|collisionless} are searched, false if their + * collideability doesn't matter. * @returns {Entities.RayToEntityIntersectionResult} The result of the search for the first intersected entity. * @example Find the entity directly in front of your avatar. * var pickRay = { @@ -856,7 +860,7 @@ public slots: /**jsdoc * Sets whether or not ray picks intersect the bounding box of {@link Entities.EntityProperties-Light|Light} entities. By - * default, Light entities are not intersected. The setting lasts for the Interface session. Ray picks are done using + * default, Light entities are not intersected. The setting lasts for the Interface session. Ray picks are performed using * {@link Entities.findRayIntersection|findRayIntersection}, or the {@link Picks} API. * @function Entities.setLightsArePickable * @param {boolean} value - true to make ray picks intersect the bounding box of @@ -867,7 +871,7 @@ public slots: /**jsdoc * Gets whether or not ray picks intersect the bounding box of {@link Entities.EntityProperties-Light|Light} entities. Ray - * picks are done using {@link Entities.findRayIntersection|findRayIntersection}, or the {@link Picks} API. + * picks are performed using {@link Entities.findRayIntersection|findRayIntersection}, or the {@link Picks} API. * @function Entities.getLightsArePickable * @returns {boolean} true if ray picks intersect the bounding box of * {@link Entities.EntityProperties-Light|Light} entities, otherwise false. @@ -877,7 +881,7 @@ public slots: /**jsdoc * Sets whether or not ray picks intersect the bounding box of {@link Entities.EntityProperties-Zone|Zone} entities. By - * default, Zone entities are not intersected. The setting lasts for the Interface session. Ray picks are done using + * default, Zone entities are not intersected. The setting lasts for the Interface session. Ray picks are performed using * {@link Entities.findRayIntersection|findRayIntersection}, or the {@link Picks} API. * @function Entities.setZonesArePickable * @param {boolean} value - true to make ray picks intersect the bounding box of @@ -888,7 +892,7 @@ public slots: /**jsdoc * Gets whether or not ray picks intersect the bounding box of {@link Entities.EntityProperties-Zone|Zone} entities. Ray - * picks are done using {@link Entities.findRayIntersection|findRayIntersection}, or the {@link Picks} API. + * picks are performed using {@link Entities.findRayIntersection|findRayIntersection}, or the {@link Picks} API. * @function Entities.getZonesArePickable * @returns {boolean} true if ray picks intersect the bounding box of * {@link Entities.EntityProperties-Zone|Zone} entities, otherwise false. @@ -1068,7 +1072,7 @@ public slots: * the dimensions of each voxel. * @function Entities.worldCoordsToVoxelCoords * @param {Uuid} entityID - The ID of the {@link Entities.EntityProperties-PolyVox|PolyVox} entity. - * @param {Vec3} worldCoords - The world coordinates. May be outside the entity's bounding box. + * @param {Vec3} worldCoords - The world coordinates. The value may be outside the entity's bounding box. * @returns {Vec3} The voxel coordinates of the worldCoords if the entityID is a * {@link Entities.EntityProperties-PolyVox|PolyVox} entity, otherwise {@link Vec3(0)|Vec3.ZERO}. The value may be * fractional and outside the entity's bounding box. @@ -1083,7 +1087,7 @@ public slots: * Vec3.ONE being the dimensions of each voxel. * @function Entities.voxelCoordsToLocalCoords * @param {Uuid} entityID - The ID of the {@link Entities.EntityProperties-PolyVox|PolyVox} entity. - * @param {Vec3} voxelCoords - The voxel coordinates. May be fractional and outside the entity's bounding box. + * @param {Vec3} voxelCoords - The voxel coordinates. The value may be fractional and outside the entity's bounding box. * @returns {Vec3} The local coordinates of the voxelCoords if the entityID is a * {@link Entities.EntityProperties-PolyVox|PolyVox} entity, otherwise {@link Vec3(0)|Vec3.ZERO}. * @example Get the world dimensions of a voxel in a PolyVox entity. @@ -1107,7 +1111,7 @@ public slots: * Vec3.ONE being the dimensions of each voxel. * @function Entities.localCoordsToVoxelCoords * @param {Uuid} entityID - The ID of the {@link Entities.EntityProperties-PolyVox|PolyVox} entity. - * @param {Vec3} localCoords - The local coordinates. May be outside the entity's bounding box. + * @param {Vec3} localCoords - The local coordinates. The value may be outside the entity's bounding box. * @returns {Vec3} The voxel coordinates of the worldCoords if the entityID is a * {@link Entities.EntityProperties-PolyVox|PolyVox} entity, otherwise {@link Vec3(0)|Vec3.ZERO}. The value may be * fractional and outside the entity's bounding box. @@ -2105,7 +2109,7 @@ public slots: * @function Entities.getPropertyInfo * @param {string} propertyName - The name of the property to get the information for. * @returns {Entities.EntityPropertyInfo} The information about the property if it can be found, otherwise an empty object. - * @example Report property info. for some properties. + * @example Report property information for some properties. * print("alpha: " + JSON.stringify(Entities.getPropertyInfo("alpha"))); * print("script: " + JSON.stringify(Entities.getPropertyInfo("script"))); */ @@ -2209,7 +2213,7 @@ signals: /**jsdoc * Triggered when your ability to make changes to the asset server's assets changes. * @function Entities.canWriteAssetsChanged - * @param {boolean} canWriteAssets - true if the script can change the ? property of an entity, + * @param {boolean} canWriteAssets - true if the script can change the asset server's assets, * false if it can't. * @returns {Signal} */ diff --git a/libraries/entities/src/GrabPropertyGroup.h b/libraries/entities/src/GrabPropertyGroup.h index 75804378aa..9fa58273be 100644 --- a/libraries/entities/src/GrabPropertyGroup.h +++ b/libraries/entities/src/GrabPropertyGroup.h @@ -44,19 +44,20 @@ static const glm::vec3 INITIAL_EQUIPPABLE_INDICATOR_OFFSET { glm::vec3(0.0f) }; * Grabbing behavior is defined by the following properties: * * @typedef {object} Entities.Grab - * @property {boolean} grabbable=true - If true then the entity can be grabbed. - * @property {boolean} grabKinematic=true - If true then the entity will be updated in a kinematic manner when - * grabbed; if false it will be grabbed using a tractor action. A kinematic grab will make the item appear + * @property {boolean} grabbable=true - true if the entity can be grabbed, false if it can't be. + * @property {boolean} grabKinematic=true - true if the entity will be updated in a kinematic manner when + * grabbed; false if it will be grabbed using a tractor action. A kinematic grab will make the item appear * more tightly held but will cause it to behave poorly when interacting with dynamic entities. - * @property {boolean} grabFollowsController=true - If true then the entity will follow the motions of the hand - * controller even if the avatar's hand can't get to the implied position. This should be set true for tools, - * pens, etc. and false for things meant to decorate the hand. - * @property {boolean} triggerable=false - If true then the entity will receive calls to trigger - * {@link Controller|Controller entity methods}. - * @property {boolean} grabDelegateToParent=true - If true and the entity is grabbed, the grab will be transferred - * to its parent entity if there is one; if false, a child entity can be grabbed and moved relative to its - * parent. - * @property {boolean} equippable=true - If true then the entity can be equipped. + * @property {boolean} grabFollowsController=true - true if the entity will follow the motions of the hand + * controller even if the avatar's hand can't get to the implied position, false if it will follow the motions + * of the avatar's hand. This should be set true for tools, pens, etc. and false for things meant +* to decorate the hand. + * @property {boolean} triggerable=false - true if the entity will receive calls to trigger + * {@link Controller|Controller entity methods}, false if it won't. + * @property {boolean} grabDelegateToParent=true - true if when the entity is grabbed, the grab will be + * transferred to its parent entity if there is one; false if the grab won't be transferred, so a child entity + * can be grabbed and moved relative to its parent. + * @property {boolean} equippable=true - true if the entity can be equipped, false if it cannot. * @property {Vec3} equippableLeftPosition=0,0,0 - Positional offset from the left hand, when equipped. * @property {Quat} equippableLeftRotation=0,0,0,1 - Rotational offset from the left hand, when equipped. * @property {Vec3} equippableRightPosition=0,0,0 - Positional offset from the right hand, when equipped. diff --git a/libraries/entities/src/HazePropertyGroup.h b/libraries/entities/src/HazePropertyGroup.h index 116bfd9687..59a36b6f7f 100644 --- a/libraries/entities/src/HazePropertyGroup.h +++ b/libraries/entities/src/HazePropertyGroup.h @@ -49,14 +49,16 @@ static const float INITIAL_KEY_LIGHT_ALTITUDE{ 200.0f }; * @property {number} hazeRange=1000 - The horizontal distance at which visibility is reduced to 95%; i.e., 95% of each pixel's * color is haze. * @property {Color} hazeColor=128,154,179 - The color of the haze when looking away from the key light. - * @property {boolean} hazeEnableGlare=false - If true then the haze is colored with glare from the key light; - * hazeGlareColor and hazeGlareAngle are used. + * @property {boolean} hazeEnableGlare=false - true if the haze is colored with glare from the key light, + * false if it isn't. If true, then hazeGlareColor and hazeGlareAngle + * are used. * @property {Color} hazeGlareColor=255,299,179 - The color of the haze when looking towards the key light. * @property {number} hazeGlareAngle=20 - The angle in degrees across the circle around the key light that the glare color and * haze color are blended 50/50. * - * @property {boolean} hazeAltitudeEffect=false - If true then haze decreases with altitude as defined by the - * entity's local coordinate system; hazeBaseRef and hazeCeiling are used. + * @property {boolean} hazeAltitudeEffect=false - true if haze decreases with altitude as defined by the + * entity's local coordinate system, false if it doesn't. If true, then hazeBaseRef + * and hazeCeiling are used. * @property {number} hazeBaseRef=0 - The y-axis value in the entity's local coordinate system at which the haze density starts * reducing with altitude. * @property {number} hazeCeiling=200 - The y-axis value in the entity's local coordinate system at which the haze density has @@ -65,8 +67,8 @@ static const float INITIAL_KEY_LIGHT_ALTITUDE{ 200.0f }; * @property {number} hazeBackgroundBlend=0 - The proportion of the skybox image to show through the haze: 0.0 * displays no skybox image; 1.0 displays no haze. * - * @property {boolean} hazeAttenuateKeyLight=false - If true then the haze attenuates the key light; - * hazeKeyLightRange and hazeKeyLightAltitude are used. + * @property {boolean} hazeAttenuateKeyLight=false - true if the haze attenuates the key light, false + * if it doesn't. If true, then hazeKeyLightRange and hazeKeyLightAltitude are used. * @property {number} hazeKeyLightRange=1000 - The distance at which the haze attenuates the key light by 95%. * @property {number} hazeKeyLightAltitude=200 - The altitude at which the haze starts attenuating the key light (i.e., the * altitude at which the distance starts being calculated). diff --git a/libraries/entities/src/KeyLightPropertyGroup.h b/libraries/entities/src/KeyLightPropertyGroup.h index 31e0cba1c6..d46f5ce9b5 100644 --- a/libraries/entities/src/KeyLightPropertyGroup.h +++ b/libraries/entities/src/KeyLightPropertyGroup.h @@ -33,8 +33,9 @@ class ReadBitstreamToTreeParams; * @property {Color} color=255,255,255 - The color of the light. * @property {number} intensity=1 - The intensity of the light. * @property {Vec3} direction=0,-1,0 - The direction the light is shining. - * @property {boolean} castShadows=false - If true then shadows are cast. Shadows are cast by avatars, plus - * {@link Entities.EntityProperties-Model|Model} and {@link Entities.EntityProperties-Shape|Shape} entities that have their + * @property {boolean} castShadows=false - true if shadows are cast, false if they aren't. Shadows + * are cast by avatars, plus {@link Entities.EntityProperties-Model|Model} and + * {@link Entities.EntityProperties-Shape|Shape} entities that have their * {@link Entities.EntityProperties|canCastShadow} property set to true. */ class KeyLightPropertyGroup : public PropertyGroup { diff --git a/libraries/material-networking/src/material-networking/MaterialCache.cpp b/libraries/material-networking/src/material-networking/MaterialCache.cpp index 4f6d149fbe..cfe3b73e49 100644 --- a/libraries/material-networking/src/material-networking/MaterialCache.cpp +++ b/libraries/material-networking/src/material-networking/MaterialCache.cpp @@ -115,15 +115,15 @@ NetworkMaterialResource::ParsedMaterials NetworkMaterialResource::parseJSONMater * Supported models are: "hifi_pbr". * @property {string} name="" - A name for the material. Supported by all material models. * @property {ColorFloat|RGBS|string} emissive - The emissive color, i.e., the color that the material emits. A - * {@link ColorFloat} value is treated as sRGB and must have component values in the range 0.0 — + * {@link ColorFloat} value is treated as sRGB and must have component values in the range 0.0 – * 1.0. A {@link RGBS} value can be either RGB or sRGB. * Set to "fallthrough" to fall through to the material below. "hifi_pbr" model only. * @property {number|string} opacity=1.0 - The opacity, range 0.01.0. * Set to "fallthrough" to fall through to the material below. "hifi_pbr" model only. - * @property {boolean|string} unlit=false - If true, the material is not lit, otherwise it is. + * @property {boolean|string} unlit=false - true if the material is not lit, false if it is. * Set to "fallthrough" to fall through to the material below. "hifi_pbr" model only. * @property {ColorFloat|RGBS|string} albedo - The albedo color. A {@link ColorFloat} value is treated as sRGB and must have - * component values in the range 0.01.0. A {@link RGBS} value can be either RGB or sRGB. + * component values in the range 0.01.0. A {@link RGBS} value can be either RGB or sRGB. * Set to "fallthrough" to fall through to the material below. "hifi_pbr" model only. * @property {number|string} roughness - The roughness, range 0.01.0. * Set to "fallthrough" to fall through to the material below. "hifi_pbr" model only. @@ -172,9 +172,9 @@ NetworkMaterialResource::ParsedMaterials NetworkMaterialResource::parseJSONMater * @property {string} materialParams - Parameters for controlling the material projection and repetition. * Set to "fallthrough" to fall through to the material below. "hifi_pbr" model only. *

Currently not used.

- * @property {boolean} defaultFallthrough=false - If true, all properties fall through to the material below - * unless they are set. If false, they respect their individual fall-through setting. "hifi_pbr" - * model only. + * @property {boolean} defaultFallthrough=false - true if all properties fall through to the material below + * unless they are set, false if properties respect their individual fall-through settings. + * "hifi_pbr" model only. */ // Note: See MaterialEntityItem.h for default values used in practice. std::pair> NetworkMaterialResource::parseJSONMaterial(const QJsonObject& materialJSON, const QUrl& baseUrl) { diff --git a/libraries/physics/src/ObjectActionOffset.cpp b/libraries/physics/src/ObjectActionOffset.cpp index a99c875106..526eb9f000 100644 --- a/libraries/physics/src/ObjectActionOffset.cpp +++ b/libraries/physics/src/ObjectActionOffset.cpp @@ -143,8 +143,8 @@ bool ObjectActionOffset::updateArguments(QVariantMap arguments) { } /**jsdoc - * The "offset" {@link Entities.ActionType|ActionType} moves an entity so that it is a set distance away from a - * target point. + * The "offset" {@link Entities.ActionType|ActionType} moves an entity so that it is a defined distance away from + * a target point. * It has arguments in addition to the common {@link Entities.ActionArguments|ActionArguments}: * * @typedef {object} Entities.ActionArguments-Offset diff --git a/libraries/physics/src/ObjectDynamic.cpp b/libraries/physics/src/ObjectDynamic.cpp index f02b7b1c4c..4f7feacbab 100644 --- a/libraries/physics/src/ObjectDynamic.cpp +++ b/libraries/physics/src/ObjectDynamic.cpp @@ -95,23 +95,24 @@ bool ObjectDynamic::updateArguments(QVariantMap arguments) { /**jsdoc * Different entity action types have different arguments: some common to all actions (listed in the table) and some specific - * to each {@link Entities.ActionType|ActionType} (linked to below). The arguments are accessed as an object of property names - * and values. + * to each {@link Entities.ActionType|ActionType} (linked to below). * * @typedef {object} Entities.ActionArguments * @property {Entities.ActionType} type - The type of action. * @property {string} tag="" - A string that a script can use for its own purposes. * @property {number} ttl=0 - How long the action should exist, in seconds, before it is automatically deleted. A value of * 0 means that the action should not be deleted. - * @property {boolean} isMine=true - Is true if the action was created during the current client session, - * false otherwise. Read-only. - * @property {boolean} ::no-motion-state - Is present when the entity hasn't been registered with the physics engine yet (e.g., - * if the action hasn't been properly configured), otherwise undefined. Read-only. - * @property {boolean} ::active - Is true when the action is modifying the entity's motion, false - * otherwise. Is present once the entity has been registered with the physics engine, otherwise undefined. + * @property {boolean} isMine=true - true if the action was created during the current client session, + * false if it wasn't. Read-only. + * @property {boolean} ::no-motion-state - Is present with a value of true when the entity hasn't been registered + * with the physics engine yet (e.g., if the action hasn't been properly configured), otherwise the property is + * undefined. Read-only. + * @property {boolean} ::active - true when the action is modifying the entity's motion, false + * otherwise. Is present once the entity has been registered with the physics engine, otherwise the property is + * undefined. * Read-only. * @property {Entities.PhysicsMotionType} ::motion-type - How the entity moves with the action. Is present once the entity has - * been registered with the physics engine, otherwise undefined. Read-only. + * been registered with the physics engine, otherwise the property is undefined. Read-only. * * @comment The different action types have additional arguments as follows: * @see {@link Entities.ActionArguments-FarGrab|ActionArguments-FarGrab} diff --git a/libraries/script-engine/src/AudioScriptingInterface.h b/libraries/script-engine/src/AudioScriptingInterface.h index dea44d6a1d..10af9214c1 100644 --- a/libraries/script-engine/src/AudioScriptingInterface.h +++ b/libraries/script-engine/src/AudioScriptingInterface.h @@ -108,8 +108,8 @@ public: * Sets whether your microphone audio is echoed back to you from the server. When enabled, microphone audio is echoed * only if you're unmuted or are using push-to-talk. * @function Audio.setServerEcho - * @parm {boolean} serverEcho - true to enable echoing microphone back to you from the server, - * false to disable. + * @param {boolean} serverEcho - true to enable echoing microphone back to you from the server, + * false to disable. */ Q_INVOKABLE void setServerEcho(bool serverEcho);