diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index ede4d63cfc87..30438be18b79 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -69,7 +69,7 @@
Returns a [KinematicCollision2D], which contains information about a collision that occurred during the last call to [method move_and_slide]. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_collision_count] - 1).
- [b]Example usage:[/b]
+ [b]Example:[/b] Iterate through the collisions with a [code]for[/code] loop:
[codeblocks]
[gdscript]
for i in get_slide_collision_count():
diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml
index 004bbe2286bb..e3c3cae4f82d 100644
--- a/doc/classes/PopupMenu.xml
+++ b/doc/classes/PopupMenu.xml
@@ -135,8 +135,6 @@
Adds a new multistate item with text [param label].
Contrarily to normal binary items, multistate items can have more than two states, as defined by [param max_states]. The default value is defined by [param default_state].
An [param id] can optionally be provided, as well as an accelerator ([param accel]). If no [param id] is provided, one will be created from the index. If no [param accel] is provided, then the default value of 0 (corresponding to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means it won't have any accelerator). See [method get_item_accelerator] for more info on accelerators.
- [b]Note:[/b] Multistate items don't update their state automatically and must be done manually. See [method toggle_item_multistate], [method set_item_multistate] and [method get_item_multistate] for more info on how to control it.
- Example usage:
[codeblock]
func _ready():
add_multistate_item("Item", 3, 0)
@@ -152,6 +150,7 @@
print("Third state")
)
[/codeblock]
+ [b]Note:[/b] Multistate items don't update their state automatically and must be done manually. See [method toggle_item_multistate], [method set_item_multistate] and [method get_item_multistate] for more info on how to control it.
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index 6505e48fb9a3..533df6070f71 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -124,7 +124,6 @@
Starts an edit for multiple carets. The edit must be ended with [method end_multicaret_edit]. Multicaret edits can be used to edit text at multiple carets and delay merging the carets until the end, so the caret indexes aren't affected immediately. [method begin_multicaret_edit] and [method end_multicaret_edit] can be nested, and the merge will happen at the last [method end_multicaret_edit].
- Example usage:
[codeblock]
begin_complex_operation()
begin_multicaret_edit()
diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml
index ca155881c8ed..816cc341e037 100644
--- a/doc/classes/Window.xml
+++ b/doc/classes/Window.xml
@@ -720,8 +720,6 @@
Emitted when files are dragged from the OS file manager and dropped in the game window. The argument is a list of file paths.
- Note that this method only works with native windows, i.e. the main window and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is disabled in the main viewport.
- Example usage:
[codeblock]
func _ready():
get_viewport().files_dropped.connect(on_files_dropped)
@@ -729,6 +727,7 @@
func on_files_dropped(files):
print(files)
[/codeblock]
+ [b]Note:[/b] This signal only works with native windows, i.e. the main window and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is disabled in the main viewport.