diff --git a/.editorconfig b/.editorconfig
index 1dcc8d7ee8..5f68dd247f 100644
--- a/.editorconfig
+++ b/.editorconfig
@@ -1106,6 +1106,9 @@ dotnet_diagnostic.RCS1220.severity = warning
# Make class sealed.
dotnet_diagnostic.RCS1225.severity = warning
+# Add paragraph to documentation comment.
+dotnet_diagnostic.RCS1226.severity = warning
+
# Unnecessary explicit use of enumerator.
dotnet_diagnostic.RCS1230.severity = warning
diff --git a/OpenRA.Game/Activities/Activity.cs b/OpenRA.Game/Activities/Activity.cs
index b4a31d33b4..3d9211017d 100644
--- a/OpenRA.Game/Activities/Activity.cs
+++ b/OpenRA.Game/Activities/Activity.cs
@@ -146,18 +146,22 @@ namespace OpenRA.Activities
}
///
+ ///
/// Called every tick to run activity logic. Returns false if the activity should
/// remain active, or true if it is complete. Cancelled activities must ensure they
/// return the actor to a consistent state before returning true.
- ///
+ ///
+ ///
/// Child activities can be queued using QueueChild, and these will be ticked
/// instead of the parent while they are active. Activities that need to run logic
/// in parallel with child activities should set ChildHasPriority to false and
/// manually call TickChildren.
- ///
+ ///
+ ///
/// Queuing one or more child activities and returning true is valid, and causes
/// the activity to be completed immediately (without ticking again) once the
/// children have completed.
+ ///
///
public virtual bool Tick(Actor self)
{
@@ -222,10 +226,11 @@ namespace OpenRA.Activities
}
///
- /// Prints the activity tree, starting from the top or optionally from a given origin.
- ///
+ /// Prints the activity tree, starting from the top or optionally from a given origin.
+ ///
/// Call this method from any place that's called during a tick, such as the Tick() method itself or
/// the Before(First|Last)Run() methods. The origin activity will be marked in the output.
+ ///
///
/// The actor performing this activity.
/// Activity from which to start traversing, and which to mark. If null, mark the calling activity, and start traversal from the top.
diff --git a/OpenRA.Game/Scripting/ScriptContext.cs b/OpenRA.Game/Scripting/ScriptContext.cs
index 84c50f8746..16de82dd5f 100644
--- a/OpenRA.Game/Scripting/ScriptContext.cs
+++ b/OpenRA.Game/Scripting/ScriptContext.cs
@@ -74,14 +74,17 @@ namespace OpenRA.Scripting
/// Provides global bindings in Lua code.
///
///
+ ///
/// Instance methods and properties declared in derived classes will be made available in Lua. Use
/// on your derived class to specify the name exposed in Lua. It is recommended
/// to apply against each method or property to provide a description of what it does.
- ///
+ ///
+ ///
/// Any parameters to your method that are s will be disposed automatically when your method
/// completes. If you need to return any of these values, or need them to live longer than your method, you must
/// use to get your own copy of the value. Any copied values you return will
/// be disposed automatically, but you assume responsibility for disposing any other copies.
+ ///
///
public abstract class ScriptGlobal : ScriptObjectWrapper
{
diff --git a/OpenRA.Mods.Common/Pathfinder/HierarchicalPathFinder.cs b/OpenRA.Mods.Common/Pathfinder/HierarchicalPathFinder.cs
index 9dcde2ad8f..b4eb50b3db 100644
--- a/OpenRA.Mods.Common/Pathfinder/HierarchicalPathFinder.cs
+++ b/OpenRA.Mods.Common/Pathfinder/HierarchicalPathFinder.cs
@@ -632,17 +632,20 @@ namespace OpenRA.Mods.Common.Pathfinder
}
///
+ ///
/// defines immovability based on the mobile trait. The blocking rules
/// in allow units
/// to pass these immovable actors if they are temporary blockers (e.g. gates) or crushable by the locomotor.
/// Since our abstract graph must work for any actor, we have to be conservative and can only consider a subset
/// of the immovable actors in the graph - ones we know cannot be passed by some actors due to these rules.
/// Both this and must be true for a cell to be blocked.
- ///
+ ///
+ ///
/// This method is dependant on the logic in
/// and
/// . This method must be kept in sync with changes in the locomotor
/// rules.
+ ///
///
bool ActorIsBlocking(Actor actor)
{