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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-04-17 17:38:37 +0200
committerGitHub <noreply@github.com>2020-04-17 17:38:37 +0200
commitbe00fcf803b2e8f74f6d5708dfb3a9f455cb06f3 (patch)
tree7ed74698bf8c399fc7de87a5728b2e50ab94f2ab
parent077dbdf24640b7260d210add313ecbc680f72532 (diff)
parentcae5260dab0d6c8d705218ea1f44aeef4cbd17fb (diff)
Merge pull request #37957 from Calinou/doc-angles-radians
Clarify that angles must be specified as radians in the documentation
-rw-r--r--doc/classes/CanvasItem.xml1
-rw-r--r--doc/classes/Node3D.xml1
2 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index f2ce2a6fb9..38e4453cf2 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -9,6 +9,7 @@
Canvas items are drawn in tree order. By default, children are on top of their parents so a root [CanvasItem] will be drawn behind everything. This behavior can be changed on a per-item basis.
A [CanvasItem] can also be hidden, which will also hide its children. It provides many ways to change parameters such as modulation (for itself and its children) and self modulation (only for itself), as well as its blend mode.
Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed.
+ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index ef24f638fb..3e7d4d4c05 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -6,6 +6,7 @@
<description>
Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system.
+ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link>