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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-06-17 15:52:15 +0200 |
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committer | GitHub <noreply@github.com> | 2020-06-17 15:52:15 +0200 |
commit | 84e7552f83d8fb71a0fabb6bf6709f42401605d4 (patch) | |
tree | 9dec7b587da17d2beac94d8003a7874d7165e9dc /doc | |
parent | 7cde0e4ab99e879428af38fd3f005524920c2ed4 (diff) | |
parent | ba0db95909a232e3f4d694294f077c9460ef00ce (diff) |
Merge pull request #39622 from akien-mga/docdata-skip-empty-scripting-langs-builtins
DocData: Skip language-specific ClassDoc without methods/constants
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/@GlobalScope.xml | 3 | ||||
-rw-r--r-- | doc/classes/InputMap.xml | 18 | ||||
-rw-r--r-- | doc/classes/OS.xml | 14 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 10 |
4 files changed, 17 insertions, 28 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 41811a48b1..9a28a0d085 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -33,6 +33,9 @@ <member name="Geometry3D" type="Geometry3D" setter="" getter=""> The [Geometry3D] singleton. </member> + <member name="GodotSharp" type="GodotSharp" setter="" getter=""> + The [GodotSharp] singleton. + </member> <member name="IP" type="IP" setter="" getter=""> The [IP] singleton. </member> diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 842c69de27..03212538c9 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -41,6 +41,15 @@ Removes all events from an action. </description> </method> + <method name="action_get_events"> + <return type="Array"> + </return> + <argument index="0" name="action" type="StringName"> + </argument> + <description> + Returns an array of [InputEvent]s associated with a given action. + </description> + </method> <method name="action_has_event"> <return type="bool"> </return> @@ -95,15 +104,6 @@ Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior. </description> </method> - <method name="action_get_events"> - <return type="Array"> - </return> - <argument index="0" name="action" type="StringName"> - </argument> - <description> - Returns an array of [InputEvent]s associated with a given action. - </description> - </method> <method name="get_actions"> <return type="Array"> </return> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index b131d2728c..23473290c7 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -254,20 +254,6 @@ [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. </description> </method> - <method name="get_system_time_msecs" qualifiers="const"> - <return type="int"> - </return> - <description> - Returns the epoch time of the operating system in milliseconds. - </description> - </method> - <method name="get_system_time_secs" qualifiers="const"> - <return type="int"> - </return> - <description> - Returns the epoch time of the operating system in seconds. - </description> - </method> <method name="get_tablet_driver_count" qualifiers="const"> <return type="int"> </return> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 516a16e053..8832c0ec4d 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -17,11 +17,6 @@ <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link> </tutorials> - <members> - <member name="render_loop_enabled" type="bool" setter="set_render_loop_enabled" getter="is_render_loop_enabled" default="true"> - If [code]false[/code], disables rendering completely, but the engine logic is still being processed. You can call [method force_draw] to draw a frame even with rendering disabled. - </member> - </members> <methods> <method name="black_bars_set_images"> <return type="void"> @@ -3014,6 +3009,11 @@ </description> </method> </methods> + <members> + <member name="render_loop_enabled" type="bool" setter="set_render_loop_enabled" getter="is_render_loop_enabled"> + If [code]false[/code], disables rendering completely, but the engine logic is still being processed. You can call [method force_draw] to draw a frame even with rendering disabled. + </member> + </members> <signals> <signal name="frame_post_draw"> <description> |