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-rw-r--r--doc/classes/CollisionObject2D.xml18
-rw-r--r--doc/classes/CollisionObject3D.xml3
-rw-r--r--doc/classes/MeshInstance3D.xml8
-rw-r--r--doc/classes/NavigationAgent2D.xml6
-rw-r--r--doc/classes/NavigationAgent3D.xml6
-rw-r--r--doc/classes/PhysicsBody3D.xml2
-rw-r--r--doc/classes/ProjectSettings.xml6
-rw-r--r--modules/csg/doc_classes/CSGMesh3D.xml2
8 files changed, 29 insertions, 22 deletions
diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml
index e18970d84f..7c4c75bf0f 100644
--- a/doc/classes/CollisionObject2D.xml
+++ b/doc/classes/CollisionObject2D.xml
@@ -99,15 +99,6 @@
Removes the given shape owner.
</description>
</method>
- <method name="shape_find_owner" qualifiers="const">
- <return type="int">
- </return>
- <argument index="0" name="shape_index" type="int">
- </argument>
- <description>
- Returns the [code]owner_id[/code] of the given shape.
- </description>
- </method>
<method name="set_collision_layer_bit">
<return type="void">
</return>
@@ -132,6 +123,15 @@
If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_mask].
</description>
</method>
+ <method name="shape_find_owner" qualifiers="const">
+ <return type="int">
+ </return>
+ <argument index="0" name="shape_index" type="int">
+ </argument>
+ <description>
+ Returns the [code]owner_id[/code] of the given shape.
+ </description>
+ </method>
<method name="shape_owner_add_shape">
<return type="void">
</return>
diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml
index 4523a63c4c..522eec5cbe 100644
--- a/doc/classes/CollisionObject3D.xml
+++ b/doc/classes/CollisionObject3D.xml
@@ -230,9 +230,6 @@
The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
- <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true">
- If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set.
- </member>
<member name="input_capture_on_drag" type="bool" setter="set_capture_input_on_drag" getter="get_capture_input_on_drag" default="false">
If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes.
</member>
diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml
index b015a21d67..b5ab296bd0 100644
--- a/doc/classes/MeshInstance3D.xml
+++ b/doc/classes/MeshInstance3D.xml
@@ -20,18 +20,18 @@
This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
</description>
</method>
- <method name="create_multiple_convex_collisions">
+ <method name="create_debug_tangents">
<return type="void">
</return>
<description>
- This helper creates a [StaticBody3D] child node with multiple [ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via convex decomposition. It's mainly used for testing.
+ This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
</description>
</method>
- <method name="create_debug_tangents">
+ <method name="create_multiple_convex_collisions">
<return type="void">
</return>
<description>
- This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
+ This helper creates a [StaticBody3D] child node with multiple [ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via convex decomposition. It's mainly used for testing.
</description>
</method>
<method name="create_trimesh_collision">
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index 1060e2de41..de81ae4d91 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -44,6 +44,12 @@
Returns a [Vector2] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent.
</description>
</method>
+ <method name="get_rid" qualifiers="const">
+ <return type="RID">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="get_target_location" qualifiers="const">
<return type="Vector2">
</return>
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index 00e9db0a33..8942a37774 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -44,6 +44,12 @@
Returns a [Vector3] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the origin of the agent's parent.
</description>
</method>
+ <method name="get_rid" qualifiers="const">
+ <return type="RID">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="get_target_location" qualifiers="const">
<return type="Vector3">
</return>
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index 2ad1e513c2..b320d37d23 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -36,8 +36,6 @@
</description>
</method>
</methods>
- <members>
- </members>
<constants>
</constants>
</class>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index e090e20d9f..00966ca097 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -747,14 +747,14 @@
<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
Default delay for touch events. This only affects iOS devices.
</member>
+ <member name="internationalization/locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
+ The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
+ </member>
<member name="internationalization/locale/include_text_server_data" type="bool" setter="" getter="" default="false">
If [code]true[/code], text server break iteration rule sets, dictionaries and other optional data are included in the exported project.
[b]Note:[/b] "ICU / HarfBuzz / Graphite" text server data includes dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line breaking rules. Data is about 4 MB large.
[b]Note:[/b] "Fallback" text server does not use additional data.
</member>
- <member name="internationalization/locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
- The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
- </member>
<member name="internationalization/locale/test" type="String" setter="" getter="" default="&quot;&quot;">
If non-empty, this locale will be used when running the project from the editor.
</member>
diff --git a/modules/csg/doc_classes/CSGMesh3D.xml b/modules/csg/doc_classes/CSGMesh3D.xml
index babdac0e98..5fa8427843 100644
--- a/modules/csg/doc_classes/CSGMesh3D.xml
+++ b/modules/csg/doc_classes/CSGMesh3D.xml
@@ -4,7 +4,7 @@
A CSG Mesh shape that uses a mesh resource.
</brief_description>
<description>
- This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more then two faces.
+ This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more than two faces.
</description>
<tutorials>
</tutorials>