diff options
Diffstat (limited to 'doc/classes/Engine.xml')
-rw-r--r-- | doc/classes/Engine.xml | 21 |
1 files changed, 19 insertions, 2 deletions
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 187e13d7bd..8cdb9c1c3f 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Engine" inherits="Object" category="Core" version="3.2"> +<class name="Engine" inherits="Object" version="4.0"> <brief_description> Access to basic engine properties. </brief_description> @@ -41,7 +41,7 @@ <return type="int"> </return> <description> - Returns the total number of frames drawn. + Returns the total number of frames drawn. If the render loop is disabled with [code]--disable-render-loop[/code] via command line, this returns [code]0[/code]. See also [method get_idle_frames]. </description> </method> <method name="get_frames_per_second" qualifiers="const"> @@ -51,6 +51,13 @@ Returns the frames per second of the running game. </description> </method> + <method name="get_idle_frames" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the total number of frames passed since engine initialization which is advanced on each [b]idle frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn]. + </description> + </method> <method name="get_license_info" qualifiers="const"> <return type="Dictionary"> </return> @@ -72,6 +79,13 @@ Returns the main loop object (see [MainLoop] and [SceneTree]). </description> </method> + <method name="get_physics_frames" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b]. + </description> + </method> <method name="get_physics_interpolation_fraction" qualifiers="const"> <return type="float"> </return> @@ -85,6 +99,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns a global singleton with given [code]name[/code]. Often used for plugins, e.g. GodotPayments. </description> </method> <method name="get_version_info" qualifiers="const"> @@ -116,6 +131,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns [code]true[/code] if a singleton with given [code]name[/code] exists in global scope. </description> </method> <method name="is_in_physics_frame" qualifiers="const"> @@ -134,6 +150,7 @@ The number of fixed iterations per second (for fixed process and physics). </member> <member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5"> + Controls how much physic ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows to smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended. </member> <member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0"> The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit. |