diff options
Diffstat (limited to 'doc/classes/Engine.xml')
-rw-r--r-- | doc/classes/Engine.xml | 53 |
1 files changed, 18 insertions, 35 deletions
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index c0a8407ece..e4411ab125 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -10,8 +10,7 @@ </tutorials> <methods> <method name="get_author_info" qualifiers="const"> - <return type="Dictionary"> - </return> + <return type="Dictionary" /> <description> Returns engine author information in a Dictionary. [code]lead_developers[/code] - Array of Strings, lead developer names @@ -21,8 +20,7 @@ </description> </method> <method name="get_copyright_info" qualifiers="const"> - <return type="Array"> - </return> + <return type="Array" /> <description> Returns an Array of copyright information Dictionaries. [code]name[/code] - String, component name @@ -30,81 +28,69 @@ </description> </method> <method name="get_donor_info" qualifiers="const"> - <return type="Dictionary"> - </return> + <return type="Dictionary" /> <description> Returns a Dictionary of Arrays of donor names. {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]silver_sponsors[/code], [code]bronze_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]} </description> </method> <method name="get_frames_drawn"> - <return type="int"> - </return> + <return type="int" /> <description> 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_process_frames]. </description> </method> <method name="get_frames_per_second" qualifiers="const"> - <return type="float"> - </return> + <return type="float" /> <description> Returns the frames per second of the running game. </description> </method> <method name="get_license_info" qualifiers="const"> - <return type="Dictionary"> - </return> + <return type="Dictionary" /> <description> Returns Dictionary of licenses used by Godot and included third party components. </description> </method> <method name="get_license_text" qualifiers="const"> - <return type="String"> - </return> + <return type="String" /> <description> Returns Godot license text. </description> </method> <method name="get_main_loop" qualifiers="const"> - <return type="MainLoop"> - </return> + <return type="MainLoop" /> <description> Returns the main loop object (see [MainLoop] and [SceneTree]). </description> </method> <method name="get_physics_frames" qualifiers="const"> - <return type="int"> - </return> + <return type="int" /> <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> + <return type="float" /> <description> Returns the fraction through the current physics tick we are at the time of rendering the frame. This can be used to implement fixed timestep interpolation. </description> </method> <method name="get_process_frames" qualifiers="const"> - <return type="int"> - </return> + <return type="int" /> <description> Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn]. </description> </method> <method name="get_singleton" qualifiers="const"> - <return type="Object"> - </return> - <argument index="0" name="name" type="String"> - </argument> + <return type="Object" /> + <argument index="0" name="name" type="String" /> <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"> - <return type="Dictionary"> - </return> + <return type="Dictionary" /> <description> Returns the current engine version information in a Dictionary. [code]major[/code] - Holds the major version number as an int @@ -138,17 +124,14 @@ </description> </method> <method name="has_singleton" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="name" type="String"> - </argument> + <return type="bool" /> + <argument index="0" name="name" type="String" /> <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"> - <return type="bool"> - </return> + <return type="bool" /> <description> Returns [code]true[/code] if the game is inside the fixed process and physics phase of the game loop. </description> @@ -170,7 +153,7 @@ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage. </member> <member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5"> - Controls how much physics 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 smoothing 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. + Controls how much physics 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 the in-game clock and real clock but 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. [b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code]. </member> <member name="print_error_messages" type="bool" setter="set_print_error_messages" getter="is_printing_error_messages" default="true"> |