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-rw-r--r--doc/classes/AnimatedSprite3D.xml6
-rw-r--r--doc/classes/Area2D.xml16
-rw-r--r--doc/classes/Area3D.xml16
-rw-r--r--doc/classes/ImporterMesh.xml2
-rw-r--r--doc/classes/ProjectSettings.xml12
-rw-r--r--doc/classes/TextServer.xml1
-rw-r--r--doc/classes/Time.xml4
-rw-r--r--doc/classes/Tween.xml9
8 files changed, 61 insertions, 5 deletions
diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml
index 0bc5484e3a..58d3ca6ad3 100644
--- a/doc/classes/AnimatedSprite3D.xml
+++ b/doc/classes/AnimatedSprite3D.xml
@@ -13,8 +13,9 @@
<method name="play">
<return type="void" />
<param index="0" name="anim" type="StringName" default="&amp;&quot;&quot;" />
+ <param index="1" name="backwards" type="bool" default="false" />
<description>
- Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played.
+ Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation will be played in reverse.
</description>
</method>
<method name="stop">
@@ -37,6 +38,9 @@
<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
If [code]true[/code], the [member animation] is currently playing.
</member>
+ <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
+ The animation speed is multiplied by this value.
+ </member>
</members>
<signals>
<signal name="animation_finished">
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index f1e40d4979..29592f133d 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -25,10 +25,24 @@
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Node2D[]" />
<description>
- Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
+ Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
</description>
</method>
+ <method name="has_overlapping_areas" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns [code]false[/code]. The overlapping area's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ </description>
+ </method>
+ <method name="has_overlapping_bodies" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, otherwise returns [code]false[/code]. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ </description>
+ </method>
<method name="overlaps_area" qualifiers="const">
<return type="bool" />
<param index="0" name="area" type="Node" />
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index 14081918cf..ce49be9bc1 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -23,10 +23,24 @@
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Node3D[]" />
<description>
- Returns a list of intersecting [PhysicsBody3D]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
+ Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
</description>
</method>
+ <method name="has_overlapping_areas" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns [code]false[/code]. The overlapping area's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ </description>
+ </method>
+ <method name="has_overlapping_bodies" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, otherwise returns [code]false[/code]. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ </description>
+ </method>
<method name="overlaps_area" qualifiers="const">
<return type="bool" />
<param index="0" name="area" type="Node" />
diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml
index 3c3dbe4d87..1c9655c266 100644
--- a/doc/classes/ImporterMesh.xml
+++ b/doc/classes/ImporterMesh.xml
@@ -43,10 +43,12 @@
<return type="void" />
<param index="0" name="normal_merge_angle" type="float" />
<param index="1" name="normal_split_angle" type="float" />
+ <param index="2" name="bone_transform_array" type="Array" />
<description>
Generates all lods for this ImporterMesh.
[param normal_merge_angle] and [param normal_split_angle] are in degrees and used in the same way as the importer settings in [code]lods[/code]. As a good default, use 25 and 60 respectively.
The number of generated lods can be accessed using [method get_surface_lod_count], and each LOD is available in [method get_surface_lod_size] and [method get_surface_lod_indices].
+ [param bone_transform_array] is an [Array] which can be either empty or contain [Transform3D]s which, for each of the mesh's bone IDs, will apply mesh skinning when generating the LOD mesh variations. This is usually used to account for discrepancies in scale between the mesh itself and its skinning data.
</description>
</method>
<method name="get_blend_shape_count" qualifiers="const">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 3dbf7c75e5..1f07a13c94 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -640,10 +640,22 @@
If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 or later is required.
</member>
+ <member name="filesystem/import/blender/enabled.android" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/blender/enabled] on Android where Blender can't easily be accessed from Godot.
+ </member>
+ <member name="filesystem/import/blender/enabled.web" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/blender/enabled] on the Web where Blender can't easily be accessed from Godot.
+ </member>
<member name="filesystem/import/fbx/enabled" type="bool" setter="" getter="" default="true">
If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a FBX2glTF executable in the editor settings at [code]filesystem/import/fbx/fbx2gltf_path[/code].
</member>
+ <member name="filesystem/import/fbx/enabled.android" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF can't easily be accessed from Godot.
+ </member>
+ <member name="filesystem/import/fbx/enabled.web" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF can't easily be accessed from Godot.
+ </member>
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 0db16b491d..2e67c61e54 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -1720,6 +1720,7 @@
</constant>
<constant name="HINTING_NORMAL" value="2" enum="Hinting">
Use the default font hinting mode (crisper but less smooth).
+ [b]Note:[/b] This hinting mode changes both horizontal and vertical glyph metrics. If applied to monospace font, some glyphs might have different width.
</constant>
<constant name="SUBPIXEL_POSITIONING_DISABLED" value="0" enum="SubpixelPositioning">
Glyph horizontal position is rounded to the whole pixel size, each glyph is rasterized once.
diff --git a/doc/classes/Time.xml b/doc/classes/Time.xml
index cdbe30c444..1abe017a4d 100644
--- a/doc/classes/Time.xml
+++ b/doc/classes/Time.xml
@@ -17,7 +17,7 @@
<return type="Dictionary" />
<param index="0" name="utc" type="bool" default="false" />
<description>
- Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/code] (Daylight Savings Time).
+ Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], and [code]weekday[/code].
The returned values are in the system's local time when [param utc] is [code]false[/code], otherwise they are in UTC.
</description>
</method>
@@ -57,7 +57,7 @@
<return type="Dictionary" />
<param index="0" name="utc" type="bool" default="false" />
<description>
- Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code].
+ Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], [code]second[/code], and [code]dst[/code] (Daylight Savings Time).
</description>
</method>
<method name="get_datetime_dict_from_unix_time" qualifiers="const">
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index c7fc78c1d3..5186972477 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -36,9 +36,18 @@
tween.tween_property(sprite, "position", Vector2(0, 0), 1)
[/codeblock]
In the example above, all children of a node are moved one after another to position (0, 0).
+ You should avoid using more than one [Tween] per object's property. If two or more tweens animate one property at the same time, the last one created will take priority and assign the final value. If you want to interrupt and restart an animation, consider assigning the [Tween] to a variable:
+ [codeblock]
+ var tween
+ func animate():
+ if tween:
+ tween.kill() # Abort the previous animation.
+ tween = create_tween()
+ [/codeblock]
Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]
[b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it is created.
+ [b]Note:[/b] [Tween]s are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum TweenProcessMode]).
</description>
<tutorials>
</tutorials>