diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/EditorPlugin.xml | 19 | ||||
-rw-r--r-- | doc/classes/Node3D.xml | 9 | ||||
-rw-r--r-- | doc/classes/Skeleton3D.xml | 26 |
3 files changed, 47 insertions, 7 deletions
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 43e65f1aa0..4aa6963f57 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -96,7 +96,7 @@ </description> </method> <method name="_forward_3d_gui_input" qualifiers="virtual"> - <return type="bool" /> + <return type="int" /> <argument index="0" name="viewport_camera" type="Camera3D" /> <argument index="1" name="event" type="InputEvent" /> <description> @@ -105,13 +105,13 @@ [gdscript] # Prevents the InputEvent to reach other Editor classes. func _forward_3d_gui_input(camera, event): - return true + return EditorPlugin.AFTER_GUI_INPUT_STOP [/gdscript] [csharp] // Prevents the InputEvent to reach other Editor classes. public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event) { - return true; + return EditorPlugin.AFTER_GUI_INPUT_STOP; } [/csharp] [/codeblocks] @@ -185,12 +185,12 @@ Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example: [codeblocks] [gdscript] - # Prevents the InputEvent to reach other Editor classes + # Prevents the InputEvent to reach other Editor classes. func _forward_canvas_gui_input(event): return true [/gdscript] [csharp] - // Prevents the InputEvent to reach other Editor classes + // Prevents the InputEvent to reach other Editor classes. public override bool ForwardCanvasGuiInput(InputEvent @event) { return true; @@ -202,13 +202,18 @@ [gdscript] # Consumes InputEventMouseMotion and forwards other InputEvent types. func _forward_canvas_gui_input(event): - return event is InputEventMouseMotion + if (event is InputEventMouseMotion): + return true + return false [/gdscript] [csharp] // Consumes InputEventMouseMotion and forwards other InputEvent types. public override bool ForwardCanvasGuiInput(InputEvent @event) { - return @event is InputEventMouseMotion; + if (@event is InputEventMouseMotion) { + return true; + } + return false } [/csharp] [/codeblocks] diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 49901dc4d9..28acd77a39 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -212,6 +212,15 @@ Sets whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default, unless it is in the editor context and it has a valid gizmo. </description> </method> + <method name="set_subgizmo_selection"> + <return type="void" /> + <argument index="0" name="gizmo" type="Node3DGizmo" /> + <argument index="1" name="id" type="int" /> + <argument index="2" name="transform" type="Transform3D" /> + <description> + Set subgizmo selection for this node in the editor. + </description> + </method> <method name="show"> <return type="void" /> <description> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index c2b514f232..6ab5ed55a3 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -189,6 +189,13 @@ This is helper function to make using [method Transform3D.looking_at] easier with bone poses. </description> </method> + <method name="is_bone_enabled" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="bone_idx" type="int" /> + <description> + Returns whether the bone pose for the bone at [code]bone_idx[/code] is enabled. + </description> + </method> <method name="is_bone_rest_disabled" qualifiers="const"> <return type="bool" /> <argument index="0" name="bone_idx" type="int" /> @@ -282,6 +289,14 @@ Disables the rest pose for the bone at [code]bone_idx[/code] if [code]true[/code], enables the bone rest if [code]false[/code]. </description> </method> + <method name="set_bone_enabled"> + <return type="void" /> + <argument index="0" name="bone_idx" type="int" /> + <argument index="1" name="enabled" type="bool" default="true" /> + <description> + Disables the pose for the bone at [code]bone_idx[/code] if [code]false[/code], enables the bone pose if [code]true[/code]. + </description> + </method> <method name="set_bone_global_pose_override"> <return type="void" /> <argument index="0" name="bone_idx" type="int" /> @@ -365,8 +380,15 @@ <members> <member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true"> </member> + <member name="show_rest_only" type="bool" setter="set_show_rest_only" getter="is_show_rest_only" default="false"> + </member> </members> <signals> + <signal name="bone_enabled_changed"> + <argument index="0" name="bone_idx" type="int" /> + <description> + </description> + </signal> <signal name="bone_pose_changed"> <argument index="0" name="bone_idx" type="int" /> <description> @@ -377,6 +399,10 @@ <description> </description> </signal> + <signal name="show_rest_only_changed"> + <description> + </description> + </signal> </signals> <constants> <constant name="NOTIFICATION_UPDATE_SKELETON" value="50"> |