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-rw-r--r--doc/classes/Environment.xml51
-rw-r--r--doc/classes/GraphEdit.xml12
-rw-r--r--doc/classes/MultiMesh.xml2
-rw-r--r--doc/classes/Node.xml1
-rw-r--r--doc/classes/PhysicsBody2D.xml3
-rw-r--r--doc/classes/PhysicsDirectSpaceState2D.xml3
-rw-r--r--doc/classes/RandomNumberGenerator.xml1
-rw-r--r--doc/classes/RenderingServer.xml2
-rw-r--r--doc/classes/StyleBox.xml1
-rw-r--r--doc/classes/SurfaceTool.xml1
-rw-r--r--doc/classes/VisualShaderNodeCurveTexture.xml17
-rw-r--r--doc/classes/VisualShaderNodeGroupBase.xml7
-rw-r--r--doc/classes/VisualShaderNodeResizableBase.xml18
13 files changed, 79 insertions, 40 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 8afc18f91b..104c149784 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -18,24 +18,24 @@
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
- <method name="is_glow_level_enabled" qualifiers="const">
- <return type="bool">
+ <method name="get_glow_level" qualifiers="const">
+ <return type="float">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
- Returns [code]true[/code] if the glow level [code]idx[/code] is specified, [code]false[/code] otherwise.
+ Returns the intensity of the glow level [code]idx[/code].
</description>
</method>
- <method name="set_glow_level_enabled">
+ <method name="set_glow_level">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
- <argument index="1" name="enabled" type="bool">
+ <argument index="1" name="intensity" type="float">
</argument>
<description>
- Enables or disables the glow level at index [code]idx[/code]. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren't enabled.
+ Sets the intensity of the glow level [code]idx[/code]. A value above [code]0.0[/code] enables the level. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren't enabled.
</description>
</method>
</methods>
@@ -98,6 +98,10 @@
<member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0">
The background mode. See [enum BGMode] for possible values.
</member>
+ <member name="fog_aerial_perspective" type="float" setter="set_fog_aerial_perspective" getter="get_fog_aerial_perspective" default="0.0">
+ Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant BG_SKY].
+ This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
+ </member>
<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001">
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
@@ -132,33 +136,36 @@
The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case.
</member>
<member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.8">
- The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
+ The overall brightness multiplier of the glow effect. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
</member>
- <member name="glow_levels/1" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
- If [code]true[/code], the 1st level of glow is enabled. This is the most "local" level (least blurry).
+ <member name="glow_levels/1" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
+ The intensity of the 1st level of glow. This is the most "local" level (least blurry).
</member>
- <member name="glow_levels/2" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
- If [code]true[/code], the 2th level of glow is enabled.
+ <member name="glow_levels/2" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
+ The intensity of the 2nd level of glow.
</member>
- <member name="glow_levels/3" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="true">
- If [code]true[/code], the 3th level of glow is enabled.
+ <member name="glow_levels/3" type="float" setter="set_glow_level" getter="get_glow_level" default="1.0">
+ The intensity of the 3rd level of glow.
</member>
- <member name="glow_levels/4" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
- If [code]true[/code], the 4th level of glow is enabled.
+ <member name="glow_levels/4" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
+ The intensity of the 4th level of glow.
</member>
- <member name="glow_levels/5" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="true">
- If [code]true[/code], the 5th level of glow is enabled.
+ <member name="glow_levels/5" type="float" setter="set_glow_level" getter="get_glow_level" default="1.0">
+ The intensity of the 5th level of glow.
</member>
- <member name="glow_levels/6" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
- If [code]true[/code], the 6th level of glow is enabled.
+ <member name="glow_levels/6" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
+ The intensity of the 6th level of glow.
</member>
- <member name="glow_levels/7" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
- If [code]true[/code], the 7th level of glow is enabled. This is the most "global" level (blurriest).
+ <member name="glow_levels/7" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
+ The intensity of the 7th level of glow. This is the most "global" level (blurriest).
</member>
<member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05">
</member>
+ <member name="glow_normalized" type="bool" setter="set_glow_normalized" getter="is_glow_normalized" default="false">
+ If [code]true[/code], glow levels will be normalized so that summed together their intensities equal [code]1.0[/code].
+ </member>
<member name="glow_strength" type="float" setter="set_glow_strength" getter="get_glow_strength" default="1.0">
- The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
+ The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
</member>
<member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0">
</member>
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index 9d00ffe233..77bd2c60cc 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -193,16 +193,11 @@
</member>
</members>
<signals>
- <signal name="_begin_node_move">
+ <signal name="begin_node_move">
<description>
Emitted at the beginning of a GraphNode movement.
</description>
</signal>
- <signal name="_end_node_move">
- <description>
- Emitted at the end of a GraphNode movement.
- </description>
- </signal>
<signal name="connection_from_empty">
<argument index="0" name="to" type="StringName">
</argument>
@@ -266,6 +261,11 @@
Emitted when a GraphNode is attempted to be duplicated in the GraphEdit.
</description>
</signal>
+ <signal name="end_node_move">
+ <description>
+ Emitted at the end of a GraphNode movement.
+ </description>
+ </signal>
<signal name="node_selected">
<argument index="0" name="node" type="Node">
</argument>
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index e1b3ffa2e4..6ebfc946dc 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -65,7 +65,7 @@
<argument index="1" name="color" type="Color">
</argument>
<description>
- Sets the color of a specific instance.
+ Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors.
For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material.
</description>
</method>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 623e4b099b..2e8b76865d 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -834,6 +834,7 @@
</member>
<member name="name" type="StringName" setter="set_name" getter="get_name">
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
+ [b]Note:[/b] Auto-generated names might include the [code]@[/code] character, which is reserved for unique names when using [method add_child]. When setting the name manually, any [code]@[/code] will be removed.
</member>
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index ca42f5801a..9c3c47afba 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -86,9 +86,6 @@
The physics layers this area scans for collisions. 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" override="true" default="false" />
- <member name="layers" type="int" setter="_set_layers" getter="_get_layers">
- Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.
- </member>
</members>
<constants>
</constants>
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml
index 676e33601a..c26cf0514c 100644
--- a/doc/classes/PhysicsDirectSpaceState2D.xml
+++ b/doc/classes/PhysicsDirectSpaceState2D.xml
@@ -64,13 +64,14 @@
<argument index="5" name="collide_with_areas" type="bool" default="false">
</argument>
<description>
- Checks whether a point is inside any shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
+ Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
+ [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
</description>
</method>
<method name="intersect_point_on_canvas">
diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml
index ec0f1a96b2..d4f9517dd1 100644
--- a/doc/classes/RandomNumberGenerator.xml
+++ b/doc/classes/RandomNumberGenerator.xml
@@ -15,6 +15,7 @@
[/codeblock]
</description>
<tutorials>
+ <link title="Random number generation">https://docs.godotengine.org/en/latest/tutorials/math/random_number_generation.html</link>
</tutorials>
<methods>
<method name="randf">
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 456022a626..857c13deb5 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -718,7 +718,7 @@
</argument>
<argument index="1" name="enable" type="bool">
</argument>
- <argument index="2" name="level_flags" type="int">
+ <argument index="2" name="levels" type="PackedFloat32Array">
</argument>
<argument index="3" name="intensity" type="float">
</argument>
diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml
index 0e848a1bf6..04f8eb9d13 100644
--- a/doc/classes/StyleBox.xml
+++ b/doc/classes/StyleBox.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
StyleBox is [Resource] that provides an abstract base class for drawing stylized boxes for the UI. StyleBoxes are used for drawing the styles of buttons, line edit backgrounds, tree backgrounds, etc. and also for testing a transparency mask for pointer signals. If mask test fails on a StyleBox assigned as mask to a control, clicks and motion signals will go through it to the one below.
+ [b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], [code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the [code]focus[/code] [StyleBox] more reusable across different nodes.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index 385e31ccc7..4f02cd00dd 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -38,6 +38,7 @@
</argument>
<description>
Specifies a [Color] for the next vertex to use.
+ [b]Note:[/b] The material must have [member BaseMaterial3D.vertex_color_use_as_albedo] enabled for the vertex color to be visible.
</description>
</method>
<method name="add_index">
diff --git a/doc/classes/VisualShaderNodeCurveTexture.xml b/doc/classes/VisualShaderNodeCurveTexture.xml
new file mode 100644
index 0000000000..26b7b07df2
--- /dev/null
+++ b/doc/classes/VisualShaderNodeCurveTexture.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeCurveTexture" inherits="VisualShaderNodeResizableBase" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="texture" type="CurveTexture" setter="set_texture" getter="get_texture">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeGroupBase.xml b/doc/classes/VisualShaderNodeGroupBase.xml
index 13018d52f3..afa14c776e 100644
--- a/doc/classes/VisualShaderNodeGroupBase.xml
+++ b/doc/classes/VisualShaderNodeGroupBase.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeGroupBase" inherits="VisualShaderNode" version="4.0">
+<class name="VisualShaderNodeGroupBase" inherits="VisualShaderNodeResizableBase" version="4.0">
<brief_description>
Base class for a family of nodes with variable amount of input and output ports within the visual shader graph.
</brief_description>
@@ -199,11 +199,6 @@
</description>
</method>
</methods>
- <members>
- <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 0, 0 )">
- The size of the node in the visual shader graph.
- </member>
- </members>
<constants>
</constants>
</class>
diff --git a/doc/classes/VisualShaderNodeResizableBase.xml b/doc/classes/VisualShaderNodeResizableBase.xml
new file mode 100644
index 0000000000..9f827a96cc
--- /dev/null
+++ b/doc/classes/VisualShaderNodeResizableBase.xml
@@ -0,0 +1,18 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeResizableBase" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 0, 0 )">
+ The size of the node in the visual shader graph.
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>