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-rw-r--r--doc/classes/@GlobalScope.xml7
-rw-r--r--doc/classes/BaseMaterial3D.xml4
-rw-r--r--doc/classes/CanvasItem.xml2
-rw-r--r--doc/classes/CharacterBody2D.xml12
-rw-r--r--doc/classes/CharacterBody3D.xml12
-rw-r--r--doc/classes/FontData.xml198
-rw-r--r--doc/classes/GraphEdit.xml2
-rw-r--r--doc/classes/Input.xml4
-rw-r--r--doc/classes/InputEventMouseMotion.xml8
-rw-r--r--doc/classes/InputEventScreenDrag.xml4
-rw-r--r--doc/classes/InstancePlaceholder.xml2
-rw-r--r--doc/classes/LineEdit.xml2
-rw-r--r--doc/classes/MeshDataTool.xml4
-rw-r--r--doc/classes/MeshInstance2D.xml2
-rw-r--r--doc/classes/MultiMeshInstance2D.xml2
-rw-r--r--doc/classes/Node.xml1
-rw-r--r--doc/classes/Object.xml1
-rw-r--r--doc/classes/RayCast3D.xml2
-rw-r--r--doc/classes/TextEdit.xml2
-rw-r--r--doc/classes/TextServer.xml15
-rw-r--r--doc/classes/TextServerExtension.xml16
-rw-r--r--doc/classes/TextureRect.xml23
-rw-r--r--doc/classes/Tween.xml7
-rw-r--r--doc/classes/Vector2.xml4
24 files changed, 129 insertions, 207 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 20a371c3d0..be7ac1164e 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2134,8 +2134,11 @@
<constant name="JOY_BUTTON_SDL_MAX" value="21" enum="JoyButton">
The number of SDL game controller buttons.
</constant>
- <constant name="JOY_BUTTON_MAX" value="36" enum="JoyButton">
- The maximum number of game controller buttons: Android supports up to 36 buttons.
+ <constant name="JOY_BUTTON_MAX" value="128" enum="JoyButton">
+ The maximum number of game controller buttons supported by the engine. The actual limit may be lower on specific platforms:
+ - Android: Up to 36 buttons.
+ - Linux: Up to 80 buttons.
+ - Windows and macOS: Up to 128 buttons.
</constant>
<constant name="JOY_AXIS_INVALID" value="-1" enum="JoyAxis">
An invalid game controller axis.
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 7a2120379f..6f660c9a88 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -158,7 +158,7 @@
</member>
<member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture">
Texture that specifies the per-pixel normal of the detail overlay.
- [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV" default="0">
Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options.
@@ -255,7 +255,7 @@
<member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh].
[b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively.
- [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index a7b2434def..44845947b1 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -115,7 +115,7 @@
<argument index="4" name="outline" type="float" default="0.0" />
<argument index="5" name="pixel_range" type="float" default="4.0" />
<description>
- Draws a textured rectangle region of the multi-channel signed distance field texture at a given position, optionally modulated by a color. See [method FontData.set_multichannel_signed_distance_field] for more information and caveats about MSDF font rendering.
+ Draws a textured rectangle region of the multi-channel signed distance field texture at a given position, optionally modulated by a color. See [member FontData.multichannel_signed_distance_field] for more information and caveats about MSDF font rendering.
If [code]outline[/code] is positive, each alpha channel value of pixel in region is set to maximum value of true distance in the [code]outline[/code] radius.
Value of the [code]pixel_range[/code] should the same that was used during distance field texture generation.
</description>
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 47ee5d5487..28a9107db6 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -95,37 +95,37 @@
<method name="is_on_ceiling" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "ceiling" or not.
</description>
</method>
<method name="is_on_ceiling_only" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided only with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided only with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "ceiling" or not.
</description>
</method>
<method name="is_on_floor" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "floor" or not.
</description>
</method>
<method name="is_on_floor_only" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided only with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided only with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "floor" or not.
</description>
</method>
<method name="is_on_wall" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "wall" or not.
</description>
</method>
<method name="is_on_wall_only" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided only with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided only with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "wall" or not.
</description>
</method>
<method name="move_and_slide">
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index e35471b4f6..819190fd69 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -81,37 +81,37 @@
<method name="is_on_ceiling" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "ceiling" or not.
</description>
</method>
<method name="is_on_ceiling_only" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided only with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided only with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "ceiling" or not.
</description>
</method>
<method name="is_on_floor" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "floor" or not.
</description>
</method>
<method name="is_on_floor_only" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided only with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided only with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "floor" or not.
</description>
</method>
<method name="is_on_wall" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "wall" or not.
</description>
</method>
<method name="is_on_wall_only" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the body collided only with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code].
+ Returns [code]true[/code] if the body collided only with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "wall" or not.
</description>
</method>
<method name="move_and_slide">
diff --git a/doc/classes/FontData.xml b/doc/classes/FontData.xml
index 0c8386784e..36976f7083 100644
--- a/doc/classes/FontData.xml
+++ b/doc/classes/FontData.xml
@@ -79,12 +79,6 @@
Returns text server font cache entry resource id.
</description>
</method>
- <method name="get_data" qualifiers="const">
- <return type="PackedByteArray" />
- <description>
- Returns contents of the dynamic font source file.
- </description>
- </method>
<method name="get_descent" qualifiers="const">
<return type="float" />
<argument index="0" name="cache_index" type="int" />
@@ -93,30 +87,6 @@
Returns font descent (number of pixels below the baseline).
</description>
</method>
- <method name="get_fixed_size" qualifiers="const">
- <return type="int" />
- <description>
- Returns font fixed size.
- </description>
- </method>
- <method name="get_font_name" qualifiers="const">
- <return type="String" />
- <description>
- Returns font family name.
- </description>
- </method>
- <method name="get_font_style" qualifiers="const">
- <return type="int" />
- <description>
- Returns font style flags, see [enum TextServer.FontStyle].
- </description>
- </method>
- <method name="get_font_style_name" qualifiers="const">
- <return type="String" />
- <description>
- Returns font style name.
- </description>
- </method>
<method name="get_glyph_advance" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="cache_index" type="int" />
@@ -180,12 +150,6 @@
Returns rectangle in the cache texture containing the glyph.
</description>
</method>
- <method name="get_hinting" qualifiers="const">
- <return type="int" enum="TextServer.Hinting" />
- <description>
- Returns the font hinting mode. Used by dynamic fonts only.
- </description>
- </method>
<method name="get_kerning" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="cache_index" type="int" />
@@ -216,24 +180,6 @@
Returns list of language support overrides.
</description>
</method>
- <method name="get_msdf_pixel_range" qualifiers="const">
- <return type="int" />
- <description>
- Returns the width of the range around the shape between the minimum and maximum representable signed distance.
- </description>
- </method>
- <method name="get_msdf_size" qualifiers="const">
- <return type="int" />
- <description>
- Returns source font size used to generate MSDF textures.
- </description>
- </method>
- <method name="get_oversampling" qualifiers="const">
- <return type="float" />
- <description>
- Returns font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
- </description>
- </method>
<method name="get_scale" qualifiers="const">
<return type="float" />
<argument index="0" name="cache_index" type="int" />
@@ -346,18 +292,6 @@
Returns [code]true[/code] if a Unicode [code]char[/code] is available in the font.
</description>
</method>
- <method name="is_antialiased" qualifiers="const">
- <return type="bool" />
- <description>
- Returns [code]true[/code] if font 8-bit anitialiased glyph rendering is supported and enabled.
- </description>
- </method>
- <method name="is_force_autohinter" qualifiers="const">
- <return type="bool" />
- <description>
- Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
- </description>
- </method>
<method name="is_language_supported" qualifiers="const">
<return type="bool" />
<argument index="0" name="language" type="String" />
@@ -365,12 +299,6 @@
Returns [code]true[/code], if font supports given language ([url=https://en.wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code).
</description>
</method>
- <method name="is_multichannel_signed_distance_field" qualifiers="const">
- <return type="bool" />
- <description>
- Returns [code]true[/code] if glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data.
- </description>
- </method>
<method name="is_script_supported" qualifiers="const">
<return type="bool" />
<argument index="0" name="script" type="String" />
@@ -455,13 +383,6 @@
Renders the range of characters to the font cache texture.
</description>
</method>
- <method name="set_antialiased">
- <return type="void" />
- <argument index="0" name="antialiased" type="bool" />
- <description>
- If set to [code]true[/code], 8-bit antialiased glyph rendering is used, otherwise 1-bit rendering is used. Used by dynamic fonts only.
- </description>
- </method>
<method name="set_ascent">
<return type="void" />
<argument index="0" name="cache_index" type="int" />
@@ -471,13 +392,6 @@
Sets the font ascent (number of pixels above the baseline).
</description>
</method>
- <method name="set_data">
- <return type="void" />
- <argument index="0" name="data" type="PackedByteArray" />
- <description>
- Sets font source data, e.g contents of the dynamic font source file.
- </description>
- </method>
<method name="set_descent">
<return type="void" />
<argument index="0" name="cache_index" type="int" />
@@ -487,41 +401,6 @@
Sets the font descent (number of pixels below the baseline).
</description>
</method>
- <method name="set_fixed_size">
- <return type="void" />
- <argument index="0" name="fixed_size" type="int" />
- <description>
- Sets the fixed size for the font.
- </description>
- </method>
- <method name="set_font_name">
- <return type="void" />
- <argument index="0" name="name" type="String" />
- <description>
- Sets the font family name.
- </description>
- </method>
- <method name="set_font_style">
- <return type="void" />
- <argument index="0" name="style" type="int" />
- <description>
- Sets the font style flags, see [enum TextServer.FontStyle].
- </description>
- </method>
- <method name="set_font_style_name">
- <return type="void" />
- <argument index="0" name="name" type="String" />
- <description>
- Sets the font style name.
- </description>
- </method>
- <method name="set_force_autohinter">
- <return type="void" />
- <argument index="0" name="force_autohinter" type="bool" />
- <description>
- If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
- </description>
- </method>
<method name="set_glyph_advance">
<return type="void" />
<argument index="0" name="cache_index" type="int" />
@@ -573,13 +452,6 @@
Sets rectangle in the cache texture containing the glyph.
</description>
</method>
- <method name="set_hinting">
- <return type="void" />
- <argument index="0" name="hinting" type="int" enum="TextServer.Hinting" />
- <description>
- Sets font hinting mode. Used by dynamic fonts only.
- </description>
- </method>
<method name="set_kerning">
<return type="void" />
<argument index="0" name="cache_index" type="int" />
@@ -598,35 +470,6 @@
Adds override for [method is_language_supported].
</description>
</method>
- <method name="set_msdf_pixel_range">
- <return type="void" />
- <argument index="0" name="msdf_pixel_range" type="int" />
- <description>
- Sets the width of the range around the shape between the minimum and maximum representable signed distance.
- </description>
- </method>
- <method name="set_msdf_size">
- <return type="void" />
- <argument index="0" name="msdf_size" type="int" />
- <description>
- Sets source font size used to generate MSDF textures.
- </description>
- </method>
- <method name="set_multichannel_signed_distance_field">
- <return type="void" />
- <argument index="0" name="msdf" type="bool" />
- <description>
- If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field (MSDF) generated from the dynamic font vector data. MSDF rendering allows displaying the font at any scaling factor without blurriness, and without incurring a CPU cost when the font size changes (since the font no longer needs to be rasterized on the CPU). As a downside, font hinting is not available with MSDF. The lack of font hinting may result in less crisp and less readable fonts at small sizes.
- [b]Note:[/b] MSDF font rendering does not render glyphs with overlapping shapes correctly. Overlapping shapes are not valid per the OpenType standard, but are still commonly found in many font files, especially those converted by Google Fonts. To avoid issues with overlapping glyphs, consider downloading the font file directly from the type foundry instead of relying on Google Fonts.
- </description>
- </method>
- <method name="set_oversampling">
- <return type="void" />
- <argument index="0" name="oversampling" type="float" />
- <description>
- Sets font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
- </description>
- </method>
<method name="set_scale">
<return type="void" />
<argument index="0" name="cache_index" type="int" />
@@ -701,4 +544,45 @@
</description>
</method>
</methods>
+ <members>
+ <member name="antialiased" type="bool" setter="set_antialiased" getter="is_antialiased" default="true">
+ If set to [code]true[/code], font 8-bit anitialiased glyph rendering is supported and enabled.
+ </member>
+ <member name="data" type="PackedByteArray" setter="set_data" getter="get_data" default="PackedByteArray()">
+ Contents of the dynamic font source file.
+ </member>
+ <member name="fixed_size" type="int" setter="set_fixed_size" getter="get_fixed_size" default="0">
+ Font size, used only for the bitmap fonts.
+ </member>
+ <member name="font_name" type="String" setter="set_font_name" getter="get_font_name" default="&quot;&quot;">
+ Font family name.
+ </member>
+ <member name="font_style" type="int" setter="set_font_style" getter="get_font_style" default="0">
+ Font style flags, see [enum TextServer.FontStyle].
+ </member>
+ <member name="force_autohinter" type="bool" setter="set_force_autohinter" getter="is_force_autohinter" default="false">
+ If set to [code]true[/code], auto-hinting is supported and preffered over font built-in hinting. Used by dynamic fonts only.
+ </member>
+ <member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="TextServer.Hinting" default="1">
+ Font hinting mode. Used by dynamic fonts only.
+ </member>
+ <member name="msdf_pixel_range" type="int" setter="set_msdf_pixel_range" getter="get_msdf_pixel_range" default="16">
+ The width of the range around the shape between the minimum and maximum representable signed distance.
+ </member>
+ <member name="msdf_size" type="int" setter="set_msdf_size" getter="get_msdf_size" default="48">
+ Source font size used to generate MSDF textures.
+ </member>
+ <member name="multichannel_signed_distance_field" type="bool" setter="set_multichannel_signed_distance_field" getter="is_multichannel_signed_distance_field" default="false">
+ If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data.
+ </member>
+ <member name="opentype_feature_overrides" type="Dictionary" setter="set_opentype_feature_overrides" getter="get_opentype_feature_overrides" default="{}">
+ Font OpenType feature set override.
+ </member>
+ <member name="oversampling" type="float" setter="set_oversampling" getter="get_oversampling" default="0.0">
+ Font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
+ </member>
+ <member name="style_name" type="String" setter="set_font_style_name" getter="get_font_style_name" default="&quot;&quot;">
+ Font style name.
+ </member>
+ </members>
</class>
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index 46960d7cc4..9d16f64f3a 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -367,7 +367,7 @@
<theme_item name="port_grab_distance_horizontal" data_type="constant" type="int" default="24">
The horizontal range within which a port can be grabbed (on both sides).
</theme_item>
- <theme_item name="port_grab_distance_vertical" data_type="constant" type="int" default="6">
+ <theme_item name="port_grab_distance_vertical" data_type="constant" type="int" default="26">
The vertical range within which a port can be grabbed (on both sides).
</theme_item>
<theme_item name="layout" data_type="icon" type="Texture2D">
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 4939e48e97..45b15331d2 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -141,10 +141,10 @@
Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
</description>
</method>
- <method name="get_last_mouse_speed" qualifiers="const">
+ <method name="get_last_mouse_velocity" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the mouse speed for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion.
+ Returns the mouse velocity for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion.
</description>
</method>
<method name="get_magnetometer" qualifiers="const">
diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml
index bd1ae367c2..ae573f70f4 100644
--- a/doc/classes/InputEventMouseMotion.xml
+++ b/doc/classes/InputEventMouseMotion.xml
@@ -4,7 +4,7 @@
Input event type for mouse motion events.
</brief_description>
<description>
- Contains mouse and pen motion information. Supports relative, absolute positions and speed. See [method Node._input].
+ Contains mouse and pen motion information. Supports relative, absolute positions and velocity. See [method Node._input].
[b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly.
</description>
<tutorials>
@@ -19,11 +19,11 @@
The mouse position relative to the previous position (position at the last frame).
[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse moves, the last event won't have a relative position of [code]Vector2(0, 0)[/code] when the user stops moving the mouse.
</member>
- <member name="speed" type="Vector2" setter="set_speed" getter="get_speed" default="Vector2(0, 0)">
- The mouse speed in pixels per second.
- </member>
<member name="tilt" type="Vector2" setter="set_tilt" getter="get_tilt" default="Vector2(0, 0)">
Represents the angles of tilt of the pen. Positive X-coordinate value indicates a tilt to the right. Positive Y-coordinate value indicates a tilt toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both axes.
</member>
+ <member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)">
+ The mouse velocity in pixels per second.
+ </member>
</members>
</class>
diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml
index 19c26e3a98..0b0550fbdd 100644
--- a/doc/classes/InputEventScreenDrag.xml
+++ b/doc/classes/InputEventScreenDrag.xml
@@ -19,8 +19,8 @@
<member name="relative" type="Vector2" setter="set_relative" getter="get_relative" default="Vector2(0, 0)">
The drag position relative to the previous position (position at the last frame).
</member>
- <member name="speed" type="Vector2" setter="set_speed" getter="get_speed" default="Vector2(0, 0)">
- The drag speed.
+ <member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)">
+ The drag velocity.
</member>
</members>
</class>
diff --git a/doc/classes/InstancePlaceholder.xml b/doc/classes/InstancePlaceholder.xml
index e67232ebac..92dd9bc726 100644
--- a/doc/classes/InstancePlaceholder.xml
+++ b/doc/classes/InstancePlaceholder.xml
@@ -4,7 +4,7 @@
Placeholder for the root [Node] of a [PackedScene].
</brief_description>
<description>
- Turning on the option [b]Load As Placeholder[/b] for an instantiated scene in the editor causes it to be replaced by an [InstancePlaceholder] when running the game. This makes it possible to delay actually loading the scene until calling [method create_instance]. This is useful to avoid loading large scenes all at once by loading parts of it selectively.
+ Turning on the option [b]Load As Placeholder[/b] for an instantiated scene in the editor causes it to be replaced by an [InstancePlaceholder] when running the game, this will not replace the node in the editor. This makes it possible to delay actually loading the scene until calling [method create_instance]. This is useful to avoid loading large scenes all at once by loading parts of it selectively.
The [InstancePlaceholder] does not have a transform. This causes any child nodes to be positioned relatively to the [Viewport] from point (0,0), rather than their parent as displayed in the editor. Replacing the placeholder with a scene with a transform will transform children relatively to their parent again.
</description>
<tutorials>
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml
index c3e3088d69..b376ab5cb0 100644
--- a/doc/classes/LineEdit.xml
+++ b/doc/classes/LineEdit.xml
@@ -174,7 +174,7 @@
<member name="caret_force_displayed" type="bool" setter="set_caret_force_displayed" getter="is_caret_force_displayed" default="false">
If [code]true[/code], the [LineEdit] will always show the caret, even if focus is lost.
</member>
- <member name="caret_mid_grapheme" type="bool" setter="set_caret_mid_grapheme_enabled" getter="is_caret_mid_grapheme_enabled" default="false">
+ <member name="caret_mid_grapheme" type="bool" setter="set_caret_mid_grapheme_enabled" getter="is_caret_mid_grapheme_enabled" default="true">
Allow moving caret, selecting and removing the individual composite character components.
[b]Note:[/b] [kbd]Backspace[/kbd] is always removing individual composite character components.
</member>
diff --git a/doc/classes/MeshDataTool.xml b/doc/classes/MeshDataTool.xml
index 35e4451918..60137ab006 100644
--- a/doc/classes/MeshDataTool.xml
+++ b/doc/classes/MeshDataTool.xml
@@ -114,7 +114,7 @@
<argument index="1" name="edge" type="int" />
<description>
Returns specified edge associated with given face.
- Edge argument must 2 or less because a face only has three edges.
+ Edge argument must be either 0, 1, or 2 because a face only has three edges.
</description>
</method>
<method name="get_face_meta" qualifiers="const">
@@ -137,7 +137,7 @@
<argument index="1" name="vertex" type="int" />
<description>
Returns the specified vertex of the given face.
- Vertex argument must be 2 or less because faces contain three vertices.
+ Vertex argument must be either 0, 1, or 2 because faces contain three vertices.
</description>
</method>
<method name="get_format" qualifiers="const">
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index 6873edb3ae..5d5471c570 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -15,7 +15,7 @@
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map that will be used if using the default [CanvasItemMaterial].
- [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
diff --git a/doc/classes/MultiMeshInstance2D.xml b/doc/classes/MultiMeshInstance2D.xml
index 328ddff0eb..be01d96b5d 100644
--- a/doc/classes/MultiMeshInstance2D.xml
+++ b/doc/classes/MultiMeshInstance2D.xml
@@ -15,7 +15,7 @@
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map that will be used if using the default [CanvasItemMaterial].
- [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 753492ad34..d714fbc0d5 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -15,6 +15,7 @@
Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree].
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
+ [b]Note:[/b] The [code]script[/code] property is part of the [Object] class, not [Node]. It isn't exposed like most properties but does have a setter and getter ([code]set_script()[/code] and [code]get_script()[/code]).
</description>
<tutorials>
<link title="Nodes and scenes">$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html</link>
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index e796cb2298..f5f6ba8b6d 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -27,6 +27,7 @@
The [code]in[/code] operator will evaluate to [code]true[/code] as long as the key exists, even if the value is [code]null[/code].
Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification].
[b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object].
+ [b]Note:[/b] The [code]script[/code] property is not exposed like most properties, but it does have a setter and getter ([code]set_script()[/code] and [code]get_script()[/code]).
</description>
<tutorials>
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml
index 8a8d6e73f0..8973857ace 100644
--- a/doc/classes/RayCast3D.xml
+++ b/doc/classes/RayCast3D.xml
@@ -117,7 +117,7 @@
The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something.
If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
</member>
- <member name="debug_shape_thickness" type="float" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="2.0">
+ <member name="debug_shape_thickness" type="int" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="2">
If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time.
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index 26ad20e85b..e120f79236 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -942,7 +942,7 @@
<member name="caret_blink_speed" type="float" setter="set_caret_blink_speed" getter="get_caret_blink_speed" default="0.65">
Duration (in seconds) of a caret's blinking cycle.
</member>
- <member name="caret_mid_grapheme" type="bool" setter="set_caret_mid_grapheme_enabled" getter="is_caret_mid_grapheme_enabled" default="false">
+ <member name="caret_mid_grapheme" type="bool" setter="set_caret_mid_grapheme_enabled" getter="is_caret_mid_grapheme_enabled" default="true">
Allow moving caret, selecting and removing the individual composite character components.
[b]Note:[/b] [kbd]Backspace[/kbd] is always removing individual composite character components.
</member>
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 443716435a..64989eb98b 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -261,6 +261,13 @@
Returns font family name.
</description>
</method>
+ <method name="font_get_opentype_feature_overrides" qualifiers="const">
+ <return type="Dictionary" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Returns font OpenType feature set override.
+ </description>
+ </method>
<method name="font_get_oversampling" qualifiers="const">
<return type="float" />
<argument index="0" name="font_rid" type="RID" />
@@ -663,6 +670,14 @@
Sets the font family name.
</description>
</method>
+ <method name="font_set_opentype_feature_overrides">
+ <return type="void" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="overrides" type="Dictionary" />
+ <description>
+ Sets font OpenType feature set override.
+ </description>
+ </method>
<method name="font_set_oversampling">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml
index fb4ac630ba..aa6c93456b 100644
--- a/doc/classes/TextServerExtension.xml
+++ b/doc/classes/TextServerExtension.xml
@@ -261,6 +261,13 @@
Returns font family name.
</description>
</method>
+ <method name="_font_get_opentype_feature_overrides" qualifiers="virtual const">
+ <return type="Dictionary" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Returns font OpenType feature set override.
+ </description>
+ </method>
<method name="_font_get_oversampling" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="font_rid" type="RID" />
@@ -550,6 +557,7 @@
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="force_autohinter" type="bool" />
<description>
+ If set to [code]true[/code] auto-hinting is preffered over font built-in hinting.
</description>
</method>
<method name="_font_set_global_oversampling" qualifiers="virtual">
@@ -670,6 +678,14 @@
Sets the font family name.
</description>
</method>
+ <method name="_font_set_opentype_feature_overrides" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="overrides" type="Dictionary" />
+ <description>
+ Sets font OpenType feature set override.
+ </description>
+ </method>
<method name="_font_set_oversampling" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
diff --git a/doc/classes/TextureRect.xml b/doc/classes/TextureRect.xml
index a160eceb35..f0cbe09fb9 100644
--- a/doc/classes/TextureRect.xml
+++ b/doc/classes/TextureRect.xml
@@ -10,15 +10,15 @@
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<members>
- <member name="expand" type="bool" setter="set_expand" getter="has_expand" default="false">
- If [code]true[/code], the texture scales to fit its bounding rectangle.
- </member>
<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
If [code]true[/code], texture is flipped horizontally.
</member>
<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
If [code]true[/code], texture is flipped vertically.
</member>
+ <member name="ignore_texture_size" type="bool" setter="set_ignore_texture_size" getter="get_ignore_texture_size" default="false">
+ If [code]true[/code], the size of the texture won't be considered for minimum size calculation, so the [TextureRect] can be shrunk down past the texture size. Useful for preventing [TextureRect]s from breaking GUI layout regardless of their texture size.
+ </member>
<member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="1" />
<member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="TextureRect.StretchMode" default="0">
Controls the texture's behavior when resizing the node's bounding rectangle. See [enum StretchMode].
@@ -28,28 +28,25 @@
</member>
</members>
<constants>
- <constant name="STRETCH_SCALE_ON_EXPAND" value="0" enum="StretchMode">
- Scale to fit the node's bounding rectangle, only if [code]expand[/code] is [code]true[/code]. Default [code]stretch_mode[/code], for backwards compatibility. Until you set [code]expand[/code] to [code]true[/code], the texture will behave like [constant STRETCH_KEEP].
- </constant>
- <constant name="STRETCH_SCALE" value="1" enum="StretchMode">
+ <constant name="STRETCH_SCALE" value="0" enum="StretchMode">
Scale to fit the node's bounding rectangle.
</constant>
- <constant name="STRETCH_TILE" value="2" enum="StretchMode">
+ <constant name="STRETCH_TILE" value="1" enum="StretchMode">
Tile inside the node's bounding rectangle.
</constant>
- <constant name="STRETCH_KEEP" value="3" enum="StretchMode">
+ <constant name="STRETCH_KEEP" value="2" enum="StretchMode">
The texture keeps its original size and stays in the bounding rectangle's top-left corner.
</constant>
- <constant name="STRETCH_KEEP_CENTERED" value="4" enum="StretchMode">
+ <constant name="STRETCH_KEEP_CENTERED" value="3" enum="StretchMode">
The texture keeps its original size and stays centered in the node's bounding rectangle.
</constant>
- <constant name="STRETCH_KEEP_ASPECT" value="5" enum="StretchMode">
+ <constant name="STRETCH_KEEP_ASPECT" value="4" enum="StretchMode">
Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
</constant>
- <constant name="STRETCH_KEEP_ASPECT_CENTERED" value="6" enum="StretchMode">
+ <constant name="STRETCH_KEEP_ASPECT_CENTERED" value="5" enum="StretchMode">
Scale the texture to fit the node's bounding rectangle, center it and maintain its aspect ratio.
</constant>
- <constant name="STRETCH_KEEP_ASPECT_COVERED" value="7" enum="StretchMode">
+ <constant name="STRETCH_KEEP_ASPECT_COVERED" value="6" enum="StretchMode">
Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.
</constant>
</constants>
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index 361b698fa2..1cba995366 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -303,16 +303,19 @@
</signals>
<constants>
<constant name="TWEEN_PROCESS_PHYSICS" value="0" enum="TweenProcessMode">
- The [Tween] updates during physics frame.
+ The [Tween] updates during the physics frame.
</constant>
<constant name="TWEEN_PROCESS_IDLE" value="1" enum="TweenProcessMode">
- The [Tween] updates during idle
+ The [Tween] updates during the idle frame.
</constant>
<constant name="TWEEN_PAUSE_BOUND" value="0" enum="TweenPauseMode">
+ If the [Tween] has a bound node, it will process when that node can process (see [member Node.process_mode]). Otherwise it's the same as [constant TWEEN_PAUSE_STOP].
</constant>
<constant name="TWEEN_PAUSE_STOP" value="1" enum="TweenPauseMode">
+ If [SceneTree] is paused, the [Tween] will also pause.
</constant>
<constant name="TWEEN_PAUSE_PROCESS" value="2" enum="TweenPauseMode">
+ The [Tween] will process regardless of whether [SceneTree] is paused.
</constant>
<constant name="TRANS_LINEAR" value="0" enum="TransitionType">
The animation is interpolated linearly.
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 6c39efd2f9..f593134557 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -110,7 +110,9 @@
<return type="float" />
<argument index="0" name="with" type="Vector2" />
<description>
- Returns the cross product of this vector and [code]with[/code].
+ Returns the 2D analog of the cross product for this vector and [code]with[/code].
+ This is the signed area of the parallelogram formed by the two vectors. If the second vector is clockwise from the first vector, then the cross product is the positive area. If counter-clockwise, the cross product is the negative area.
+ [b]Note:[/b] Cross product is not defined in 2D mathematically. This method embeds the 2D vectors in the XY plane of 3D space and uses their cross product's Z component as the analog.
</description>
</method>
<method name="cubic_interpolate" qualifiers="const">