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-rw-r--r--doc/classes/AnimatedTexture.xml1
-rw-r--r--doc/classes/AtlasTexture.xml1
-rw-r--r--doc/classes/BaseButton.xml17
-rw-r--r--doc/classes/CameraAttributes.xml10
-rw-r--r--doc/classes/CameraTexture.xml1
-rw-r--r--doc/classes/CanvasItem.xml2
-rw-r--r--doc/classes/CanvasTexture.xml1
-rw-r--r--doc/classes/ColorPicker.xml23
-rw-r--r--doc/classes/CompressedCubemap.xml9
-rw-r--r--doc/classes/CompressedCubemapArray.xml9
-rw-r--r--doc/classes/CompressedTexture2D.xml15
-rw-r--r--doc/classes/CompressedTexture2DArray.xml9
-rw-r--r--doc/classes/CompressedTexture3D.xml6
-rw-r--r--doc/classes/CompressedTextureLayered.xml10
-rw-r--r--doc/classes/Cubemap.xml5
-rw-r--r--doc/classes/CubemapArray.xml5
-rw-r--r--doc/classes/CurveTexture.xml1
-rw-r--r--doc/classes/CurveXYZTexture.xml1
-rw-r--r--doc/classes/DisplayServer.xml13
-rw-r--r--doc/classes/EditorDebuggerPlugin.xml116
-rw-r--r--doc/classes/EditorDebuggerSession.xml86
-rw-r--r--doc/classes/EditorFeatureProfile.xml5
-rw-r--r--doc/classes/EditorPlugin.xml4
-rw-r--r--doc/classes/EditorSettings.xml2
-rw-r--r--doc/classes/EditorSpinSlider.xml3
-rw-r--r--doc/classes/EditorUndoRedoManager.xml2
-rw-r--r--doc/classes/FontFile.xml2
-rw-r--r--doc/classes/GPUParticles2D.xml7
-rw-r--r--doc/classes/GPUParticles3D.xml6
-rw-r--r--doc/classes/GeometryInstance3D.xml24
-rw-r--r--doc/classes/GradientTexture1D.xml1
-rw-r--r--doc/classes/GradientTexture2D.xml1
-rw-r--r--doc/classes/Image.xml2
-rw-r--r--doc/classes/ImageTexture.xml3
-rw-r--r--doc/classes/ImageTexture3D.xml5
-rw-r--r--doc/classes/ImageTextureLayered.xml6
-rw-r--r--doc/classes/Label3D.xml2
-rw-r--r--doc/classes/LinkButton.xml2
-rw-r--r--doc/classes/Mesh.xml2
-rw-r--r--doc/classes/MeshTexture.xml1
-rw-r--r--doc/classes/MissingNode.xml2
-rw-r--r--doc/classes/MissingResource.xml2
-rw-r--r--doc/classes/Node.xml2
-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml2
-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml2
-rw-r--r--doc/classes/PlaceholderCubemap.xml4
-rw-r--r--doc/classes/PlaceholderCubemapArray.xml4
-rw-r--r--doc/classes/PlaceholderMaterial.xml4
-rw-r--r--doc/classes/PlaceholderMesh.xml5
-rw-r--r--doc/classes/PlaceholderTexture2D.xml6
-rw-r--r--doc/classes/PlaceholderTexture2DArray.xml4
-rw-r--r--doc/classes/PlaceholderTexture3D.xml5
-rw-r--r--doc/classes/PlaceholderTextureLayered.xml6
-rw-r--r--doc/classes/PortableCompressedTexture2D.xml1
-rw-r--r--doc/classes/PrimitiveMesh.xml10
-rw-r--r--doc/classes/ProjectSettings.xml10
-rw-r--r--doc/classes/Range.xml28
-rw-r--r--doc/classes/RenderingDevice.xml9
-rw-r--r--doc/classes/RenderingServer.xml8
-rw-r--r--doc/classes/RigidBody2D.xml2
-rw-r--r--doc/classes/RigidBody3D.xml2
-rw-r--r--doc/classes/ScrollBar.xml1
-rw-r--r--doc/classes/Slider.xml2
-rw-r--r--doc/classes/SpinBox.xml2
-rw-r--r--doc/classes/String.xml8
-rw-r--r--doc/classes/StyleBox.xml8
-rw-r--r--doc/classes/SystemFont.xml2
-rw-r--r--doc/classes/TextServer.xml18
-rw-r--r--doc/classes/Texture.xml2
-rw-r--r--doc/classes/Texture2D.xml16
-rw-r--r--doc/classes/Texture2DArray.xml3
-rw-r--r--doc/classes/Texture3D.xml16
-rw-r--r--doc/classes/TextureLayered.xml22
-rw-r--r--doc/classes/TextureProgressBar.xml3
-rw-r--r--doc/classes/Translation.xml6
-rw-r--r--doc/classes/Tree.xml8
-rw-r--r--doc/classes/VisualInstance3D.xml2
-rw-r--r--doc/classes/XRInterface.xml20
78 files changed, 522 insertions, 156 deletions
diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml
index f0c86ba47b..57a7f86901 100644
--- a/doc/classes/AnimatedTexture.xml
+++ b/doc/classes/AnimatedTexture.xml
@@ -57,6 +57,7 @@
<member name="pause" type="bool" setter="set_pause" getter="get_pause" default="false">
If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<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. If set to a negative value, the animation is played in reverse.
</member>
diff --git a/doc/classes/AtlasTexture.xml b/doc/classes/AtlasTexture.xml
index 809d983a9d..fc75459e46 100644
--- a/doc/classes/AtlasTexture.xml
+++ b/doc/classes/AtlasTexture.xml
@@ -23,5 +23,6 @@
<member name="region" type="Rect2" setter="set_region" getter="get_region" default="Rect2(0, 0, 0, 0)">
The region used to draw the [member atlas].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml
index 638934bc9e..c92e39e08a 100644
--- a/doc/classes/BaseButton.xml
+++ b/doc/classes/BaseButton.xml
@@ -44,37 +44,38 @@
</method>
</methods>
<members>
- <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode">
+ <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode" default="1">
Determines when the button is considered clicked, one of the [enum ActionMode] constants.
</member>
<member name="button_group" type="ButtonGroup" setter="set_button_group" getter="get_button_group">
The [ButtonGroup] associated with the button. Not to be confused with node groups.
</member>
- <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton">
+ <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton" default="1">
Binary mask to choose which mouse buttons this button will respond to.
To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code].
</member>
- <member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed">
+ <member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code].
[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
</member>
- <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
+ <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
</member>
- <member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside">
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
+ <member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside" default="false">
If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it.
[b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value.
</member>
<member name="shortcut" type="Shortcut" setter="set_shortcut" getter="get_shortcut">
[Shortcut] associated to the button.
</member>
- <member name="shortcut_feedback" type="bool" setter="set_shortcut_feedback" getter="is_shortcut_feedback">
+ <member name="shortcut_feedback" type="bool" setter="set_shortcut_feedback" getter="is_shortcut_feedback" default="true">
If [code]true[/code], the button will appear pressed when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate the button without appearing to press the button.
</member>
- <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled">
+ <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled" default="true">
If [code]true[/code], the button will add information about its shortcut in the tooltip.
</member>
- <member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode">
+ <member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode" default="false">
If [code]true[/code], the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.
</member>
</members>
diff --git a/doc/classes/CameraAttributes.xml b/doc/classes/CameraAttributes.xml
index a741728c14..23dc212069 100644
--- a/doc/classes/CameraAttributes.xml
+++ b/doc/classes/CameraAttributes.xml
@@ -12,19 +12,19 @@
<tutorials>
</tutorials>
<members>
- <member name="auto_exposure_enabled" type="bool" setter="set_auto_exposure_enabled" getter="is_auto_exposure_enabled">
+ <member name="auto_exposure_enabled" type="bool" setter="set_auto_exposure_enabled" getter="is_auto_exposure_enabled" default="false">
If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
</member>
- <member name="auto_exposure_scale" type="float" setter="set_auto_exposure_scale" getter="get_auto_exposure_scale">
+ <member name="auto_exposure_scale" type="float" setter="set_auto_exposure_scale" getter="get_auto_exposure_scale" default="0.4">
The scale of the auto exposure effect. Affects the intensity of auto exposure.
</member>
- <member name="auto_exposure_speed" type="float" setter="set_auto_exposure_speed" getter="get_auto_exposure_speed">
+ <member name="auto_exposure_speed" type="float" setter="set_auto_exposure_speed" getter="get_auto_exposure_speed" default="0.5">
The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
</member>
- <member name="exposure_multiplier" type="float" setter="set_exposure_multiplier" getter="get_exposure_multiplier">
+ <member name="exposure_multiplier" type="float" setter="set_exposure_multiplier" getter="get_exposure_multiplier" default="1.0">
Multiplier for the exposure amount. A higher value results in a brighter image.
</member>
- <member name="exposure_sensitivity" type="float" setter="set_exposure_sensitivity" getter="get_exposure_sensitivity">
+ <member name="exposure_sensitivity" type="float" setter="set_exposure_sensitivity" getter="get_exposure_sensitivity" default="100.0">
Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image. Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. When [member auto_exposure_enabled] this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.
</member>
</members>
diff --git a/doc/classes/CameraTexture.xml b/doc/classes/CameraTexture.xml
index 8eedfe3580..e7020c869e 100644
--- a/doc/classes/CameraTexture.xml
+++ b/doc/classes/CameraTexture.xml
@@ -16,6 +16,7 @@
<member name="camera_is_active" type="bool" setter="set_camera_active" getter="get_camera_active" default="false">
Convenience property that gives access to the active property of the [CameraFeed].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="which_feed" type="int" setter="set_which_feed" getter="get_which_feed" enum="CameraServer.FeedImage" default="0">
Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
</member>
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index ee09b016ac..a2859552a9 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -114,7 +114,7 @@
<param index="2" name="src_rect" type="Rect2" />
<param index="3" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
<description>
- Draws a textured rectangle region of the font texture with LCD sub-pixel anti-aliasing at a given position, optionally modulated by a color.
+ Draws a textured rectangle region of the font texture with LCD subpixel anti-aliasing at a given position, optionally modulated by a color.
Texture is drawn using the following blend operation, blend mode of the [CanvasItemMaterial] is ignored:
[codeblock]
dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * modulate.a);
diff --git a/doc/classes/CanvasTexture.xml b/doc/classes/CanvasTexture.xml
index 2dc83790c7..d5bf65835f 100644
--- a/doc/classes/CanvasTexture.xml
+++ b/doc/classes/CanvasTexture.xml
@@ -17,6 +17,7 @@
The normal map texture to use. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
[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="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color(1, 1, 1, 1)">
The multiplier for specular reflection colors. The [Light2D]'s color is also taken into account when determining the reflection color. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
</member>
diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml
index 7b71dbc362..2b287d7546 100644
--- a/doc/classes/ColorPicker.xml
+++ b/doc/classes/ColorPicker.xml
@@ -55,26 +55,38 @@
</method>
</methods>
<members>
+ <member name="can_add_swatches" type="bool" setter="set_can_add_swatches" getter="are_swatches_enabled" default="true">
+ If [code]true[/code], it's possible to add presets under Swatches. If [code]false[/code], the button to add presets is disabled.
+ </member>
<member name="color" type="Color" setter="set_pick_color" getter="get_pick_color" default="Color(1, 1, 1, 1)">
The currently selected color.
</member>
<member name="color_mode" type="int" setter="set_color_mode" getter="get_color_mode" enum="ColorPicker.ColorModeType" default="0">
The currently selected color mode. See [enum ColorModeType].
</member>
+ <member name="color_modes_visible" type="bool" setter="set_modes_visible" getter="are_modes_visible" default="true">
+ If [code]true[/code], the color mode buttons are visible.
+ </member>
<member name="deferred_mode" type="bool" setter="set_deferred_mode" getter="is_deferred_mode" default="false">
If [code]true[/code], the color will apply only after the user releases the mouse button, otherwise it will apply immediately even in mouse motion event (which can cause performance issues).
</member>
<member name="edit_alpha" type="bool" setter="set_edit_alpha" getter="is_editing_alpha" default="true">
If [code]true[/code], shows an alpha channel slider (opacity).
</member>
+ <member name="hex_visible" type="bool" setter="set_hex_visible" getter="is_hex_visible" default="true">
+ If [code]true[/code], the hex color code input field is visible.
+ </member>
<member name="picker_shape" type="int" setter="set_picker_shape" getter="get_picker_shape" enum="ColorPicker.PickerShapeType" default="0">
The shape of the color space view. See [enum PickerShapeType].
</member>
- <member name="presets_enabled" type="bool" setter="set_presets_enabled" getter="are_presets_enabled" default="true">
- If [code]true[/code], the "add preset" button is enabled.
- </member>
<member name="presets_visible" type="bool" setter="set_presets_visible" getter="are_presets_visible" default="true">
- If [code]true[/code], saved color presets are visible.
+ If [code]true[/code], the Swatches and Recent Colors presets are visible.
+ </member>
+ <member name="sampler_visible" type="bool" setter="set_sampler_visible" getter="is_sampler_visible" default="true">
+ If [code]true[/code], the color sampler and color preview are visible.
+ </member>
+ <member name="sliders_visible" type="bool" setter="set_sliders_visible" getter="are_sliders_visible" default="true">
+ If [code]true[/code], the color sliders are visible.
</member>
<member name="vertical" type="bool" setter="set_vertical" getter="is_vertical" overrides="BoxContainer" default="true" />
</members>
@@ -125,6 +137,9 @@
<constant name="SHAPE_OKHSL_CIRCLE" value="3" enum="PickerShapeType">
HSL OK Color Model circle color space.
</constant>
+ <constant name="SHAPE_NONE" value="4" enum="PickerShapeType">
+ The color space shape and the shape select button are hidden. Can't be selected from the shapes popup.
+ </constant>
</constants>
<theme_items>
<theme_item name="h_width" data_type="constant" type="int" default="30">
diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml
index fbb0879fdc..10ee266897 100644
--- a/doc/classes/CompressedCubemap.xml
+++ b/doc/classes/CompressedCubemap.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedCubemap" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ 6-sided texture typically used in 3D rendering, optionally compressed.
</brief_description>
<description>
+ A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Cubemap] for a general description of cubemaps.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml
index ff096cea47..4221241910 100644
--- a/doc/classes/CompressedCubemapArray.xml
+++ b/doc/classes/CompressedCubemapArray.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedCubemapArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Array of 6-sided textures typically used in 3D rendering, optionally compressed.
</brief_description>
<description>
+ A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [CubemapArray] for a general description of cubemap arrays.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedTexture2D.xml b/doc/classes/CompressedTexture2D.xml
index f74265b8d5..660062af7b 100644
--- a/doc/classes/CompressedTexture2D.xml
+++ b/doc/classes/CompressedTexture2D.xml
@@ -1,10 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A [code].ctex[/code] texture.
+ Texture with 2 dimensions, optionally compressed.
</brief_description>
<description>
- A texture that is loaded from a [code].ctex[/code] file.
+ A texture that is loaded from a [code].ctex[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compression methods (including a lack of any compression):
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
</description>
<tutorials>
</tutorials>
@@ -13,13 +19,14 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
- Loads the texture from the given path.
+ Loads the texture from the specified [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
- The CompressedTexture's file path to a [code].ctex[/code] file.
+ The [CompressedTexture2D]'s file path to a [code].ctex[/code] file.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml
index 0c751759af..0bd894a2da 100644
--- a/doc/classes/CompressedTexture2DArray.xml
+++ b/doc/classes/CompressedTexture2DArray.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture2DArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Array of 2-dimensional textures, optionally compressed.
</brief_description>
<description>
+ A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Texture2DArray] for a general description of texture arrays.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedTexture3D.xml b/doc/classes/CompressedTexture3D.xml
index 50bd025861..b11583b684 100644
--- a/doc/classes/CompressedTexture3D.xml
+++ b/doc/classes/CompressedTexture3D.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Texture with 3 dimensions, optionally compressed.
</brief_description>
<description>
+ [CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. This file format is internal to Godot; it is created by importing other image formats with the import system.
+ [CompressedTexture3D] uses VRAM compression, which allows to reduce memory usage on the GPU when rendering the texture. This also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Texture3D] for a general description of 3D textures.
</description>
<tutorials>
</tutorials>
@@ -11,11 +15,13 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
+ Loads the texture from the specified [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
+ The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file.
</member>
</members>
</class>
diff --git a/doc/classes/CompressedTextureLayered.xml b/doc/classes/CompressedTextureLayered.xml
index 547679c0f0..376483ae5c 100644
--- a/doc/classes/CompressedTextureLayered.xml
+++ b/doc/classes/CompressedTextureLayered.xml
@@ -1,8 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for texture arrays that can optionally be compressed.
</brief_description>
<description>
+ A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
</description>
<tutorials>
</tutorials>
@@ -11,11 +19,13 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
+ Loads the texture at [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
+ The path the texture should be loaded from.
</member>
</members>
</class>
diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml
index 0cdebeda95..46ddede9b1 100644
--- a/doc/classes/Cubemap.xml
+++ b/doc/classes/Cubemap.xml
@@ -4,8 +4,9 @@
6-sided texture typically used in 3D rendering.
</brief_description>
<description>
- A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections (see [ReflectionProbe]) in 3D rendering. It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
- This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of Cubemap resources.
+ A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
+ This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
</description>
<tutorials>
diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml
index 07e401a13d..2fd55b66c6 100644
--- a/doc/classes/CubemapArray.xml
+++ b/doc/classes/CubemapArray.xml
@@ -5,8 +5,9 @@
</brief_description>
<description>
[CubemapArray]s are made of an array of [Cubemap]s. Accordingly, like [Cubemap]s they are made of multiple textures the amount of which must be divisible by 6 (one image for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray].
- Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s, than storing multiple [Cubemap]s themselves in an array.
- Internally Godot, uses [CubemapArray]s for many effects including the [Sky], if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
+ Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s compared to storing multiple [Cubemap]s themselves in an array.
+ Internally, Godot uses [CubemapArray]s for many effects including the [Sky], if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
</description>
<tutorials>
diff --git a/doc/classes/CurveTexture.xml b/doc/classes/CurveTexture.xml
index 85473fc237..03e008d738 100644
--- a/doc/classes/CurveTexture.xml
+++ b/doc/classes/CurveTexture.xml
@@ -13,6 +13,7 @@
<member name="curve" type="Curve" setter="set_curve" getter="get_curve">
The [Curve] that is rendered onto the texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="texture_mode" type="int" setter="set_texture_mode" getter="get_texture_mode" enum="CurveTexture.TextureMode" default="0">
The format the texture should be generated with. When passing a CurveTexture as a input to a [Shader], this may need to be adjusted.
</member>
diff --git a/doc/classes/CurveXYZTexture.xml b/doc/classes/CurveXYZTexture.xml
index e3f2e8fc45..8c4e2dce0f 100644
--- a/doc/classes/CurveXYZTexture.xml
+++ b/doc/classes/CurveXYZTexture.xml
@@ -19,6 +19,7 @@
<member name="curve_z" type="Curve" setter="set_curve_z" getter="get_curve_z">
The [Curve] that is rendered onto the texture's blue channel.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="width" type="int" setter="set_width" getter="get_width" default="256">
The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.
</member>
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 113987bb52..0039301bf6 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -1638,8 +1638,9 @@
Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode.
</constant>
<constant name="WINDOW_MODE_EXCLUSIVE_FULLSCREEN" value="4" enum="WindowMode">
- Exclusive full screen window mode. This mode is implemented on Windows only. On other platforms, it is equivalent to [constant WINDOW_MODE_FULLSCREEN].
- Only one window in exclusive full screen mode can be visible on a given screen at a time. If multiple windows are in exclusive full screen mode for the same screen, the last one being set to this mode takes precedence.
+ Exclusive full screen window mode. This mode is implemented on Windows and macOS only. On other platforms, it is equivalent to [constant WINDOW_MODE_FULLSCREEN].
+ [b]On Windows:[/b] Only one window in exclusive full screen mode can be visible on a given screen at a time. If multiple windows are in exclusive full screen mode for the same screen, the last one being set to this mode takes precedence.
+ [b]On macOS:[/b] Exclusive full-screen mode prevents Dock and Menu from showing up when the mouse pointer is hovering the edge of the screen.
Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode.
</constant>
<constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags">
@@ -1725,9 +1726,17 @@
</constant>
<constant name="WINDOW_VIEW" value="2" enum="HandleType">
Window view:
+ - Windows: [code]HDC[/code] for the window (only with the GL Compatibility renderer).
- macOS: [code]NSView*[/code] for the window main view.
- iOS: [code]UIView*[/code] for the window main view.
</constant>
+ <constant name="OPENGL_CONTEXT" value="3" enum="HandleType">
+ OpenGL context (only with the GL Compatibility renderer):
+ - Windows: [code]HGLRC[/code] for the window.
+ - Linux: [code]GLXContext*[/code] for the window.
+ - MacOS: [code]NSOpenGLContext*[/code] for the window.
+ - Android: [code]EGLContext[/code] for the window.
+ </constant>
<constant name="TTS_UTTERANCE_STARTED" value="0" enum="TTSUtteranceEvent">
Utterance has begun to be spoken.
</constant>
diff --git a/doc/classes/EditorDebuggerPlugin.xml b/doc/classes/EditorDebuggerPlugin.xml
index c3e0a995c6..10da1edd56 100644
--- a/doc/classes/EditorDebuggerPlugin.xml
+++ b/doc/classes/EditorDebuggerPlugin.xml
@@ -1,88 +1,88 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="EditorDebuggerPlugin" inherits="Control" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="EditorDebuggerPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A base class to implement debugger plugins.
</brief_description>
<description>
[EditorDebuggerPlugin] provides functions related to the editor side of the debugger.
- You don't need to instantiate this class; that is automatically handled by the debugger. [Control] nodes can be added as child nodes to provide a GUI for the plugin.
- Do not free or reparent this node, otherwise it becomes unusable.
- To use [EditorDebuggerPlugin], register it using the [method EditorPlugin.add_debugger_plugin] method first.
+ To interact with the debugger, an instance of this class must be added to the editor via [method EditorPlugin.add_debugger_plugin].
+ Once added, the [method _setup_session] callback will be called for every [EditorDebuggerSession] available to the plugin, and when new ones are created (the sessions may be inactive during this stage).
+ You can retrieve the available [EditorDebuggerSession]s via [method get_sessions] or get a specific one via [method get_session].
+ [codeblocks]
+ [gdscript]
+ @tool
+ extends EditorPlugin
+
+ class ExampleEditorDebugger extends EditorDebuggerPlugin:
+
+ func _has_capture(prefix):
+ # Return true if you wish to handle message with this prefix.
+ return prefix == "my_plugin"
+
+ func _capture(message, data, session_id):
+ if message == "my_plugin:ping":
+ get_session(session_id).send_message("my_plugin:echo", data)
+
+ func _setup_session(session_id):
+ # Add a new tab in the debugger session UI containing a label.
+ var label = Label.new()
+ label.name = "Example plugin"
+ label.text = "Example plugin"
+ var session = get_session(session_id)
+ # Listens to the session started and stopped signals.
+ session.started.connect(func (): print("Session started"))
+ session.stopped.connect(func (): print("Session stopped"))
+ session.add_session_tab(label)
+
+ var debugger = ExampleEditorDebugger.new()
+
+ func _enter_tree():
+ add_debugger_plugin(debugger)
+
+ func _exit_tree():
+ remove_debugger_plugin(debugger)
+ [/gdscript]
+ [/codeblocks]
</description>
<tutorials>
</tutorials>
<methods>
- <method name="has_capture">
- <return type="bool" />
- <param index="0" name="name" type="StringName" />
- <description>
- Returns [code]true[/code] if a message capture with given name is present otherwise [code]false[/code].
- </description>
- </method>
- <method name="is_breaked">
- <return type="bool" />
- <description>
- Returns [code]true[/code] if the game is in break state otherwise [code]false[/code].
- </description>
- </method>
- <method name="is_debuggable">
+ <method name="_capture" qualifiers="virtual">
<return type="bool" />
+ <param index="0" name="message" type="String" />
+ <param index="1" name="data" type="Array" />
+ <param index="2" name="session_id" type="int" />
<description>
- Returns [code]true[/code] if the game can be debugged otherwise [code]false[/code].
+ Override this method to process incoming messages. The [param session_id] is the ID of the [EditorDebuggerSession] that received the message (which you can retrieve via [method get_session]).
</description>
</method>
- <method name="is_session_active">
+ <method name="_has_capture" qualifiers="virtual const">
<return type="bool" />
+ <param index="0" name="capture" type="String" />
<description>
- Returns [code]true[/code] if there is an instance of the game running with the attached debugger otherwise [code]false[/code].
+ Override this method to enable receiving messages from the debugger. If [param capture] is "my_message" then messages starting with "my_message:" will be passes to the [method _capture] method.
</description>
</method>
- <method name="register_message_capture">
+ <method name="_setup_session" qualifiers="virtual">
<return type="void" />
- <param index="0" name="name" type="StringName" />
- <param index="1" name="callable" type="Callable" />
+ <param index="0" name="session_id" type="int" />
<description>
- Registers a message capture with given [param name]. If [param name] is "my_message" then messages starting with "my_message:" will be called with the given callable.
- Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return [code]true[/code] otherwise [code]false[/code].
+ Override this method to be notified whenever a new [EditorDebuggerSession] is created (the session may be inactive during this stage).
</description>
</method>
- <method name="send_message">
- <return type="void" />
- <param index="0" name="message" type="String" />
- <param index="1" name="data" type="Array" />
+ <method name="get_session">
+ <return type="EditorDebuggerSession" />
+ <param index="0" name="id" type="int" />
<description>
- Sends a message with given [param message] and [param data] array.
+ Returns the [EditorDebuggerSession] with the given [param id].
</description>
</method>
- <method name="unregister_message_capture">
- <return type="void" />
- <param index="0" name="name" type="StringName" />
+ <method name="get_sessions">
+ <return type="Array" />
<description>
- Unregisters the message capture with given name.
+ Returns an array of [EditorDebuggerSession] currently available to this debugger plugin.
+ Note: Not sessions in the array may be inactive, check their state via [method EditorDebuggerSession.is_active]
</description>
</method>
</methods>
- <signals>
- <signal name="breaked">
- <param index="0" name="can_debug" type="bool" />
- <description>
- Emitted when the game enters a break state.
- </description>
- </signal>
- <signal name="continued">
- <description>
- Emitted when the game exists a break state.
- </description>
- </signal>
- <signal name="started">
- <description>
- Emitted when the debugging starts.
- </description>
- </signal>
- <signal name="stopped">
- <description>
- Emitted when the debugging stops.
- </description>
- </signal>
- </signals>
</class>
diff --git a/doc/classes/EditorDebuggerSession.xml b/doc/classes/EditorDebuggerSession.xml
new file mode 100644
index 0000000000..faf528c143
--- /dev/null
+++ b/doc/classes/EditorDebuggerSession.xml
@@ -0,0 +1,86 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorDebuggerSession" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ A class to interact with the editor debugger.
+ </brief_description>
+ <description>
+ This class cannot be directly instantiated and must be retrieved via a [EditorDebuggerPlugin].
+ You can add tabs to the session UI via [method add_session_tab], send messages via [method send_message], and toggle [EngineProfiler]s via [method toggle_profiler].
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="add_session_tab">
+ <return type="void" />
+ <param index="0" name="control" type="Control" />
+ <description>
+ Adds the given [param control] to the debug session UI in the debugger bottom panel.
+ </description>
+ </method>
+ <method name="is_active">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the debug session is currently attached to a remote instance.
+ </description>
+ </method>
+ <method name="is_breaked">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the attached remote instance is currently in the debug loop.
+ </description>
+ </method>
+ <method name="is_debuggable">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the attached remote instance can be debugged.
+ </description>
+ </method>
+ <method name="remove_session_tab">
+ <return type="void" />
+ <param index="0" name="control" type="Control" />
+ <description>
+ Removes the given [param control] from the debug session UI in the debugger bottom panel.
+ </description>
+ </method>
+ <method name="send_message">
+ <return type="void" />
+ <param index="0" name="message" type="String" />
+ <param index="1" name="data" type="Array" default="[]" />
+ <description>
+ Sends the given [param message] to the attached remote instance, optionally passing additionally [param data]. See [EngineDebugger] for how to retrieve those messages.
+ </description>
+ </method>
+ <method name="toggle_profiler">
+ <return type="void" />
+ <param index="0" name="profiler" type="String" />
+ <param index="1" name="enable" type="bool" />
+ <param index="2" name="data" type="Array" default="[]" />
+ <description>
+ Toggle the given [param profiler] on the attached remote instance, optionally passing additionally [param data]. See [EngineProfiler] for more details.
+ </description>
+ </method>
+ </methods>
+ <signals>
+ <signal name="breaked">
+ <param index="0" name="can_debug" type="bool" />
+ <description>
+ Emitted when the attached remote instance enters a break state. If [param can_debug] is [code]true[/code], the remote instance will enter the debug loop.
+ </description>
+ </signal>
+ <signal name="continued">
+ <description>
+ Emitted when the attached remote instance exits a break state.
+ </description>
+ </signal>
+ <signal name="started">
+ <description>
+ Emitted when a remote instance is attached to this session (i.e. the session becomes active).
+ </description>
+ </signal>
+ <signal name="stopped">
+ <description>
+ Emitted when a remote instance is detached from this session (i.e. the session becomes inactive).
+ </description>
+ </signal>
+ </signals>
+</class>
diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml
index 99e97fc25f..27f61f1bd8 100644
--- a/doc/classes/EditorFeatureProfile.xml
+++ b/doc/classes/EditorFeatureProfile.xml
@@ -116,7 +116,10 @@
<constant name="FEATURE_IMPORT_DOCK" value="6" enum="Feature">
The Import dock. If this feature is disabled, the Import dock won't be visible.
</constant>
- <constant name="FEATURE_MAX" value="7" enum="Feature">
+ <constant name="FEATURE_HISTORY_DOCK" value="7" enum="Feature">
+ The History dock. If this feature is disabled, the History dock won't be visible.
+ </constant>
+ <constant name="FEATURE_MAX" value="8" enum="Feature">
Represents the size of the [enum Feature] enum.
</constant>
</constants>
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 2289a373bf..806588d100 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -415,7 +415,7 @@
</method>
<method name="add_debugger_plugin">
<return type="void" />
- <param index="0" name="script" type="Script" />
+ <param index="0" name="script" type="EditorDebuggerPlugin" />
<description>
Adds a [Script] as debugger plugin to the Debugger. The script must extend [EditorDebuggerPlugin].
</description>
@@ -599,7 +599,7 @@
</method>
<method name="remove_debugger_plugin">
<return type="void" />
- <param index="0" name="script" type="Script" />
+ <param index="0" name="script" type="EditorDebuggerPlugin" />
<description>
Removes the debugger plugin with given script from the Debugger.
</description>
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 799bd45cee..07457387a0 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -516,7 +516,7 @@
If set to [b]Auto[/b], the font hinting mode will be set to match the current operating system in use. This means the [b]Light[/b] hinting mode will be used on Windows and Linux, and the [b]None[/b] hinting mode will be used on macOS.
</member>
<member name="interface/editor/font_subpixel_positioning" type="int" setter="" getter="">
- The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One half of a pixel[/b] and [b]One quarter of a pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One quarter of a pixel[/b] being the highest-quality option).
+ The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One Half of a Pixel[/b] and [b]One Quarter of a Pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One Quarter of a Pixel[/b] being the highest-quality option).
</member>
<member name="interface/editor/low_processor_mode_sleep_usec" type="float" setter="" getter="">
The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops. However, higher values will result in a less responsive editor. The default value is set to allow for maximum smoothness on monitors up to 144 Hz. See also [member interface/editor/unfocused_low_processor_mode_sleep_usec].
diff --git a/doc/classes/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml
index 9961e11f7d..de105b32e1 100644
--- a/doc/classes/EditorSpinSlider.xml
+++ b/doc/classes/EditorSpinSlider.xml
@@ -12,6 +12,7 @@
<member name="flat" type="bool" setter="set_flat" getter="is_flat" default="false">
If [code]true[/code], the slider will not draw background.
</member>
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
<member name="hide_slider" type="bool" setter="set_hide_slider" getter="is_hiding_slider" default="false">
If [code]true[/code], the slider is hidden.
</member>
@@ -21,6 +22,8 @@
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false">
If [code]true[/code], the slider can't be interacted with.
</member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default="&quot;&quot;">
The suffix to display after the value (in a faded color). This should generally be a plural word. You may have to use an abbreviation if the suffix is too long to be displayed.
</member>
diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml
index c1e771d653..133ee9db0d 100644
--- a/doc/classes/EditorUndoRedoManager.xml
+++ b/doc/classes/EditorUndoRedoManager.xml
@@ -110,7 +110,7 @@
<signals>
<signal name="history_changed">
<description>
- Emitted when the list of actions in any history has changed, either when an action is commited or a history is cleared.
+ Emitted when the list of actions in any history has changed, either when an action is committed or a history is cleared.
</description>
</signal>
<signal name="version_changed">
diff --git a/doc/classes/FontFile.xml b/doc/classes/FontFile.xml
index 1528045a6a..271f6a13e0 100644
--- a/doc/classes/FontFile.xml
+++ b/doc/classes/FontFile.xml
@@ -588,7 +588,7 @@
Font style name.
</member>
<member name="subpixel_positioning" type="int" setter="set_subpixel_positioning" getter="get_subpixel_positioning" enum="TextServer.SubpixelPositioning" default="1">
- Font glyph sub-pixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
+ Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
</member>
</members>
</class>
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index 4916171900..c7d10078e8 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -89,12 +89,17 @@
Particle texture. If [code]null[/code], particles will be squares.
</member>
<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
+ If [code]true[/code], enables particle trails using a mesh skinning system.
+ [b]Note:[/b] Unlike [GPUParticles3D], the number of trail sections and subdivisions is set with the [member trail_sections] and [member trail_section_subdivisions] properties.
</member>
- <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
+ <member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3">
+ The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="trail_section_subdivisions" type="int" setter="set_trail_section_subdivisions" getter="get_trail_section_subdivisions" default="4">
+ The number of subdivisions to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_sections]. Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="trail_sections" type="int" setter="set_trail_sections" getter="get_trail_sections" default="8">
+ The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_section_subdivisions]. Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2(-100, -100, 200, 200)">
The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index d0be4d784a..ea53c5b4b5 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -116,8 +116,12 @@
<member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath(&quot;&quot;)">
</member>
<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
+ If [code]true[/code], enables particle trails using a mesh skinning system. Designed to work with [RibbonTrailMesh] and [TubeTrailMesh].
+ [b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled on the particle mesh's material. Otherwise, setting [member trail_enabled] to [code]true[/code] will have no effect.
+ [b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s properties.
</member>
- <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
+ <member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3">
+ The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="transform_align" type="int" setter="set_transform_align" getter="get_transform_align" enum="GPUParticles3D.TransformAlign" default="0">
</member>
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index 4d8ab91718..86d52ae9be 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -31,22 +31,22 @@
</method>
</methods>
<members>
- <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting">
+ <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting" default="1">
The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values.
</member>
- <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin">
+ <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin" default="0.0">
The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box.
</member>
- <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale">
+ <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale" default="0">
The texel density to use for lightmapping in [LightmapGI]. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes.
</member>
- <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode">
+ <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="1">
The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic).
[b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode].
</member>
- <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling">
+ <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false">
</member>
- <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias">
+ <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
</member>
<member name="material_overlay" type="Material" setter="set_material_overlay" getter="get_material_overlay">
The material overlay for the whole geometry.
@@ -56,26 +56,26 @@
The material override for the whole geometry.
If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
</member>
- <member name="transparency" type="float" setter="set_transparency" getter="get_transparency">
+ <member name="transparency" type="float" setter="set_transparency" getter="get_transparency" default="0.0">
The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [member transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering.
In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in.
[b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are.
</member>
- <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin">
+ <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin" default="0.0">
Starting distance from which the GeometryInstance3D will be visible, taking [member visibility_range_begin_margin] into account as well. The default value of 0 is used to disable the range check.
</member>
- <member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin">
+ <member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin" default="0.0">
Margin for the [member visibility_range_begin] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_begin] threshold by this amount.
If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
</member>
- <member name="visibility_range_end" type="float" setter="set_visibility_range_end" getter="get_visibility_range_end">
+ <member name="visibility_range_end" type="float" setter="set_visibility_range_end" getter="get_visibility_range_end" default="0.0">
Distance from which the GeometryInstance3D will be hidden, taking [member visibility_range_end_margin] into account as well. The default value of 0 is used to disable the range check.
</member>
- <member name="visibility_range_end_margin" type="float" setter="set_visibility_range_end_margin" getter="get_visibility_range_end_margin">
+ <member name="visibility_range_end_margin" type="float" setter="set_visibility_range_end_margin" getter="get_visibility_range_end_margin" default="0.0">
Margin for the [member visibility_range_end] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_end] threshold by this amount.
If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
</member>
- <member name="visibility_range_fade_mode" type="int" setter="set_visibility_range_fade_mode" getter="get_visibility_range_fade_mode" enum="GeometryInstance3D.VisibilityRangeFadeMode">
+ <member name="visibility_range_fade_mode" type="int" setter="set_visibility_range_fade_mode" getter="get_visibility_range_fade_mode" enum="GeometryInstance3D.VisibilityRangeFadeMode" default="0">
Controls which instances will be faded when approaching the limits of the visibility range. See [enum VisibilityRangeFadeMode] for possible values.
</member>
</members>
diff --git a/doc/classes/GradientTexture1D.xml b/doc/classes/GradientTexture1D.xml
index 3254754ac1..fa572eeed0 100644
--- a/doc/classes/GradientTexture1D.xml
+++ b/doc/classes/GradientTexture1D.xml
@@ -12,6 +12,7 @@
<member name="gradient" type="Gradient" setter="set_gradient" getter="get_gradient">
The [Gradient] that will be used to fill the texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false">
If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
</member>
diff --git a/doc/classes/GradientTexture2D.xml b/doc/classes/GradientTexture2D.xml
index 7561f1b947..87d86e7a59 100644
--- a/doc/classes/GradientTexture2D.xml
+++ b/doc/classes/GradientTexture2D.xml
@@ -27,6 +27,7 @@
<member name="repeat" type="int" setter="set_repeat" getter="get_repeat" enum="GradientTexture2D.Repeat" default="0">
The gradient repeat type, one of the [enum Repeat] values. The texture is filled starting from [member fill_from] to [member fill_to] offsets by default, but the gradient fill can be repeated to cover the entire texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false">
If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
</member>
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index bbd633819b..be66b8a7b9 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -118,7 +118,7 @@
<param index="2" name="use_mipmaps" type="bool" />
<param index="3" name="format" type="int" enum="Image.Format" />
<description>
- Creates an empty image of given size and format. See [enum Format] constants. If [param use_mipmaps] is [code]true[/code] then generate mipmaps for this image. See the [method generate_mipmaps].
+ Creates an empty image of given size and format. See [enum Format] constants. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for this image. See the [method generate_mipmaps].
</description>
</method>
<method name="create_from_data" qualifiers="static">
diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml
index 45cbd7ac87..03d1947475 100644
--- a/doc/classes/ImageTexture.xml
+++ b/doc/classes/ImageTexture.xml
@@ -67,4 +67,7 @@
</description>
</method>
</methods>
+ <members>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
+ </members>
</class>
diff --git a/doc/classes/ImageTexture3D.xml b/doc/classes/ImageTexture3D.xml
index 958c5f90f1..ee26a959aa 100644
--- a/doc/classes/ImageTexture3D.xml
+++ b/doc/classes/ImageTexture3D.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImageTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Texture with 3 dimensions.
</brief_description>
<description>
+ [ImageTexture3D] is a 3-dimensional [ImageTexture] that has a width, height, and depth. See also [ImageTextureLayered].
+ 3D textures are typically used to store density maps for [FogMaterial], color correction LUTs for [Environment], vector fields for [GPUParticlesAttractorVectorField3D] and collision maps for [GPUParticlesCollisionSDF3D]. 3D textures can also be used in custom shaders.
</description>
<tutorials>
</tutorials>
@@ -16,12 +19,14 @@
<param index="4" name="use_mipmaps" type="bool" />
<param index="5" name="data" type="Image[]" />
<description>
+ Creates the [ImageTexture3D] with specified [param width], [param height], and [param depth]. See [enum Image.Format] for [param format] options. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for the [ImageTexture3D].
</description>
</method>
<method name="update">
<return type="void" />
<param index="0" name="data" type="Image[]" />
<description>
+ Replaces the texture's existing data with the layers specified in [code]data[/code]. The size of [code]data[/code] must match the parameters that were used for [method create]. In other words, the texture cannot be resized or have its format changed by calling [method update].
</description>
</method>
</methods>
diff --git a/doc/classes/ImageTextureLayered.xml b/doc/classes/ImageTextureLayered.xml
index f5786f070a..0aa1d65d5a 100644
--- a/doc/classes/ImageTextureLayered.xml
+++ b/doc/classes/ImageTextureLayered.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImageTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for texture types which contain the data of multiple [ImageTexture]s. Each image is of the same size and format.
</brief_description>
<description>
+ Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
</description>
<tutorials>
</tutorials>
@@ -11,7 +13,7 @@
<return type="int" enum="Error" />
<param index="0" name="images" type="Image[]" />
<description>
- Creates an [ImageTextureLayered] from an array of [Image]s. The first image decides the width, height, image format and mipmapping setting. The other images must have the same width, height, image format and mipmapping setting.
+ Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image.create] for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images [i]must[/i] have the same width, height, image format and mipmapping setting.
Each [Image] represents one [code]layer[/code].
</description>
</method>
@@ -23,7 +25,7 @@
Replaces the existing [Image] data at the given [code]layer[/code] with this new image.
The given [Image] must have the same width, height, image format and mipmapping setting (a [code]bool[/code] value) as the rest of the referenced images.
If the image format is unsupported, it will be decompressed and converted to a similar and supported [enum Image.Format].
- The update is immediate: synced with the draw.
+ The update is immediate: it's synchronized with drawing.
</description>
</method>
</methods>
diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml
index b741dc6e64..0cbca2224e 100644
--- a/doc/classes/Label3D.xml
+++ b/doc/classes/Label3D.xml
@@ -44,6 +44,7 @@
<member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
The billboard mode to use for the label. See [enum BaseMaterial3D.BillboardMode] for possible values.
</member>
+ <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" overrides="GeometryInstance3D" enum="GeometryInstance3D.ShadowCastingSetting" default="0" />
<member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true">
If [code]true[/code], text can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind.
</member>
@@ -57,6 +58,7 @@
Font size of the [Label3D]'s text. To make the font look more detailed when up close, increase [member font_size] while decreasing [member pixel_size] at the same time.
Higher font sizes require more time to render new characters, which can cause stuttering during gameplay.
</member>
+ <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" overrides="GeometryInstance3D" enum="GeometryInstance3D.GIMode" default="0" />
<member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="1">
Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants.
</member>
diff --git a/doc/classes/LinkButton.xml b/doc/classes/LinkButton.xml
index 7c6ff2d4e1..d7701ea184 100644
--- a/doc/classes/LinkButton.xml
+++ b/doc/classes/LinkButton.xml
@@ -10,9 +10,11 @@
<tutorials>
</tutorials>
<members>
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="0" />
<member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</member>
+ <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" overrides="Control" enum="Control.CursorShape" default="2" />
<member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
Set BiDi algorithm override for the structured text.
</member>
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index facbe5fd0f..640fa9efec 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -176,7 +176,7 @@
</method>
</methods>
<members>
- <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint">
+ <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2i(0, 0)">
Sets a hint to be used for lightmap resolution.
</member>
</members>
diff --git a/doc/classes/MeshTexture.xml b/doc/classes/MeshTexture.xml
index 8e2bccc79f..d09fa4c898 100644
--- a/doc/classes/MeshTexture.xml
+++ b/doc/classes/MeshTexture.xml
@@ -18,5 +18,6 @@
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
Sets the mesh used to draw. It must be a mesh using 2D vertices.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/MissingNode.xml b/doc/classes/MissingNode.xml
index b5aa02cfd6..ac54329313 100644
--- a/doc/classes/MissingNode.xml
+++ b/doc/classes/MissingNode.xml
@@ -4,7 +4,7 @@
This is an internal editor class intended for keeping data of nodes of unknown type.
</brief_description>
<description>
- This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
+ This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/MissingResource.xml b/doc/classes/MissingResource.xml
index eede6350d8..e5a6c4d064 100644
--- a/doc/classes/MissingResource.xml
+++ b/doc/classes/MissingResource.xml
@@ -4,7 +4,7 @@
This is an internal editor class intended for keeping data of resources of unknown type.
</brief_description>
<description>
- This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
+ This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index b83bff5d5e..f910112a76 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -606,7 +606,7 @@
<return type="void" />
<param index="0" name="group" type="StringName" />
<description>
- Removes a node from a group. See notes in the description, and the group methods in [SceneTree].
+ Removes a node from the [param group]. Does nothing if the node is not in the [param group]. See notes in the description, and the group methods in [SceneTree].
</description>
</method>
<method name="replace_by">
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index fdc3a44e9d..eca6a1cbc7 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -76,6 +76,7 @@
<param index="0" name="torque" type="float" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -84,6 +85,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="get_constant_force" qualifiers="const">
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index 04087cbfb6..a809384642 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -76,6 +76,7 @@
<param index="0" name="torque" type="Vector3" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -84,6 +85,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="get_constant_force" qualifiers="const">
diff --git a/doc/classes/PlaceholderCubemap.xml b/doc/classes/PlaceholderCubemap.xml
index 3617c6ac2c..0892b023a2 100644
--- a/doc/classes/PlaceholderCubemap.xml
+++ b/doc/classes/PlaceholderCubemap.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderCubemap" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a cubemap texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Cubemap] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderCubemapArray.xml b/doc/classes/PlaceholderCubemapArray.xml
index 1fcf1e7795..c7a7e9154c 100644
--- a/doc/classes/PlaceholderCubemapArray.xml
+++ b/doc/classes/PlaceholderCubemapArray.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderCubemapArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a cubemap texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [CubemapArray] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderMaterial.xml b/doc/classes/PlaceholderMaterial.xml
index c66641d81c..7febdc7a07 100644
--- a/doc/classes/PlaceholderMaterial.xml
+++ b/doc/classes/PlaceholderMaterial.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderMaterial" inherits="Material" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a material.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Material] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderMesh.xml b/doc/classes/PlaceholderMesh.xml
index cc688816b6..8021a57878 100644
--- a/doc/classes/PlaceholderMesh.xml
+++ b/doc/classes/PlaceholderMesh.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderMesh" inherits="Mesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a mesh.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Mesh] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="aabb" type="AABB" setter="set_aabb" getter="get_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
+ The smallest [AABB] enclosing this mesh in local space.
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTexture2D.xml b/doc/classes/PlaceholderTexture2D.xml
index 76e575265b..c889055e4d 100644
--- a/doc/classes/PlaceholderTexture2D.xml
+++ b/doc/classes/PlaceholderTexture2D.xml
@@ -1,13 +1,19 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(1, 1)">
+ The texture's size (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTexture2DArray.xml b/doc/classes/PlaceholderTexture2DArray.xml
index a502e5d334..a749e8c039 100644
--- a/doc/classes/PlaceholderTexture2DArray.xml
+++ b/doc/classes/PlaceholderTexture2DArray.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture2DArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderTexture3D.xml b/doc/classes/PlaceholderTexture3D.xml
index d31e538307..ccd3c94fc2 100644
--- a/doc/classes/PlaceholderTexture3D.xml
+++ b/doc/classes/PlaceholderTexture3D.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 3-dimensional texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture3D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="size" type="Vector3i" setter="set_size" getter="get_size" default="Vector3i(1, 1, 1)">
+ The texture's size (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTextureLayered.xml b/doc/classes/PlaceholderTextureLayered.xml
index 39af08473a..8cc6dd606a 100644
--- a/doc/classes/PlaceholderTextureLayered.xml
+++ b/doc/classes/PlaceholderTextureLayered.xml
@@ -1,15 +1,21 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [TextureLayered] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="layers" type="int" setter="set_layers" getter="get_layers" default="1">
+ The number of layers in the texture array.
</member>
<member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(1, 1)">
+ The size of each texture layer (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/PortableCompressedTexture2D.xml b/doc/classes/PortableCompressedTexture2D.xml
index a0492f2c07..b64cda6df5 100644
--- a/doc/classes/PortableCompressedTexture2D.xml
+++ b/doc/classes/PortableCompressedTexture2D.xml
@@ -58,6 +58,7 @@
When running on the editor, this class will keep the source compressed data in memory. Otherwise, the source compressed data is lost after loading and the resource can't be re saved.
This flag allows to keep the compressed data in memory if you intend it to persist after loading.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="size_override" type="Vector2" setter="set_size_override" getter="get_size_override" default="Vector2(0, 0)">
Allow overriding the texture size (for 2D only).
</member>
diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml
index 1b9ecdbfa0..b1c8907d8e 100644
--- a/doc/classes/PrimitiveMesh.xml
+++ b/doc/classes/PrimitiveMesh.xml
@@ -34,15 +34,21 @@
</method>
</methods>
<members>
- <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb">
+ <member name="add_uv2" type="bool" setter="set_add_uv2" getter="get_add_uv2" default="false">
+ If set, generates UV2 UV coordinates applying a padding using the [member uv2_padding] setting. UV2 is needed for lightmapping.
+ </member>
+ <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
</member>
- <member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces">
+ <member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="false">
If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
This gives the same result as using [constant BaseMaterial3D.CULL_FRONT] in [member BaseMaterial3D.cull_mode].
</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
The current [Material] of the primitive mesh.
</member>
+ <member name="uv2_padding" type="float" setter="set_uv2_padding" getter="get_uv2_padding" default="2.0">
+ If [member add_uv2] is set, specifies the padding in pixels applied along seams of the mesh. If at generation the size of the lightmap texture can't be determined, the UVs are calculated assuming a texture size of 1024x1024.
+ </member>
</members>
</class>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 376994f0b5..015de62ec1 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -341,6 +341,9 @@
<member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="" default="27">
Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
</member>
+ <member name="debug/disable_touch" type="bool" setter="" getter="" default="false">
+ Disable touch input. Only has effect on iOS.
+ </member>
<member name="debug/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false">
If [code]true[/code], logs all output to files.
</member>
@@ -726,14 +729,14 @@
[b]Note:[/b] This setting does not affect custom [Font]s used within the project.
</member>
<member name="gui/theme/default_font_subpixel_positioning" type="int" setter="" getter="" default="1">
- Default font glyph sub-pixel positioning mode. See [member FontFile.subpixel_positioning].
+ Default font glyph subpixel positioning mode. See [member FontFile.subpixel_positioning].
</member>
<member name="gui/theme/default_theme_scale" type="float" setter="" getter="" default="1.0">
The default scale factor for [Control]s, when not overridden by a [Theme].
[b]Note:[/b] This property is only read when the project starts. To change the default scale at runtime, set [member ThemeDB.fallback_base_scale] instead.
</member>
<member name="gui/theme/lcd_subpixel_layout" type="int" setter="" getter="" default="1">
- LCD sub-pixel layout used for font anti-aliasing. See [enum TextServer.FontLCDSubpixelLayout].
+ LCD subpixel layout used for font anti-aliasing. See [enum TextServer.FontLCDSubpixelLayout].
</member>
<member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000">
Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds).
@@ -2013,6 +2016,9 @@
<member name="rendering/lightmapping/bake_quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024">
The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA].
</member>
+ <member name="rendering/lightmapping/primitive_meshes/texel_size" type="float" setter="" getter="" default="0.2">
+ The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled.
+ </member>
<member name="rendering/lightmapping/probe_capture/update_speed" type="float" setter="" getter="" default="15">
The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.
</member>
diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml
index 16e6e86f9e..2dcfc90955 100644
--- a/doc/classes/Range.xml
+++ b/doc/classes/Range.xml
@@ -16,6 +16,13 @@
Called when the [Range]'s value is changed (following the same conditions as [signal value_changed]).
</description>
</method>
+ <method name="set_value_no_signal">
+ <return type="void" />
+ <param index="0" name="value" type="float" />
+ <description>
+ Sets the [Range]'s current value to the specified [param value], without emitting the [signal value_changed] signal.
+ </description>
+ </method>
<method name="share">
<return type="void" />
<param index="0" name="with" type="Node" />
@@ -31,35 +38,36 @@
</method>
</methods>
<members>
- <member name="allow_greater" type="bool" setter="set_allow_greater" getter="is_greater_allowed">
+ <member name="allow_greater" type="bool" setter="set_allow_greater" getter="is_greater_allowed" default="false">
If [code]true[/code], [member value] may be greater than [member max_value].
</member>
- <member name="allow_lesser" type="bool" setter="set_allow_lesser" getter="is_lesser_allowed">
+ <member name="allow_lesser" type="bool" setter="set_allow_lesser" getter="is_lesser_allowed" default="false">
If [code]true[/code], [member value] may be less than [member min_value].
</member>
- <member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp">
+ <member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp" default="false">
If [code]true[/code], and [code]min_value[/code] is greater than 0, [code]value[/code] will be represented exponentially rather than linearly.
</member>
- <member name="max_value" type="float" setter="set_max" getter="get_max">
+ <member name="max_value" type="float" setter="set_max" getter="get_max" default="100.0">
Maximum value. Range is clamped if [code]value[/code] is greater than [code]max_value[/code].
</member>
- <member name="min_value" type="float" setter="set_min" getter="get_min">
+ <member name="min_value" type="float" setter="set_min" getter="get_min" default="0.0">
Minimum value. Range is clamped if [code]value[/code] is less than [code]min_value[/code].
</member>
- <member name="page" type="float" setter="set_page" getter="get_page">
+ <member name="page" type="float" setter="set_page" getter="get_page" default="0.0">
Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size multiplied by [code]page[/code] over the difference between [code]min_value[/code] and [code]max_value[/code].
</member>
<member name="ratio" type="float" setter="set_as_ratio" getter="get_as_ratio">
The value mapped between 0 and 1.
</member>
- <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values">
+ <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values" default="false">
If [code]true[/code], [code]value[/code] will always be rounded to the nearest integer.
</member>
- <member name="step" type="float" setter="set_step" getter="get_step">
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" />
+ <member name="step" type="float" setter="set_step" getter="get_step" default="0.01">
If greater than 0, [code]value[/code] will always be rounded to a multiple of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], [code]value[/code] will first be rounded to a multiple of [code]step[/code] then rounded to the nearest integer.
</member>
- <member name="value" type="float" setter="set_value" getter="get_value">
- Range's current value.
+ <member name="value" type="float" setter="set_value" getter="get_value" default="0.0">
+ Range's current value. Changing this property (even via code) will trigger [signal value_changed] signal. Use [method set_value_no_signal] if you want to avoid it.
</member>
</members>
<signals>
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index cb13697cc2..2de812f5fc 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -643,6 +643,15 @@
<description>
</description>
</method>
+ <method name="vertex_array_create">
+ <return type="RID" />
+ <param index="0" name="vertex_count" type="int" />
+ <param index="1" name="vertex_format" type="int" />
+ <param index="2" name="src_buffers" type="RID[]" />
+ <description>
+ Creates a vertex array based on the specified buffers.
+ </description>
+ </method>
<method name="vertex_buffer_create">
<return type="RID" />
<param index="0" name="size_bytes" type="int" />
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 1c02d58299..13e5470a56 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3024,6 +3024,14 @@
<description>
</description>
</method>
+ <method name="texture_get_rd_texture" qualifiers="const">
+ <return type="RID" />
+ <param index="0" name="texture" type="RID" />
+ <param index="1" name="srgb" type="bool" default="false" />
+ <description>
+ Returns a texture [RID] that can be used with [RenderingDevice].
+ </description>
+ </method>
<method name="texture_proxy_create">
<return type="RID" />
<param index="0" name="base" type="RID" />
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 9eedc3a24c..6e3535f14a 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -87,6 +87,7 @@
<param index="0" name="torque" type="float" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -95,6 +96,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 3ee3f25df1..8380d56de3 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -87,6 +87,7 @@
<param index="0" name="torque" type="Vector3" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -95,6 +96,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
diff --git a/doc/classes/ScrollBar.xml b/doc/classes/ScrollBar.xml
index d0dd69408e..247e892c24 100644
--- a/doc/classes/ScrollBar.xml
+++ b/doc/classes/ScrollBar.xml
@@ -12,6 +12,7 @@
<member name="custom_step" type="float" setter="set_custom_step" getter="get_custom_step" default="-1.0">
Overrides the step used when clicking increment and decrement buttons or when using arrow keys when the [ScrollBar] is focused.
</member>
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="0.0" />
</members>
<signals>
<signal name="scrolling">
diff --git a/doc/classes/Slider.xml b/doc/classes/Slider.xml
index c3dbd69e59..cecca0a5fb 100644
--- a/doc/classes/Slider.xml
+++ b/doc/classes/Slider.xml
@@ -13,9 +13,11 @@
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true">
If [code]true[/code], the slider can be interacted with. If [code]false[/code], the value can be changed only by code.
</member>
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
<member name="scrollable" type="bool" setter="set_scrollable" getter="is_scrollable" default="true">
If [code]true[/code], the value can be changed using the mouse wheel.
</member>
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="tick_count" type="int" setter="set_ticks" getter="get_ticks" default="0">
Number of ticks displayed on the slider, including border ticks. Ticks are uniformly-distributed value markers.
</member>
diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml
index 93799b58f0..e214867890 100644
--- a/doc/classes/SpinBox.xml
+++ b/doc/classes/SpinBox.xml
@@ -59,6 +59,8 @@
<member name="select_all_on_focus" type="bool" setter="set_select_all_on_focus" getter="is_select_all_on_focus" default="false">
If [code]true[/code], the [SpinBox] will select the whole text when the [LineEdit] gains focus. Clicking the up and down arrows won't trigger this behavior.
</member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default="&quot;&quot;">
Adds the specified [code]suffix[/code] string after the numerical value of the [SpinBox].
</member>
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index e336ad295a..999913b1ac 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -634,11 +634,11 @@
</method>
<method name="rsplit" qualifiers="const">
<return type="PackedStringArray" />
- <param index="0" name="delimiter" type="String" />
+ <param index="0" name="delimiter" type="String" default="&quot;&quot;" />
<param index="1" name="allow_empty" type="bool" default="true" />
<param index="2" name="maxsplit" type="int" default="0" />
<description>
- Splits the string by a [param delimiter] string and returns an array of the substrings, starting from right.
+ Splits the string by a [param delimiter] string and returns an array of the substrings, starting from right. If [param delimiter] is an empty string, each substring will be a single character.
The splits in the returned array are sorted in the same order as the original string, from left to right.
If [param allow_empty] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position.
If [param maxsplit] is specified, it defines the number of splits to do from the right up to [param maxsplit]. The default value of 0 means that all items are split, thus giving the same result as [method split].
@@ -710,11 +710,11 @@
</method>
<method name="split" qualifiers="const">
<return type="PackedStringArray" />
- <param index="0" name="delimiter" type="String" />
+ <param index="0" name="delimiter" type="String" default="&quot;&quot;" />
<param index="1" name="allow_empty" type="bool" default="true" />
<param index="2" name="maxsplit" type="int" default="0" />
<description>
- Splits the string by a [param delimiter] string and returns an array of the substrings. The [param delimiter] can be of any length.
+ Splits the string by a [param delimiter] string and returns an array of the substrings. The [param delimiter] can be of any length. If [param delimiter] is an empty string, each substring will be a single character.
If [param allow_empty] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position.
If [param maxsplit] is specified, it defines the number of splits to do from the left up to [param maxsplit]. The default value of [code]0[/code] means that all items are split.
If you need only one element from the array at a specific index, [method get_slice] is a more performant option.
diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml
index 8656cde4a0..ff6d4d8821 100644
--- a/doc/classes/StyleBox.xml
+++ b/doc/classes/StyleBox.xml
@@ -114,21 +114,21 @@
</method>
</methods>
<members>
- <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom.
If this value is negative, it is ignored and a child-specific margin is used instead. For example for [StyleBoxFlat] the border thickness (if any) is used instead.
It is up to the code using this style box to decide what these contents are: for example, a [Button] respects this content margin for the textual contents of the button.
[method get_margin] should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above.
</member>
- <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The left margin for the contents of this style box. Increasing this value reduces the space available to the contents from the left.
Refer to [member content_margin_bottom] for extra considerations.
</member>
- <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The right margin for the contents of this style box. Increasing this value reduces the space available to the contents from the right.
Refer to [member content_margin_bottom] for extra considerations.
</member>
- <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The top margin for the contents of this style box. Increasing this value reduces the space available to the contents from the top.
Refer to [member content_margin_bottom] for extra considerations.
</member>
diff --git a/doc/classes/SystemFont.xml b/doc/classes/SystemFont.xml
index c235843f3b..b47d6ded7d 100644
--- a/doc/classes/SystemFont.xml
+++ b/doc/classes/SystemFont.xml
@@ -41,7 +41,7 @@
Font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead.
</member>
<member name="subpixel_positioning" type="int" setter="set_subpixel_positioning" getter="get_subpixel_positioning" enum="TextServer.SubpixelPositioning" default="1">
- Font glyph sub-pixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
+ Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
</member>
</members>
</class>
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 3682908124..f4d92ab9b6 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -380,7 +380,7 @@
<return type="int" enum="TextServer.SubpixelPositioning" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns font sub-pixel glyph positioning mode.
+ Returns font subpixel glyph positioning mode.
</description>
</method>
<method name="font_get_supported_chars" qualifiers="const">
@@ -804,7 +804,7 @@
<param index="0" name="font_rid" type="RID" />
<param index="1" name="subpixel_positioning" type="int" enum="TextServer.SubpixelPositioning" />
<description>
- Sets font sub-pixel glyph positioning mode.
+ Sets font subpixel glyph positioning mode.
</description>
</method>
<method name="font_set_texture_image">
@@ -1547,23 +1547,23 @@
</constant>
<constant name="FONT_ANTIALIASING_LCD" value="2" enum="FontAntialiasing">
Font glyphs are rasterized for LCD screens.
- LCD sub-pixel layout is determined by the value of [code]gui/theme/lcd_subpixel_layout[/code] project settings.
- LCD sub-pixel anti-aliasing mode is suitable only for rendering horizontal, unscaled text in 2D.
+ LCD subpixel layout is determined by the value of [code]gui/theme/lcd_subpixel_layout[/code] project settings.
+ LCD subpixel anti-aliasing mode is suitable only for rendering horizontal, unscaled text in 2D.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_NONE" value="0" enum="FontLCDSubpixelLayout">
- Unknown or unsupported sub-pixel layout, LCD sub-pixel anti-aliasing is disabled.
+ Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_HRGB" value="1" enum="FontLCDSubpixelLayout">
- Horizontal RGB sub-pixel layout.
+ Horizontal RGB subpixel layout.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_HBGR" value="2" enum="FontLCDSubpixelLayout">
- Horizontal BGR sub-pixel layout.
+ Horizontal BGR subpixel layout.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_VRGB" value="3" enum="FontLCDSubpixelLayout">
- Vertical RGB sub-pixel layout.
+ Vertical RGB subpixel layout.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_VBGR" value="4" enum="FontLCDSubpixelLayout">
- Vertical BGR sub-pixel layout.
+ Vertical BGR subpixel layout.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_MAX" value="5" enum="FontLCDSubpixelLayout">
</constant>
diff --git a/doc/classes/Texture.xml b/doc/classes/Texture.xml
index df6e0433dc..86c9026fd1 100644
--- a/doc/classes/Texture.xml
+++ b/doc/classes/Texture.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Texture" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for all texture types.
</brief_description>
<description>
+ [Texture] is the base class for all texture types. Common texture types are [Texture2D] and [ImageTexture]. See also [Image].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml
index 3dd8c339b2..aac197090a 100644
--- a/doc/classes/Texture2D.xml
+++ b/doc/classes/Texture2D.xml
@@ -19,6 +19,8 @@
<param index="2" name="modulate" type="Color" />
<param index="3" name="transpose" type="bool" />
<description>
+ Called when the entire [Texture2D] is requested to be drawn over a [CanvasItem], with the top-left offset specified in [param pos]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_draw_rect" qualifiers="virtual const">
@@ -29,6 +31,8 @@
<param index="3" name="modulate" type="Color" />
<param index="4" name="transpose" type="bool" />
<description>
+ Called when the [Texture2D] is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_draw_rect_region" qualifiers="virtual const">
@@ -40,21 +44,26 @@
<param index="4" name="transpose" type="bool" />
<param index="5" name="clip_uv" type="bool" />
<description>
+ Called when a part of the [Texture2D] specified by [param src_rect]'s coordinates is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture2D]'s height is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture2D]'s width is queried.
</description>
</method>
<method name="_has_alpha" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of an alpha channel in the [Texture2D] is queried.
</description>
</method>
<method name="_is_pixel_opaque" qualifiers="virtual const">
@@ -62,6 +71,7 @@
<param index="0" name="x" type="int" />
<param index="1" name="y" type="int" />
<description>
+ Called when a pixel's opaque state in the [Texture2D] is queried at the specified [code](x, y)[/code] position.
</description>
</method>
<method name="draw" qualifiers="const">
@@ -100,7 +110,7 @@
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
- Returns the texture height.
+ Returns the texture height in pixels.
</description>
</method>
<method name="get_image" qualifiers="const">
@@ -113,13 +123,13 @@
<method name="get_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the texture size.
+ Returns the texture size in pixels.
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
- Returns the texture width.
+ Returns the texture width in pixels.
</description>
</method>
<method name="has_alpha" qualifiers="const">
diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml
index 113f37f974..ec00198db1 100644
--- a/doc/classes/Texture2DArray.xml
+++ b/doc/classes/Texture2DArray.xml
@@ -4,8 +4,9 @@
A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
</brief_description>
<description>
- A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending.
+ A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions.
A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml
index 4968f46fe8..1a66932d62 100644
--- a/doc/classes/Texture3D.xml
+++ b/doc/classes/Texture3D.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Texture3D" inherits="Texture" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for 3-dimensionnal textures.
</brief_description>
<description>
+ Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. [Texture3D] is the base class for all 3-dimensional texture types. See also [TextureLayered].
+ All images need to have the same width, height and number of mipmap levels.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
</description>
<tutorials>
</tutorials>
@@ -10,61 +14,73 @@
<method name="_get_data" qualifiers="virtual const">
<return type="Image[]" />
<description>
+ Called when the [Texture3D]'s data is queried.
</description>
</method>
<method name="_get_depth" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s depth is queried.
</description>
</method>
<method name="_get_format" qualifiers="virtual const">
<return type="int" enum="Image.Format" />
<description>
+ Called when the [Texture3D]'s format is queried.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s height is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s width is queried.
</description>
</method>
<method name="_has_mipmaps" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of mipmaps in the [Texture3D] is queried.
</description>
</method>
<method name="get_data" qualifiers="const">
<return type="Image[]" />
<description>
+ Returns the [Texture3D]'s data as an array of [Image]s. Each [Image] represents a [i]slice[/i] of the [Texture3D], with different slices mapping to different depth (Z axis) levels.
</description>
</method>
<method name="get_depth" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s depth in pixels. Depth is typically represented by the Z axis (a dimension not present in [Texture2D]).
</description>
</method>
<method name="get_format" qualifiers="const">
<return type="int" enum="Image.Format" />
<description>
+ Returns the current format being used by this texture. See [enum Image.Format] for details.
</description>
</method>
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s height in pixels. Width is typically represented by the Y axis.
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s width in pixels. Width is typically represented by the X axis.
</description>
</method>
<method name="has_mipmaps" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if the [Texture3D] has generated mipmaps.
</description>
</method>
</methods>
diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml
index 5e6afcbc5c..8f6dff7acf 100644
--- a/doc/classes/TextureLayered.xml
+++ b/doc/classes/TextureLayered.xml
@@ -4,12 +4,11 @@
Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format.
</brief_description>
<description>
- Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types.
+ Base class for [ImageTextureLayered]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
All images need to have the same width, height and number of mipmap levels.
- A [TextureLayered] can be loaded with [code]method ResourceFormatLoader.load[/code].
- To create such a texture file yourself, re-import your image files using the Godot Editor import presets.
- Internally, Godot maps these files to their respective counterparts in the target rendering driver (GLES3, Vulkan).
+ A [TextureLayered] can be loaded with [method ResourceLoader.load].
+ Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, GLES3).
</description>
<tutorials>
</tutorials>
@@ -17,37 +16,44 @@
<method name="_get_format" qualifiers="virtual const">
<return type="int" enum="Image.Format" />
<description>
+ Called when the [TextureLayered]'s format is queried.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the the [TextureLayered]'s height is queried.
</description>
</method>
<method name="_get_layer_data" qualifiers="virtual const">
<return type="Image" />
<param index="0" name="layer_index" type="int" />
<description>
+ Called when the data for a layer in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_layered_type" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the layers' type in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_layers" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the number of layers in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [TextureLayered]'s width queried.
</description>
</method>
<method name="_has_mipmaps" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of mipmaps in the [TextureLayered] is queried.
</description>
</method>
<method name="get_format" qualifiers="const">
@@ -59,7 +65,7 @@
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
- Returns the height of the texture. Height is typically represented by the Y-axis.
+ Returns the height of the texture in pixels. Height is typically represented by the Y axis.
</description>
</method>
<method name="get_layer_data" qualifiers="const">
@@ -72,6 +78,7 @@
<method name="get_layered_type" qualifiers="const">
<return type="int" enum="TextureLayered.LayeredType" />
<description>
+ Returns the [TextureLayered]'s type. The type determines how the data is accessed, with cubemaps having special types.
</description>
</method>
<method name="get_layers" qualifiers="const">
@@ -83,7 +90,7 @@
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
- Returns the width of the texture. Width is typically represented by the X-axis.
+ Returns the width of the texture in pixels. Width is typically represented by the X axis.
</description>
</method>
<method name="has_mipmaps" qualifiers="const">
@@ -95,10 +102,13 @@
</methods>
<constants>
<constant name="LAYERED_TYPE_2D_ARRAY" value="0" enum="LayeredType">
+ Texture is a generic [Texture2DArray].
</constant>
<constant name="LAYERED_TYPE_CUBEMAP" value="1" enum="LayeredType">
+ Texture is a [Cubemap], with each side in its own layer (6 in total).
</constant>
<constant name="LAYERED_TYPE_CUBEMAP_ARRAY" value="2" enum="LayeredType">
+ Texture is a [CubemapArray], with each cubemap being made of 6 layers.
</constant>
</constants>
</class>
diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml
index fcdb18e10d..54b77bf5eb 100644
--- a/doc/classes/TextureProgressBar.xml
+++ b/doc/classes/TextureProgressBar.xml
@@ -27,6 +27,7 @@
<member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode" default="0">
The fill direction. See [enum FillMode] for possible values.
</member>
+ <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="1" />
<member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch" default="false">
If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching.
</member>
@@ -40,6 +41,8 @@
<member name="radial_initial_angle" type="float" setter="set_radial_initial_angle" getter="get_radial_initial_angle" default="0.0">
Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]min_value[/code], the texture doesn't show up at all. When the [code]value[/code] increases, the texture fills and tends towards [member radial_fill_degrees].
</member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="stretch_margin_bottom" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.
</member>
diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml
index 314be9adf8..ae2f8d8dff 100644
--- a/doc/classes/Translation.xml
+++ b/doc/classes/Translation.xml
@@ -88,6 +88,12 @@
The number [param n] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language.
</description>
</method>
+ <method name="get_translated_message_list" qualifiers="const">
+ <return type="PackedStringArray" />
+ <description>
+ Returns all the messages (translated text).
+ </description>
+ </method>
</methods>
<members>
<member name="locale" type="String" setter="set_locale" getter="get_locale" default="&quot;en&quot;">
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index 532f6703b2..bf79821e2d 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -293,6 +293,14 @@
Sets language code of column title used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</description>
</method>
+ <method name="set_selected">
+ <return type="void" />
+ <param index="0" name="item" type="TreeItem" />
+ <param index="1" name="column" type="int" />
+ <description>
+ Selects the specified [TreeItem] and column.
+ </description>
+ </method>
</methods>
<members>
<member name="allow_reselect" type="bool" setter="set_allow_reselect" getter="get_allow_reselect" default="false">
diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml
index 94e8c25660..31811f817b 100644
--- a/doc/classes/VisualInstance3D.xml
+++ b/doc/classes/VisualInstance3D.xml
@@ -56,7 +56,7 @@
</method>
</methods>
<members>
- <member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask">
+ <member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask" default="1">
The render layer(s) this [VisualInstance3D] is drawn on.
This object will only be visible for [Camera3D]s whose cull mask includes the render object this [VisualInstance3D] is set to.
For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal.
diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml
index cc483dbd02..05d5eb6673 100644
--- a/doc/classes/XRInterface.xml
+++ b/doc/classes/XRInterface.xml
@@ -35,6 +35,16 @@
Returns an array of vectors that denotes the physical play area mapped to the virtual space around the [XROrigin3D] point. The points form a convex polygon that can be used to react to or visualize the play area. This returns an empty array if this feature is not supported or if the information is not yet available.
</description>
</method>
+ <method name="get_projection_for_view">
+ <return type="Projection" />
+ <param index="0" name="view" type="int" />
+ <param index="1" name="aspect" type="float" />
+ <param index="2" name="near" type="float" />
+ <param index="3" name="far" type="float" />
+ <description>
+ Returns the projection matrix for a view/eye.
+ </description>
+ </method>
<method name="get_render_target_size">
<return type="Vector2" />
<description>
@@ -47,6 +57,16 @@
If supported, returns the status of our tracking. This will allow you to provide feedback to the user whether there are issues with positional tracking.
</description>
</method>
+ <method name="get_transform_for_view">
+ <return type="Transform3D" />
+ <param index="0" name="view" type="int" />
+ <param index="1" name="cam_transform" type="Transform3D" />
+ <description>
+ Returns the transform for a view/eye.
+ [param view] is the view/eye index.
+ [param cam_transform] is the transform that maps device coordinates to scene coordinates, typically the global_transform of the current XROrigin3D.
+ </description>
+ </method>
<method name="get_view_count">
<return type="int" />
<description>