diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Control.xml | 2 | ||||
-rw-r--r-- | doc/classes/EditorFileDialog.xml | 10 | ||||
-rw-r--r-- | doc/classes/EditorSettings.xml | 18 | ||||
-rw-r--r-- | doc/classes/SpriteFrames.xml | 4 | ||||
-rw-r--r-- | doc/classes/VoxelGI.xml | 2 |
5 files changed, 27 insertions, 9 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 5693876194..f2ab6cb07e 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -801,7 +801,7 @@ Shows the given control at the mouse pointer. A good time to call this method is in [method _get_drag_data]. The control must not be in the scene tree. You should not free the control, and you should not keep a reference to the control beyond the duration of the drag. It will be deleted automatically after the drag has ended. [codeblocks] [gdscript] - export (Color, RGBA) var color = Color(1, 0, 0, 1) + @export var color = Color(1, 0, 0, 1) func _get_drag_data(position): # Use a control that is not in the tree diff --git a/doc/classes/EditorFileDialog.xml b/doc/classes/EditorFileDialog.xml index 29a8f470a1..7f8808acc7 100644 --- a/doc/classes/EditorFileDialog.xml +++ b/doc/classes/EditorFileDialog.xml @@ -25,6 +25,13 @@ Removes all filters except for "All Files (*)". </description> </method> + <method name="get_line_edit"> + <return type="LineEdit" /> + <description> + Returns the LineEdit for the selected file. + [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property. + </description> + </method> <method name="get_vbox"> <return type="VBoxContainer" /> <description> @@ -62,6 +69,9 @@ <member name="file_mode" type="int" setter="set_file_mode" getter="get_file_mode" enum="EditorFileDialog.FileMode" default="4"> The dialog's open or save mode, which affects the selection behavior. See [enum FileMode] </member> + <member name="filters" type="PackedStringArray" setter="set_filters" getter="get_filters" default="PackedStringArray()"> + The available file type filters. For example, this shows only [code].png[/code] and [code].gd[/code] files: [code]set_filters(PackedStringArray(["*.png ; PNG Images","*.gd ; GDScript Files"]))[/code]. Multiple file types can also be specified in a single filter. [code]"*.png, *.jpg, *.jpeg ; Supported Images"[/code] will show both PNG and JPEG files when selected. + </member> <member name="show_hidden_files" type="bool" setter="set_show_hidden_files" getter="is_showing_hidden_files" default="false"> If [code]true[/code], hidden files and directories will be visible in the [EditorFileDialog]. This property is synchronized with [member EditorSettings.filesystem/file_dialog/show_hidden_files]. </member> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 70ea69a336..86b84849f8 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -607,10 +607,6 @@ <member name="interface/theme/draw_extra_borders" type="bool" setter="" getter=""> If [code]true[/code], draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the [b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black background. </member> - <member name="interface/theme/enable_touchscreen_touch_area" type="bool" setter="" getter=""> - If [code]true[/code], increases the touch area for the UI elements to improve usability on touchscreen devices. - [b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices. - </member> <member name="interface/theme/icon_and_font_color" type="int" setter="" getter=""> The icon and font color scheme to use in the editor. - [b]Auto[/b] determines the color scheme to use automatically based on [member interface/theme/base_color]. @@ -627,6 +623,18 @@ <member name="interface/theme/relationship_line_opacity" type="float" setter="" getter=""> The opacity to use when drawing relationship lines in the editor's [Tree]-based GUIs (such as the Scene tree dock). </member> + <member name="interface/touchscreen/enable_long_press_as_right_click" type="bool" setter="" getter=""> + If [code]true[/code], long press on touchscreen is treated as right click. + [b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices. + </member> + <member name="interface/touchscreen/enable_pan_and_scale_gestures" type="bool" setter="" getter=""> + If [code]true[/code], enable two finger pan and scale gestures on touchscreen devices. + [b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices. + </member> + <member name="interface/touchscreen/increase_scrollbar_touch_area" type="bool" setter="" getter=""> + If [code]true[/code], increases the scrollbar touch area to improve usability on touchscreen devices. + [b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices. + </member> <member name="network/debug/remote_host" type="String" setter="" getter=""> The address to listen to when starting the remote debugger. This can be set to [code]0.0.0.0[/code] to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]). </member> @@ -757,7 +765,7 @@ </member> <member name="text_editor/behavior/indent/type" type="int" setter="" getter=""> The indentation style to use (tabs or spaces). - [b]Note:[/b] The [url=$DOCS_URL/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation. + [b]Note:[/b] The [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation. </member> <member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter=""> If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor. diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml index 195f3598d5..59a56e7ca6 100644 --- a/doc/classes/SpriteFrames.xml +++ b/doc/classes/SpriteFrames.xml @@ -73,9 +73,9 @@ <description> Returns a relative duration of the frame [param idx] in the [param anim] animation (defaults to [code]1.0[/code]). For example, a frame with a duration of [code]2.0[/code] is displayed twice as long as a frame with a duration of [code]1.0[/code]. You can calculate the absolute duration (in seconds) of a frame using the following formula: [codeblock] - absolute_duration = relative_duration / (animation_fps * abs(speed_scale)) + absolute_duration = relative_duration / (animation_fps * abs(playing_speed)) [/codeblock] - In this example, [code]speed_scale[/code] refers to either [member AnimatedSprite2D.speed_scale] or [member AnimatedSprite3D.speed_scale]. + In this example, [code]playing_speed[/code] refers to either [method AnimatedSprite2D.get_playing_speed] or [method AnimatedSprite3D.get_playing_speed]. </description> </method> <method name="get_frame_texture" qualifiers="const"> diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index cc78426736..e453fbd855 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -11,7 +11,7 @@ [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node. </description> <tutorials> - <link title="GI probes">$DOCS_URL/tutorials/3d/gi_probes.html</link> + <link title="VoxelGI">$DOCS_URL/tutorials/3d/using_voxel_gi.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> |