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-rw-r--r--doc/classes/AnimatedSprite2D.xml1
-rw-r--r--doc/classes/Color.xml20
-rw-r--r--doc/classes/FileDialog.xml1
-rw-r--r--doc/classes/Node.xml1
-rw-r--r--doc/classes/ProjectSettings.xml3
-rw-r--r--doc/classes/RigidBody2D.xml1
-rw-r--r--doc/classes/RigidBody3D.xml1
-rw-r--r--doc/classes/SpriteFrames.xml1
-rw-r--r--doc/classes/TextEdit.xml4
9 files changed, 24 insertions, 9 deletions
diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml
index 7a992d0c03..e23a4fe9f8 100644
--- a/doc/classes/AnimatedSprite2D.xml
+++ b/doc/classes/AnimatedSprite2D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
+ [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
</description>
<tutorials>
<link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index 240e70db9f..fcaba99eb7 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -18,13 +18,21 @@
<argument index="0" name="from" type="String">
</argument>
<description>
- Constructs a color from an HTML hexadecimal color string in ARGB or RGB format. See also [method @GDScript.ColorN].
+ Constructs a color from an HTML hexadecimal color string in RGB or RGBA format. See also [method @GDScript.ColorN].
[codeblock]
# Each of the following creates the same color RGBA(178, 217, 10, 255).
- var c1 = Color("#ffb2d90a") # ARGB format with "#".
- var c2 = Color("ffb2d90a") # ARGB format.
var c3 = Color("#b2d90a") # RGB format with "#".
var c4 = Color("b2d90a") # RGB format.
+ var c1 = Color("#b2d90aff") # RGBA format with "#".
+ var c2 = Color("b2d90aff") # RGBA format.
+ [/codeblock]
+ You can also use the "web color" short-hand form by only using 3 or 4 digits.
+ [codeblock]
+ # Each of the following creates the same color RGBA(17, 34, 51, 255).
+ var c3 = Color("#123") # RGB format with "#".
+ var c4 = Color("123") # RGB format.
+ var c1 = Color("#123f") # RGBA format with "#".
+ var c2 = Color("123f") # RGBA format.
[/codeblock]
</description>
</method>
@@ -243,11 +251,11 @@
<argument index="0" name="with_alpha" type="bool" default="true">
</argument>
<description>
- Returns the color's HTML hexadecimal color string in ARGB format (ex: [code]ff34f822[/code]).
- Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string.
+ Returns the color's HTML hexadecimal color string in RGBA format (ex: [code]ff34f822[/code]).
+ Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string (and uses RGB instead of RGBA format).
[codeblock]
var c = Color(1, 1, 1, 0.5)
- var s1 = c.to_html() # Returns "7fffffff"
+ var s1 = c.to_html() # Returns "ffffff7f"
var s2 = c.to_html(false) # Returns "ffffff"
[/codeblock]
</description>
diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml
index eaaccbd0dd..b4afee7610 100644
--- a/doc/classes/FileDialog.xml
+++ b/doc/classes/FileDialog.xml
@@ -57,6 +57,7 @@
<members>
<member name="access" type="int" setter="set_access" getter="get_access" enum="FileDialog.Access" default="0">
The file system access scope. See enum [code]Access[/code] constants.
+ [b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or sandboxed macOS apps, FileDialog cannot access the host file system. See [url=https://github.com/godotengine/godot-proposals/issues/1123]godot-proposals#1123[/url].
</member>
<member name="current_dir" type="String" setter="set_current_dir" getter="get_current_dir" default="&quot;res://&quot;">
The current working directory of the file dialog.
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index eeb8dc072c..b342fc0813 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -215,6 +215,7 @@
</argument>
<description>
Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node.
+ Negative indices access the children from the last one.
To access a child node via its name, use [method get_node].
</description>
</method>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index a28dc06937..e0e4a41444 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -205,7 +205,8 @@
Icon set in [code].icns[/code] format used on macOS to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon].
</member>
<member name="application/config/name" type="String" setter="" getter="" default="&quot;&quot;">
- The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files.
+ The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.
+ [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
</member>
<member name="application/config/project_settings_override" type="String" setter="" getter="" default="&quot;&quot;">
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code].
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 1fbcccdbb5..f3d43b193e 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -129,6 +129,7 @@
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
+ [b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code].
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported].
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 1f6f3ad371..e9ebf33aa7 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -156,6 +156,7 @@
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
+ [b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code].
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. See also [member contacts_reported].
diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml
index 6e1e1688f4..516ae25e92 100644
--- a/doc/classes/SpriteFrames.xml
+++ b/doc/classes/SpriteFrames.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Sprite frame library for [AnimatedSprite2D]. Contains frames and animation data for playback.
+ [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index d4abac15c0..ccc99dc8e3 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -404,10 +404,10 @@
If [code]true[/code], read-only mode is enabled. Existing text cannot be modified and new text cannot be added.
</member>
<member name="scroll_horizontal" type="int" setter="set_h_scroll" getter="get_h_scroll" default="0">
- The current horizontal scroll value.
+ If there is a horizontal scrollbar this determines the current horizontal scroll value in pixels.
</member>
<member name="scroll_vertical" type="float" setter="set_v_scroll" getter="get_v_scroll" default="0.0">
- The current vertical scroll value.
+ If there is a vertical scrollbar this determines the current vertical scroll value in line numbers, starting at 0 for the top line.
</member>
<member name="selecting_enabled" type="bool" setter="set_selecting_enabled" getter="is_selecting_enabled" default="true">
If [code]true[/code], text can be selected.