diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/FileAccess.xml | 9 | ||||
-rw-r--r-- | doc/classes/NavigationServer2D.xml | 13 | ||||
-rw-r--r-- | doc/classes/NavigationServer3D.xml | 13 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 4 | ||||
-rw-r--r-- | doc/classes/TextureRect.xml | 3 |
5 files changed, 38 insertions, 4 deletions
diff --git a/doc/classes/FileAccess.xml b/doc/classes/FileAccess.xml index eda06d57da..526f7c22e6 100644 --- a/doc/classes/FileAccess.xml +++ b/doc/classes/FileAccess.xml @@ -33,7 +33,7 @@ [/csharp] [/codeblocks] In the example above, the file will be saved in the user data folder as specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] documentation. - There is no method to close a file in order to free it from use. Instead, [FileAccess] will close when it's freed, which happens when it goes out of scope or when it gets assigned with [code]null[/code]. In C# the reference must be disposed after we are done using it, this can be done with the [code]using[/code] statement or calling the [code]Dispose[/code] method directly. + [FileAccess] will close when it's freed, which happens when it goes out of scope or when it gets assigned with [code]null[/code]. In C# the reference must be disposed after we are done using it, this can be done with the [code]using[/code] statement or calling the [code]Dispose[/code] method directly. [codeblocks] [gdscript] var file = FileAccess.open("res://something") # File is opened and locked for use. @@ -52,6 +52,13 @@ <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> + <method name="close"> + <return type="void" /> + <description> + Closes the currently opened file and prevents subsequent read/write operations. Use flush to persist the data to disk without closing the file. + [b]Note:[/b] [FileAccess] will automatically close when it's freed, which happens when it goes out of scope or when it gets assigned with [code]null[/code]. In C# the reference must be disposed after we are done using it, this can be done with the [code]using[/code] statement or calling the [code]Dispose[/code] method directly. + </description> + </method> <method name="eof_reached" qualifiers="const"> <return type="bool" /> <description> diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml index e7a2b99172..103de8eddb 100644 --- a/doc/classes/NavigationServer2D.xml +++ b/doc/classes/NavigationServer2D.xml @@ -126,6 +126,12 @@ Destroys the given RID. </description> </method> + <method name="get_debug_enabled" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] when the NavigationServer has debug enabled. + </description> + </method> <method name="get_maps" qualifiers="const"> <return type="RID[]" /> <description> @@ -520,6 +526,13 @@ Sets the [param travel_cost] for this [param region]. </description> </method> + <method name="set_debug_enabled"> + <return type="void" /> + <param index="0" name="enabled" type="bool" /> + <description> + If [code]true[/code] enables debug mode on the NavigationServer. + </description> + </method> </methods> <signals> <signal name="map_changed"> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index 1feb363999..0d8cb78ff9 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -126,6 +126,12 @@ Destroys the given RID. </description> </method> + <method name="get_debug_enabled" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] when the NavigationServer has debug enabled. + </description> + </method> <method name="get_maps" qualifiers="const"> <return type="RID[]" /> <description> @@ -575,6 +581,13 @@ Control activation of this server. </description> </method> + <method name="set_debug_enabled"> + <return type="void" /> + <param index="0" name="enabled" type="bool" /> + <description> + If [code]true[/code] enables debug mode on the NavigationServer. + </description> + </method> </methods> <signals> <signal name="map_changed"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index dcc4248682..3177780a26 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2334,11 +2334,11 @@ <member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. </member> - <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false"> + <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter=""> If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normalmaps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size). [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). </member> - <member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="" default="true"> + <member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter=""> If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles. [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). </member> diff --git a/doc/classes/TextureRect.xml b/doc/classes/TextureRect.xml index 460ffbbb80..3500a0ddf5 100644 --- a/doc/classes/TextureRect.xml +++ b/doc/classes/TextureRect.xml @@ -10,8 +10,9 @@ <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <members> - <member name="expand_mode" type="int" setter="set_expand_mode" getter="get_expand_mode" enum="TextureRect.ExpandMode" default="0"> + <member name="expand_mode" type="int" setter="set_expand_mode" getter="get_expand_mode" enum="TextureRect.ExpandMode" default="0" is_experimental="true"> Defines how minimum size is determined based on the texture's size. See [enum ExpandMode] for options. + [b]Note:[/b] Using [constant EXPAND_FIT_WIDTH], [constant EXPAND_FIT_WIDTH_PROPORTIONAL], [constant EXPAND_FIT_HEIGHT] or [constant EXPAND_FIT_HEIGHT_PROPORTIONAL] may result in unstable behavior in some containers. This functionality is being re-evaluated and will change in the future. </member> <member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false"> If [code]true[/code], texture is flipped horizontally. |