diff options
Diffstat (limited to 'doc/classes')
28 files changed, 700 insertions, 85 deletions
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index a92b237624..f40f11944d 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -391,13 +391,13 @@ </description> </method> <method name="track_insert_key"> - <return type="void" /> + <return type="int" /> <argument index="0" name="track_idx" type="int" /> <argument index="1" name="time" type="float" /> <argument index="2" name="key" type="Variant" /> <argument index="3" name="transition" type="float" default="1" /> <description> - Insert a generic key in a given track. + Inserts a generic key in a given track. Returns the key index. </description> </method> <method name="track_is_compressed" qualifiers="const"> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index b24c439432..d3c8bdac3a 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -1,11 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AnimationPlayer" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Container and player of [Animation] resources. + Player of [Animation] resources. </brief_description> <description> - An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels. - [AnimationPlayer] is more suited than [Tween] for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween] node, but it requires doing everything by code. + An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of [AnimationLibrary] resources and custom blend times between animation transitions. + Some methods and properties use a single key to refence an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation whithin the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library. + [AnimationPlayer] is more suited than [Tween] for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween], but it requires doing everything by code. Updating the target properties of animations occurs at process time. </description> <tutorials> @@ -19,6 +20,7 @@ <argument index="0" name="name" type="StringName" /> <argument index="1" name="library" type="AnimationLibrary" /> <description> + Adds [code]library[/code] to the animation player, under the key [code]name[/code]. </description> </method> <method name="advance"> @@ -32,7 +34,7 @@ <return type="StringName" /> <argument index="0" name="anim_from" type="StringName" /> <description> - Returns the name of the next animation in the queue. + Returns the key of the animation which is queued to play after the [code]anim_from[/code] animation. </description> </method> <method name="animation_set_next"> @@ -59,13 +61,14 @@ <return type="StringName" /> <argument index="0" name="animation" type="Animation" /> <description> - Returns the name of [code]animation[/code] or an empty string if not found. + Returns the key of [code]animation[/code] or an empty [StringName] if not found. </description> </method> <method name="find_animation_library" qualifiers="const"> <return type="StringName" /> <argument index="0" name="animation" type="Animation" /> <description> + Returns the key for the [AnimationLibrary] that contains [code]animation[/code] or an empty [StringName] if not found. </description> </method> <method name="get_animation" qualifiers="const"> @@ -79,17 +82,19 @@ <return type="AnimationLibrary" /> <argument index="0" name="name" type="StringName" /> <description> + Returns the first [AnimationLibrary] with key [code]name[/code] or [code]null[/code] if not found. </description> </method> <method name="get_animation_library_list" qualifiers="const"> <return type="StringName[]" /> <description> + Returns the list of stored library keys. </description> </method> <method name="get_animation_list" qualifiers="const"> <return type="PackedStringArray" /> <description> - Returns the list of stored animation names. + Returns the list of stored animation keys. </description> </method> <method name="get_blend_time" qualifiers="const"> @@ -97,7 +102,7 @@ <argument index="0" name="anim_from" type="StringName" /> <argument index="1" name="anim_to" type="StringName" /> <description> - Gets the blend time (in seconds) between two animations, referenced by their names. + Gets the blend time (in seconds) between two animations, referenced by their keys. </description> </method> <method name="get_playing_speed" qualifiers="const"> @@ -109,7 +114,7 @@ <method name="get_queue"> <return type="PackedStringArray" /> <description> - Returns a list of the animation names that are currently queued to play. + Returns a list of the animation keys that are currently queued to play. </description> </method> <method name="has_animation" qualifiers="const"> @@ -123,6 +128,7 @@ <return type="bool" /> <argument index="0" name="name" type="StringName" /> <description> + Returns [code]true[/code] if the [AnimationPlayer] stores an [AnimationLibrary] with key [code]name[/code]. </description> </method> <method name="is_playing" qualifiers="const"> @@ -164,6 +170,7 @@ <return type="void" /> <argument index="0" name="name" type="StringName" /> <description> + Removes the [AnimationLibrary] assosiated with the key [code]name[/code]. </description> </method> <method name="rename_animation_library"> @@ -171,6 +178,7 @@ <argument index="0" name="name" type="StringName" /> <argument index="1" name="newname" type="StringName" /> <description> + Moves the [AnimationLibrary] associated with the key [code]name[/code] to the key [code]newname[/code]. </description> </method> <method name="seek"> @@ -188,7 +196,7 @@ <argument index="1" name="anim_to" type="StringName" /> <argument index="2" name="sec" type="float" /> <description> - Specifies a blend time (in seconds) between two animations, referenced by their names. + Specifies a blend time (in seconds) between two animations, referenced by their keys. </description> </method> <method name="stop"> @@ -202,17 +210,17 @@ </methods> <members> <member name="assigned_animation" type="String" setter="set_assigned_animation" getter="get_assigned_animation"> - If playing, the current animation; otherwise, the animation last played. When set, would change the animation, but would not play it unless currently playing. See also [member current_animation]. + If playing, the the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also [member current_animation]. </member> <member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay" default=""""> - The name of the animation to play when the scene loads. + The key of the animation to play when the scene loads. </member> <member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default=""""> - The name of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations. + The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations. [b]Note:[/b] while this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation]. </member> <member name="current_animation_length" type="float" setter="" getter="get_current_animation_length"> - The length (in seconds) of the currently being played animation. + The length (in seconds) of the currently playing animation. </member> <member name="current_animation_position" type="float" setter="" getter="get_current_animation_position"> The position (in seconds) of the currently playing animation. @@ -237,8 +245,8 @@ The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed. </member> <member name="reset_on_save" type="bool" setter="set_reset_on_save_enabled" getter="is_reset_on_save_enabled" default="true"> - This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time 0), then reverted after saving. - In other words, the saved scene file will contain the "default pose", as defined by the reset animation, if any, with the editor keeping the values that the nodes had before saving. + This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation (the animation with the key [code]"RESET"[/code]) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving. + This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation. </member> <member name="root_node" type="NodePath" setter="set_root" getter="get_root" default="NodePath("..")"> The node from which node path references will travel. @@ -249,8 +257,8 @@ <argument index="0" name="old_name" type="StringName" /> <argument index="1" name="new_name" type="StringName" /> <description> - Emitted when a queued animation plays after the previous animation was finished. See [method queue]. - [b]Note:[/b] The signal is not emitted when the animation is changed via [method play] or from [AnimationTree]. + Emitted when a queued animation plays after the previous animation finished. See [method queue]. + [b]Note:[/b] The signal is not emitted when the animation is changed via [method play] or by an [AnimationTree]. </description> </signal> <signal name="animation_finished"> diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 0f2dd6587a..f5c799d4de 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -67,7 +67,7 @@ <description> Creates a new surface. Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. - The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. </description> </method> <method name="clear_blend_shapes"> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index b3cea7217e..16359108a4 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -241,7 +241,7 @@ A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between [code]0[/code] and [code]1[/code] should only be used for blending between metal and non-metal sections. To alter the amount of reflection use [member roughness]. </member> <member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5"> - Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources. + Adjusts the strength of specular reflections. Specular reflections are composed of scene reflections and the specular lobe which is the bright spot that is reflected from light sources. When set to [code]0.0[/code], no specular reflections will be visible. This differs from the [constant SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only applies to the specular lobe from the light source. [b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness]. </member> <member name="metallic_texture" type="Texture2D" setter="set_texture" getter="get_texture"> diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 6c5cd62fe1..795bd7a429 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -159,10 +159,10 @@ Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. </member> <member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295"> - Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity. + Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all floor bodies are detected and propagate their velocity. </member> <member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0"> - Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored. + Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all wall bodies are ignored. </member> <member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true"> If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically. diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index 5d025985cc..95d99855f6 100644 --- a/doc/classes/CollisionObject2D.xml +++ b/doc/classes/CollisionObject2D.xml @@ -16,7 +16,8 @@ <argument index="1" name="event" type="InputEvent" /> <argument index="2" name="shape_idx" type="int" /> <description> - Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be [code]true[/code]. [code]shape_idx[/code] is the child index of the clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up these events. + Accepts unhandled [InputEvent]s. [code]shape_idx[/code] is the child index of the clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up these events. + [b]Note:[/b] [method _input_event] requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. </description> </method> <method name="create_shape_owner"> @@ -218,17 +219,19 @@ <argument index="1" name="event" type="InputEvent" /> <argument index="2" name="shape_idx" type="int" /> <description> - Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. See [method _input_event] for details. + Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. See [method _input_event] for details. </description> </signal> <signal name="mouse_entered"> <description> Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. </description> </signal> <signal name="mouse_exited"> <description> Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. </description> </signal> <signal name="mouse_shape_entered"> diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index 2aac5528f4..7284a7e341 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -18,6 +18,7 @@ <argument index="4" name="shape_idx" type="int" /> <description> Receives unhandled [InputEvent]s. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point. Connect to the [signal input_event] signal to easily pick up these events. + [b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. </description> </method> <method name="create_shape_owner"> @@ -199,12 +200,14 @@ </signal> <signal name="mouse_entered"> <description> - Emitted when the mouse pointer enters any of this object's shapes. + Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. </description> </signal> <signal name="mouse_exited"> <description> - Emitted when the mouse pointer exits all this object's shapes. + Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. </description> </signal> </signals> diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index b86104a5e3..3322ab4c66 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -58,7 +58,7 @@ </methods> <members> <member name="albedo_mix" type="float" setter="set_albedo_mix" getter="get_albedo_mix" default="1.0"> - Blends the albedo [Color] of the decal with albedo [Color] of the underlying mesh. + Blends the albedo [Color] of the decal with albedo [Color] of the underlying mesh. This can be set to [code]0.0[/code] to create a decal that only affects normal or ORM. In this case, an albedo texture is still required as its alpha channel will determine where the normal and ORM will be overridden. See also [member modulate]. </member> <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="1048575"> Specifies which [member VisualInstance3D.layers] this decal will project on. By default, Decals affect all layers. This is used so you can specify which types of objects receive the Decal and which do not. This is especially useful so you can ensure that dynamic objects don't accidentally receive a Decal intended for the terrain under them. @@ -70,22 +70,23 @@ If [code]true[/code], decals will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. The Decal will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active Decals in a scene and thus improve performance. </member> <member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0"> - The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end. + The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end. Higher values result in a smoother fade-out transition, which is more suited when the camera moves fast. </member> <member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0"> - Energy multiplier for the emission texture. This will make the decal emit light at a higher intensity. + Energy multiplier for the emission texture. This will make the decal emit light at a higher or lower intensity, independently of the albedo color. See also [member modulate]. </member> <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)"> Sets the size of the [AABB] used by the decal. The AABB goes from [code]-extents[/code] to [code]extents[/code]. </member> <member name="lower_fade" type="float" setter="set_lower_fade" getter="get_lower_fade" default="0.3"> - Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). + Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). See also [member upper_fade]. </member> <member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)"> - Changes the [Color] of the Decal by multiplying it with this value. + Changes the [Color] of the Decal by multiplying the albedo and emission colors with this value. The alpha component is only taken into account when multiplying the albedo color, not the emission color. See also [member emission_energy] and [member albedo_mix] to change the emission and albedo intensity independently of each other. </member> <member name="normal_fade" type="float" setter="set_normal_fade" getter="get_normal_fade" default="0.0"> Fades the Decal if the angle between the Decal's [AABB] and the target surface becomes too large. A value of [code]0[/code] projects the Decal regardless of angle, a value of [code]1[/code] limits the Decal to surfaces that are nearly perpendicular. + [b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/code] has a small performance cost due to the added normal angle computations. </member> <member name="texture_albedo" type="Texture2D" setter="set_texture" getter="get_texture"> [Texture2D] with the base [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object. @@ -98,13 +99,15 @@ <member name="texture_normal" type="Texture2D" setter="set_texture" getter="get_texture"> [Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals. [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter]. + [b]Note:[/b] Setting this texture alone will not result in a visible decal, as [member texture_albedo] must also be set. To create a normal-only decal, load an albedo texture into [member texture_albedo] and set [member albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be used to determine where the underlying surface's normal map should be overridden (and its intensity). </member> <member name="texture_orm" type="Texture2D" setter="set_texture" getter="get_texture"> [Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals. [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter]. + [b]Note:[/b] Setting this texture alone will not result in a visible decal, as [member texture_albedo] must also be set. To create a ORM-only decal, load an albedo texture into [member texture_albedo] and set [member albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be used to determine where the underlying surface's ORM map should be overridden (and its intensity). </member> <member name="upper_fade" type="float" setter="set_upper_fade" getter="get_upper_fade" default="0.3"> - Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). + Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). See also [member lower_fade]. </member> </members> <constants> diff --git a/doc/classes/EditorPaths.xml b/doc/classes/EditorPaths.xml index d44c08cb0f..2975ea6d75 100644 --- a/doc/classes/EditorPaths.xml +++ b/doc/classes/EditorPaths.xml @@ -48,6 +48,12 @@ [/codeblock] </description> </method> + <method name="get_project_settings_dir" qualifiers="const"> + <return type="String" /> + <description> + Returns the project-specific editor settings path. Projects all have a unique subdirectory inside the settings path where project-specific editor settings are saved. + </description> + </method> <method name="get_self_contained_file" qualifiers="const"> <return type="String" /> <description> diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml index 84f8523da3..586458bd28 100644 --- a/doc/classes/EditorProperty.xml +++ b/doc/classes/EditorProperty.xml @@ -101,6 +101,13 @@ Used by sub-inspectors. Emit it if what was selected was an Object ID. </description> </signal> + <signal name="property_can_revert_changed"> + <argument index="0" name="property" type="StringName" /> + <argument index="1" name="can_revert" type="bool" /> + <description> + Emitted when the revertability (i.e., whether it has a non-default value and thus is displayed with a revert icon) of a property has changed. + </description> + </signal> <signal name="property_changed"> <argument index="0" name="property" type="StringName" /> <argument index="1" name="value" type="Variant" /> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index ac2250ab6d..687c3d70ca 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -105,12 +105,6 @@ Returns project-specific metadata for the [code]section[/code] and [code]key[/code] specified. If the metadata doesn't exist, [code]default[/code] will be returned instead. See also [method set_project_metadata]. </description> </method> - <method name="get_project_settings_dir" qualifiers="const"> - <return type="String" /> - <description> - Returns the project-specific settings path. Projects all have a unique subdirectory inside the settings path where project-specific settings are saved. - </description> - </method> <method name="get_recent_dirs" qualifiers="const"> <return type="PackedStringArray" /> <description> @@ -200,6 +194,454 @@ </description> </method> </methods> + <members> + <member name="debugger/profiler_frame_history_size" type="int" setter="" getter=""> + </member> + <member name="docks/filesystem/always_show_folders" type="bool" setter="" getter=""> + </member> + <member name="docks/filesystem/textfile_extensions" type="String" setter="" getter=""> + </member> + <member name="docks/filesystem/thumbnail_size" type="int" setter="" getter=""> + </member> + <member name="docks/property_editor/auto_refresh_interval" type="float" setter="" getter=""> + </member> + <member name="docks/property_editor/subresource_hue_tint" type="float" setter="" getter=""> + </member> + <member name="docks/scene_tree/auto_expand_to_selected" type="bool" setter="" getter=""> + </member> + <member name="docks/scene_tree/start_create_dialog_fully_expanded" type="bool" setter="" getter=""> + </member> + <member name="editors/2d/bone_color1" type="Color" setter="" getter=""> + </member> + <member name="editors/2d/bone_color2" type="Color" setter="" getter=""> + </member> + <member name="editors/2d/bone_ik_color" type="Color" setter="" getter=""> + </member> + <member name="editors/2d/bone_outline_color" type="Color" setter="" getter=""> + </member> + <member name="editors/2d/bone_outline_size" type="int" setter="" getter=""> + </member> + <member name="editors/2d/bone_selected_color" type="Color" setter="" getter=""> + </member> + <member name="editors/2d/bone_width" type="int" setter="" getter=""> + </member> + <member name="editors/2d/constrain_editor_view" type="bool" setter="" getter=""> + </member> + <member name="editors/2d/grid_color" type="Color" setter="" getter=""> + </member> + <member name="editors/2d/guides_color" type="Color" setter="" getter=""> + </member> + <member name="editors/2d/smart_snapping_line_color" type="Color" setter="" getter=""> + </member> + <member name="editors/2d/viewport_border_color" type="Color" setter="" getter=""> + </member> + <member name="editors/3d/default_fov" type="float" setter="" getter=""> + </member> + <member name="editors/3d/default_z_far" type="float" setter="" getter=""> + </member> + <member name="editors/3d/default_z_near" type="float" setter="" getter=""> + </member> + <member name="editors/3d/freelook/freelook_activation_modifier" type="int" setter="" getter=""> + </member> + <member name="editors/3d/freelook/freelook_base_speed" type="float" setter="" getter=""> + </member> + <member name="editors/3d/freelook/freelook_inertia" type="float" setter="" getter=""> + </member> + <member name="editors/3d/freelook/freelook_navigation_scheme" type="int" setter="" getter=""> + </member> + <member name="editors/3d/freelook/freelook_sensitivity" type="float" setter="" getter=""> + </member> + <member name="editors/3d/freelook/freelook_speed_zoom_link" type="bool" setter="" getter=""> + </member> + <member name="editors/3d/grid_division_level_bias" type="float" setter="" getter=""> + </member> + <member name="editors/3d/grid_division_level_max" type="int" setter="" getter=""> + </member> + <member name="editors/3d/grid_division_level_min" type="int" setter="" getter=""> + </member> + <member name="editors/3d/grid_size" type="int" setter="" getter=""> + </member> + <member name="editors/3d/grid_xy_plane" type="bool" setter="" getter=""> + </member> + <member name="editors/3d/grid_xz_plane" type="bool" setter="" getter=""> + </member> + <member name="editors/3d/grid_yz_plane" type="bool" setter="" getter=""> + </member> + <member name="editors/3d/navigation/emulate_3_button_mouse" type="bool" setter="" getter=""> + </member> + <member name="editors/3d/navigation/emulate_numpad" type="bool" setter="" getter=""> + </member> + <member name="editors/3d/navigation/invert_x_axis" type="bool" setter="" getter=""> + </member> + <member name="editors/3d/navigation/invert_y_axis" type="bool" setter="" getter=""> + </member> + <member name="editors/3d/navigation/navigation_scheme" type="int" setter="" getter=""> + </member> + <member name="editors/3d/navigation/orbit_modifier" type="int" setter="" getter=""> + </member> + <member name="editors/3d/navigation/pan_modifier" type="int" setter="" getter=""> + </member> + <member name="editors/3d/navigation/warped_mouse_panning" type="bool" setter="" getter=""> + </member> + <member name="editors/3d/navigation/zoom_modifier" type="int" setter="" getter=""> + </member> + <member name="editors/3d/navigation/zoom_style" type="int" setter="" getter=""> + </member> + <member name="editors/3d/navigation_feel/orbit_inertia" type="float" setter="" getter=""> + </member> + <member name="editors/3d/navigation_feel/orbit_sensitivity" type="float" setter="" getter=""> + </member> + <member name="editors/3d/navigation_feel/translation_inertia" type="float" setter="" getter=""> + </member> + <member name="editors/3d/navigation_feel/zoom_inertia" type="float" setter="" getter=""> + </member> + <member name="editors/3d/primary_grid_color" type="Color" setter="" getter=""> + </member> + <member name="editors/3d/primary_grid_steps" type="int" setter="" getter=""> + </member> + <member name="editors/3d/secondary_grid_color" type="Color" setter="" getter=""> + </member> + <member name="editors/3d/selection_box_color" type="Color" setter="" getter=""> + </member> + <member name="editors/3d_gizmos/gizmo_colors/instantiated" type="Color" setter="" getter=""> + </member> + <member name="editors/3d_gizmos/gizmo_colors/joint" type="Color" setter="" getter=""> + </member> + <member name="editors/3d_gizmos/gizmo_colors/shape" type="Color" setter="" getter=""> + </member> + <member name="editors/animation/autorename_animation_tracks" type="bool" setter="" getter=""> + </member> + <member name="editors/animation/confirm_insert_track" type="bool" setter="" getter=""> + </member> + <member name="editors/animation/default_create_bezier_tracks" type="bool" setter="" getter=""> + </member> + <member name="editors/animation/default_create_reset_tracks" type="bool" setter="" getter=""> + </member> + <member name="editors/animation/onion_layers_future_color" type="Color" setter="" getter=""> + </member> + <member name="editors/animation/onion_layers_past_color" type="Color" setter="" getter=""> + </member> + <member name="editors/grid_map/pick_distance" type="float" setter="" getter=""> + </member> + <member name="editors/panning/2d_editor_pan_speed" type="int" setter="" getter=""> + </member> + <member name="editors/panning/2d_editor_panning_scheme" type="int" setter="" getter=""> + </member> + <member name="editors/panning/animation_editors_panning_scheme" type="int" setter="" getter=""> + </member> + <member name="editors/panning/simple_panning" type="bool" setter="" getter=""> + </member> + <member name="editors/panning/sub_editors_panning_scheme" type="int" setter="" getter=""> + </member> + <member name="editors/panning/warped_mouse_panning" type="bool" setter="" getter=""> + </member> + <member name="editors/polygon_editor/point_grab_radius" type="int" setter="" getter=""> + </member> + <member name="editors/polygon_editor/show_previous_outline" type="bool" setter="" getter=""> + </member> + <member name="editors/tiles_editor/display_grid" type="bool" setter="" getter=""> + </member> + <member name="editors/tiles_editor/grid_color" type="Color" setter="" getter=""> + </member> + <member name="editors/visual_editors/lines_curvature" type="float" setter="" getter=""> + </member> + <member name="editors/visual_editors/minimap_opacity" type="float" setter="" getter=""> + </member> + <member name="editors/visual_editors/visualshader/port_preview_size" type="int" setter="" getter=""> + </member> + <member name="filesystem/directories/autoscan_project_path" type="String" setter="" getter=""> + </member> + <member name="filesystem/directories/default_project_path" type="String" setter="" getter=""> + </member> + <member name="filesystem/file_dialog/display_mode" type="int" setter="" getter=""> + </member> + <member name="filesystem/file_dialog/show_hidden_files" type="bool" setter="" getter=""> + </member> + <member name="filesystem/file_dialog/thumbnail_size" type="int" setter="" getter=""> + </member> + <member name="filesystem/on_save/compress_binary_resources" type="bool" setter="" getter=""> + </member> + <member name="filesystem/on_save/safe_save_on_backup_then_rename" type="bool" setter="" getter=""> + </member> + <member name="interface/editor/automatically_open_screenshots" type="bool" setter="" getter=""> + </member> + <member name="interface/editor/code_font" type="String" setter="" getter=""> + </member> + <member name="interface/editor/code_font_contextual_ligatures" type="int" setter="" getter=""> + </member> + <member name="interface/editor/code_font_custom_opentype_features" type="String" setter="" getter=""> + </member> + <member name="interface/editor/code_font_custom_variations" type="String" setter="" getter=""> + </member> + <member name="interface/editor/code_font_size" type="int" setter="" getter=""> + </member> + <member name="interface/editor/custom_display_scale" type="float" setter="" getter=""> + </member> + <member name="interface/editor/debug/enable_pseudolocalization" type="bool" setter="" getter=""> + </member> + <member name="interface/editor/display_scale" type="int" setter="" getter=""> + </member> + <member name="interface/editor/editor_language" type="String" setter="" getter=""> + </member> + <member name="interface/editor/font_antialiased" type="bool" setter="" getter=""> + </member> + <member name="interface/editor/font_hinting" type="int" setter="" getter=""> + </member> + <member name="interface/editor/font_subpixel_positioning" type="int" setter="" getter=""> + </member> + <member name="interface/editor/low_processor_mode_sleep_usec" type="float" setter="" getter=""> + </member> + <member name="interface/editor/main_font" type="String" setter="" getter=""> + </member> + <member name="interface/editor/main_font_bold" type="String" setter="" getter=""> + </member> + <member name="interface/editor/main_font_size" type="int" setter="" getter=""> + </member> + <member name="interface/editor/mouse_extra_buttons_navigate_history" type="bool" setter="" getter=""> + </member> + <member name="interface/editor/save_each_scene_on_quit" type="bool" setter="" getter=""> + </member> + <member name="interface/editor/separate_distraction_mode" type="bool" setter="" getter=""> + </member> + <member name="interface/editor/show_internal_errors_in_toast_notifications" type="int" setter="" getter=""> + </member> + <member name="interface/editor/single_window_mode" type="bool" setter="" getter=""> + </member> + <member name="interface/editor/unfocused_low_processor_mode_sleep_usec" type="float" setter="" getter=""> + </member> + <member name="interface/inspector/max_array_dictionary_items_per_page" type="int" setter="" getter=""> + </member> + <member name="interface/inspector/show_low_level_opentype_features" type="bool" setter="" getter=""> + </member> + <member name="interface/scene_tabs/display_close_button" type="int" setter="" getter=""> + </member> + <member name="interface/scene_tabs/maximum_width" type="int" setter="" getter=""> + </member> + <member name="interface/scene_tabs/show_script_button" type="bool" setter="" getter=""> + </member> + <member name="interface/scene_tabs/show_thumbnail_on_hover" type="bool" setter="" getter=""> + </member> + <member name="interface/theme/accent_color" type="Color" setter="" getter=""> + </member> + <member name="interface/theme/additional_spacing" type="float" setter="" getter=""> + </member> + <member name="interface/theme/base_color" type="Color" setter="" getter=""> + </member> + <member name="interface/theme/border_size" type="int" setter="" getter=""> + </member> + <member name="interface/theme/contrast" type="float" setter="" getter=""> + </member> + <member name="interface/theme/corner_radius" type="int" setter="" getter=""> + </member> + <member name="interface/theme/custom_theme" type="String" setter="" getter=""> + </member> + <member name="interface/theme/icon_and_font_color" type="int" setter="" getter=""> + </member> + <member name="interface/theme/icon_saturation" type="float" setter="" getter=""> + </member> + <member name="interface/theme/preset" type="String" setter="" getter=""> + </member> + <member name="interface/theme/relationship_line_opacity" type="float" setter="" getter=""> + </member> + <member name="network/debug/remote_host" type="String" setter="" getter=""> + </member> + <member name="network/debug/remote_port" type="int" setter="" getter=""> + </member> + <member name="network/http_proxy/host" type="String" setter="" getter=""> + </member> + <member name="network/http_proxy/port" type="int" setter="" getter=""> + </member> + <member name="network/ssl/editor_ssl_certificates" type="String" setter="" getter=""> + </member> + <member name="project_manager/sorting_order" type="int" setter="" getter=""> + </member> + <member name="run/auto_save/save_before_running" type="bool" setter="" getter=""> + </member> + <member name="run/output/always_clear_output_on_play" type="bool" setter="" getter=""> + </member> + <member name="run/output/always_close_output_on_stop" type="bool" setter="" getter=""> + </member> + <member name="run/output/always_open_output_on_play" type="bool" setter="" getter=""> + </member> + <member name="run/output/font_size" type="int" setter="" getter=""> + </member> + <member name="run/window_placement/rect" type="int" setter="" getter=""> + </member> + <member name="run/window_placement/rect_custom_position" type="Vector2" setter="" getter=""> + </member> + <member name="run/window_placement/screen" type="int" setter="" getter=""> + </member> + <member name="text_editor/appearance/caret/caret_blink" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/caret/caret_blink_speed" type="float" setter="" getter=""> + </member> + <member name="text_editor/appearance/caret/highlight_all_occurrences" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/caret/highlight_current_line" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/caret/type" type="int" setter="" getter=""> + </member> + <member name="text_editor/appearance/guidelines/line_length_guideline_hard_column" type="int" setter="" getter=""> + </member> + <member name="text_editor/appearance/guidelines/line_length_guideline_soft_column" type="int" setter="" getter=""> + </member> + <member name="text_editor/appearance/guidelines/show_line_length_guidelines" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/gutters/highlight_type_safe_lines" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/gutters/line_numbers_zero_padded" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/gutters/show_bookmark_gutter" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/gutters/show_info_gutter" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/gutters/show_line_numbers" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/lines/code_folding" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/lines/word_wrap" type="int" setter="" getter=""> + </member> + <member name="text_editor/appearance/minimap/minimap_width" type="int" setter="" getter=""> + </member> + <member name="text_editor/appearance/minimap/show_minimap" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/whitespace/draw_spaces" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/whitespace/draw_tabs" type="bool" setter="" getter=""> + </member> + <member name="text_editor/appearance/whitespace/line_spacing" type="int" setter="" getter=""> + </member> + <member name="text_editor/behavior/files/auto_reload_scripts_on_external_change" type="bool" setter="" getter=""> + </member> + <member name="text_editor/behavior/files/autosave_interval_secs" type="int" setter="" getter=""> + </member> + <member name="text_editor/behavior/files/convert_indent_on_save" type="bool" setter="" getter=""> + </member> + <member name="text_editor/behavior/files/restore_scripts_on_load" type="bool" setter="" getter=""> + </member> + <member name="text_editor/behavior/files/trim_trailing_whitespace_on_save" type="bool" setter="" getter=""> + </member> + <member name="text_editor/behavior/indent/auto_indent" type="bool" setter="" getter=""> + </member> + <member name="text_editor/behavior/indent/size" type="int" setter="" getter=""> + </member> + <member name="text_editor/behavior/indent/type" type="int" setter="" getter=""> + </member> + <member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter=""> + </member> + <member name="text_editor/behavior/navigation/move_caret_on_right_click" type="bool" setter="" getter=""> + </member> + <member name="text_editor/behavior/navigation/scroll_past_end_of_file" type="bool" setter="" getter=""> + </member> + <member name="text_editor/behavior/navigation/smooth_scrolling" type="bool" setter="" getter=""> + </member> + <member name="text_editor/behavior/navigation/stay_in_script_editor_on_node_selected" type="bool" setter="" getter=""> + </member> + <member name="text_editor/behavior/navigation/v_scroll_speed" type="int" setter="" getter=""> + </member> + <member name="text_editor/completion/add_type_hints" type="bool" setter="" getter=""> + </member> + <member name="text_editor/completion/auto_brace_complete" type="bool" setter="" getter=""> + </member> + <member name="text_editor/completion/code_complete_delay" type="float" setter="" getter=""> + </member> + <member name="text_editor/completion/complete_file_paths" type="bool" setter="" getter=""> + </member> + <member name="text_editor/completion/idle_parse_delay" type="float" setter="" getter=""> + </member> + <member name="text_editor/completion/put_callhint_tooltip_below_current_line" type="bool" setter="" getter=""> + </member> + <member name="text_editor/completion/use_single_quotes" type="bool" setter="" getter=""> + </member> + <member name="text_editor/help/class_reference_examples" type="int" setter="" getter=""> + </member> + <member name="text_editor/help/help_font_size" type="int" setter="" getter=""> + </member> + <member name="text_editor/help/help_source_font_size" type="int" setter="" getter=""> + </member> + <member name="text_editor/help/help_title_font_size" type="int" setter="" getter=""> + </member> + <member name="text_editor/help/show_help_index" type="bool" setter="" getter=""> + </member> + <member name="text_editor/script_list/show_members_overview" type="bool" setter="" getter=""> + </member> + <member name="text_editor/script_list/sort_members_outline_alphabetically" type="bool" setter="" getter=""> + </member> + <member name="text_editor/theme/color_theme" type="String" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/background_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/base_type_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/bookmark_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/brace_mismatch_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/breakpoint_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/caret_background_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/caret_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/code_folding_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/comment_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/completion_background_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/completion_existing_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/completion_font_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/completion_scroll_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/completion_scroll_hovered_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/completion_selected_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/control_flow_keyword_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/current_line_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/engine_type_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/executing_line_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/function_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/keyword_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/line_length_guideline_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/line_number_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/mark_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/member_variable_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/number_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/safe_line_number_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/search_result_border_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/search_result_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/selection_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/string_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/symbol_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/text_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/text_selected_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/user_type_color" type="Color" setter="" getter=""> + </member> + <member name="text_editor/theme/highlighting/word_highlighted_color" type="Color" setter="" getter=""> + </member> + </members> <signals> <signal name="settings_changed"> <description> diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 9da360915b..f662a07825 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -97,7 +97,7 @@ Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant BG_SKY]. This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled. </member> - <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001"> + <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.01"> The exponential fog density to use. Higher values result in a more dense fog. </member> <member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false"> @@ -109,7 +109,7 @@ <member name="fog_height_density" type="float" setter="set_fog_height_density" getter="get_fog_height_density" default="0.0"> The density used to increase fog as height decreases. To make fog increase as height increases, use a negative value. </member> - <member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color(0.5, 0.6, 0.7, 1)"> + <member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color(0.518, 0.553, 0.608, 1)"> The fog's color. </member> <member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0"> @@ -320,8 +320,9 @@ <member name="volumetric_fog_enabled" type="bool" setter="set_volumetric_fog_enabled" getter="is_volumetric_fog_enabled" default="false"> Enables the volumetric fog effect. Volumetric fog uses a screen-aligned froxel buffer to calculate accurate volumetric scattering in the short to medium range. Volumetric fog interacts with [FogVolume]s and lights to calculate localized and global fog. Volumetric fog uses a PBR single-scattering model based on extinction, scattering, and emission which it exposes to users as density, albedo, and emission. </member> - <member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="0.0"> - Scales the strength of Global Illumination used in the volumetric fog. A value of [code]0[/code] means that Global Illumination will not impact the volumetric fog. + <member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="1.0"> + Scales the strength of Global Illumination used in the volumetric fog. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog. + [b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) are taken into account when using [member volumetric_fog_gi_inject]. Global illumination from [LightmapGI], [ReflectionProbe] and SSIL (see [member ssil_enabled]) will be ignored by volumetric fog. </member> <member name="volumetric_fog_length" type="float" setter="set_volumetric_fog_length" getter="get_volumetric_fog_length" default="64.0"> The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible. diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 0b4a8fa46e..3a2776ff21 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -115,9 +115,10 @@ </method> <method name="get_as_text" qualifiers="const"> <return type="String" /> + <argument index="0" name="skip_cr" type="bool" default="false" /> <description> - Returns the whole file as a [String]. - Text is interpreted as being UTF-8 encoded. + Returns the whole file as a [String]. Text is interpreted as being UTF-8 encoded. + If [code]skip_cr[/code] is [code]true[/code], carriage return characters ([code]\r[/code], CR) will be ignored when parsing the UTF-8, so that only line feed characters ([code]\n[/code], LF) represent a new line (Unix convention). </description> </method> <method name="get_buffer" qualifiers="const"> diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index 965dbe7449..33145dccd0 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -55,6 +55,29 @@ [/codeblock] </description> </method> + <method name="_is_node_hover_valid" qualifiers="virtual"> + <return type="bool" /> + <argument index="0" name="from" type="StringName" /> + <argument index="1" name="from_slot" type="int" /> + <argument index="2" name="to" type="StringName" /> + <argument index="3" name="to_slot" type="int" /> + <description> + This virtual method can be used to insert additional error detection while the user is dragging a connection over a valid port. + Return [code]true[/code] if the connection is indeed valid or return [code]false[/code] if the connection is impossible. If the connection is impossible, no snapping to the port and thus no connection request to that port will happen. + In this example a connection to same node is suppressed: + [codeblocks] + [gdscript] + func _is_node_hover_valid(from, from_slot, to, to_slot): + return from != to + [/gdscript] + [csharp] + public override bool _IsNodeHoverValid(String from, int fromSlot, String to, int toSlot) { + return from != to; + } + [/csharp] + [/codeblocks] + </description> + </method> <method name="add_valid_connection_type"> <return type="void" /> <argument index="0" name="from_type" type="int" /> diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml index 00601cec75..201c0ddd38 100644 --- a/doc/classes/ImporterMesh.xml +++ b/doc/classes/ImporterMesh.xml @@ -30,7 +30,7 @@ <description> Creates a new surface, analogous to [method ArrayMesh.add_surface_from_arrays]. Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. - The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. </description> </method> <method name="clear"> diff --git a/doc/classes/LabelSettings.xml b/doc/classes/LabelSettings.xml index 227313d3b3..aa972f2cf3 100644 --- a/doc/classes/LabelSettings.xml +++ b/doc/classes/LabelSettings.xml @@ -9,21 +9,21 @@ <members> <member name="font" type="Font" setter="set_font" getter="get_font"> </member> - <member name="font_color" type="Color" setter="set_font_color" getter="get_font_color" default="Color(0.875, 0.875, 0.875, 1)"> + <member name="font_color" type="Color" setter="set_font_color" getter="get_font_color" default="Color(1, 1, 1, 1)"> </member> <member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="16"> </member> - <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="0.0"> + <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="3.0"> </member> <member name="outline_color" type="Color" setter="set_outline_color" getter="get_outline_color" default="Color(1, 1, 1, 1)"> </member> <member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0"> </member> - <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(1, 1, 1, 1)"> + <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(0, 0, 0, 0)"> </member> <member name="shadow_offset" type="Vector2" setter="set_shadow_offset" getter="get_shadow_offset" default="Vector2(1, 1)"> </member> - <member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="0"> + <member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="1"> </member> </members> </class> diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml index f368190a29..24f1f9918b 100644 --- a/doc/classes/MeshInstance3D.xml +++ b/doc/classes/MeshInstance3D.xml @@ -4,7 +4,7 @@ Node that instances meshes into a scenario. </brief_description> <description> - MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reuse of geometry which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead. + MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reusing geometry, which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead. </description> <tutorials> <link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link> diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml index 966f964b12..33d2535ca2 100644 --- a/doc/classes/NavigationMesh.xml +++ b/doc/classes/NavigationMesh.xml @@ -28,6 +28,7 @@ <argument index="0" name="mesh" type="Mesh" /> <description> Initializes the navigation mesh by setting the vertices and indices according to a [Mesh]. + [b]Note:[/b] The given [code]mesh[/code] must be of type [constant Mesh.PRIMITIVE_TRIANGLES] and have an index array. </description> </method> <method name="get_collision_mask_value" qualifiers="const"> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 5473347cb1..75cd52787a 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -198,6 +198,17 @@ } [/csharp] [/codeblocks] + [b]Note:[/b] Passing custom user arguments directly is not recommended, as the engine may discard or modify them. Instead, the best way is to use the standard UNIX double dash ([code]--[/code]) and then pass custom arguments, which the engine itself will ignore. These can be read via [method get_cmdline_user_args]. + </description> + </method> + <method name="get_cmdline_user_args"> + <return type="PackedStringArray" /> + <description> + Similar to [method get_cmdline_args], but this returns the user arguments (any argument passed after the double dash [code]--[/code] argument). These are left untouched by Godot for the user. + For example, in the command line below, [code]--fullscreen[/code] will not be returned in [method get_cmdline_user_args] and [code]--level 1[/code] will only be returned in [method get_cmdline_user_args]: + [codeblock] + godot --fullscreen -- --level 1 + [/codeblock] </description> </method> <method name="get_config_dir" qualifiers="const"> @@ -363,6 +374,12 @@ [b]Note:[/b] This method is only implemented on Windows, macOS, Linux and iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty string. </description> </method> + <method name="get_restart_on_exit_arguments" qualifiers="const"> + <return type="PackedStringArray" /> + <description> + Returns the list of command line arguments that will be used when the project automatically restarts using [method set_restart_on_exit]. See also [method is_restart_on_exit_set]. + </description> + </method> <method name="get_static_memory_peak_usage" qualifiers="const"> <return type="int" /> <description> @@ -470,6 +487,12 @@ [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. </description> </method> + <method name="is_restart_on_exit_set" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the project will automatically restart when it exits for any reason, [code]false[/code] otherwise. See also [method set_restart_on_exit] and [method get_restart_on_exit_arguments]. + </description> + </method> <method name="is_stdout_verbose" qualifiers="const"> <return type="bool" /> <description> @@ -561,6 +584,17 @@ [b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment variable names are case-sensitive on all platforms except Windows. </description> </method> + <method name="set_restart_on_exit"> + <return type="void" /> + <argument index="0" name="restart" type="bool" /> + <argument index="1" name="arguments" type="PackedStringArray" default="PackedStringArray()" /> + <description> + If [code]restart[/code] is [code]true[/code], restarts the project automatically when it is exited with [method SceneTree.quit] or [constant Node.NOTIFICATION_WM_CLOSE_REQUEST]. Command line [code]arguments[/code] can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass [method get_cmdline_args] as the value for [code]arguments[/code]. + [method set_restart_on_exit] can be used to apply setting changes that require a restart. See also [method is_restart_on_exit_set] and [method get_restart_on_exit_arguments]. + [b]Note:[/b] This method is only effective on desktop platforms, and only when the project isn't started from the editor. It will have no effect on mobile and Web platforms, or when the project is started from the editor. + [b]Note:[/b] If the project process crashes or is [i]killed[/i] by the user (by sending [code]SIGKILL[/code] instead of the usual [code]SIGTERM[/code]), the project won't restart automatically. + </description> + </method> <method name="set_thread_name"> <return type="int" enum="Error" /> <argument index="0" name="name" type="String" /> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 11ae7cc2b0..061b32bfdf 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -152,11 +152,9 @@ <return type="int" enum="Error" /> <argument index="0" name="signal" type="StringName" /> <argument index="1" name="callable" type="Callable" /> - <argument index="2" name="binds" type="Array" default="[]" /> - <argument index="3" name="flags" type="int" default="0" /> + <argument index="2" name="flags" type="int" default="0" /> <description> - Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants. - [b]Note:[/b] This method is the legacy implementation for connecting signals. The recommended modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below. + Connects a [code]signal[/code] to a [code]callable[/code]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants. A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the callable's target is destroyed in the game's lifecycle, the connection will be lost. [b]Examples with recommended syntax:[/b] diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml index 354fbd462c..ef3b94e2a1 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticlesMaterial.xml @@ -271,6 +271,42 @@ <member name="tangential_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> Minimum equivalent of [member tangential_accel_max]. </member> + <member name="turbulence_active" type="bool" setter="set_turbulence_active" getter="get_turbulence_active" default="false"> + Enables and disables Turbulence for the particle system. + </member> + <member name="turbulence_influence_max" type="float" setter="set_param_max" getter="get_param_max"> + Minimum turbulence influence on each particle. + The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life]. + </member> + <member name="turbulence_influence_min" type="float" setter="set_param_min" getter="get_param_min"> + Maximum turbulence influence on each particle. + The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life]. + </member> + <member name="turbulence_influence_over_life" type="Texture2D" setter="set_param_texture" getter="get_param_texture"> + Each particle's amount of turbulence will be influenced along this [CurveTexture] over its life time. + </member> + <member name="turbulence_initial_displacement_max" type="float" setter="set_param_max" getter="get_param_max"> + Maximum displacement of each particles spawn position by the turbulence. + The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max]. + </member> + <member name="turbulence_initial_displacement_min" type="float" setter="set_param_min" getter="get_param_min"> + Minimum displacement of each particles spawn position by the turbulence. + The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max]. + </member> + <member name="turbulence_noise_scale" type="float" setter="set_turbulence_noise_scale" getter="get_turbulence_noise_scale"> + This value controls the overall scale/frequency of the turbulence noise pattern. + A small scale will result in smaller features with more detail while a high scale will result in smoother noise with larger features. + </member> + <member name="turbulence_noise_speed" type="Vector3" setter="set_turbulence_noise_speed" getter="get_turbulence_noise_speed"> + The movement speed of the turbulence pattern. This changes how quickly the noise changes over time. + A value of [code]Vector3(0.0, 0.0, 0.0)[/code] will freeze the turbulence pattern in place. + </member> + <member name="turbulence_noise_speed_random" type="float" setter="set_turbulence_noise_speed_random" getter="get_turbulence_noise_speed_random"> + Use to influence the noise speed in a random pattern. This helps to break up visible movement patterns. + </member> + <member name="turbulence_noise_strength" type="float" setter="set_turbulence_noise_strength" getter="get_turbulence_noise_strength"> + The turbulence noise strength. Increasing this will result in a stronger, more contrasting, noise pattern. + </member> </members> <constants> <constant name="PARAM_INITIAL_LINEAR_VELOCITY" value="0" enum="Parameter"> @@ -309,7 +345,7 @@ <constant name="PARAM_ANIM_OFFSET" value="11" enum="Parameter"> Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation offset properties. </constant> - <constant name="PARAM_MAX" value="12" enum="Parameter"> + <constant name="PARAM_MAX" value="15" enum="Parameter"> Represents the size of the [enum Parameter] enum. </constant> <constant name="PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="ParticleFlags"> @@ -348,6 +384,15 @@ <constant name="EMISSION_SHAPE_MAX" value="7" enum="EmissionShape"> Represents the size of the [enum EmissionShape] enum. </constant> + <constant name="PARAM_TURB_VEL_INFLUENCE" value="13" enum="Parameter"> + Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum und maximum influence on each particles velocity. + </constant> + <constant name="PARAM_TURB_INIT_DISPLACEMENT" value="14" enum="Parameter"> + Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum and maximum displacement of the particles spawn position. + </constant> + <constant name="PARAM_TURB_INFLUENCE_OVER_LIFE" value="12" enum="Parameter"> + Use with [method set_param_texture] to set the turbulence influence over the particles life time. + </constant> <constant name="SUB_EMITTER_DISABLED" value="0" enum="SubEmitterMode"> </constant> <constant name="SUB_EMITTER_CONSTANT" value="1" enum="SubEmitterMode"> @@ -357,6 +402,7 @@ <constant name="SUB_EMITTER_AT_COLLISION" value="3" enum="SubEmitterMode"> </constant> <constant name="SUB_EMITTER_MAX" value="4" enum="SubEmitterMode"> + Represents the size of the [enum SubEmitterMode] enum. </constant> </constants> </class> diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml index c156814a1d..f9c4ca0d49 100644 --- a/doc/classes/ResourceFormatSaver.xml +++ b/doc/classes/ResourceFormatSaver.xml @@ -26,8 +26,8 @@ </method> <method name="_save" qualifiers="virtual"> <return type="int" /> - <argument index="0" name="path" type="String" /> - <argument index="1" name="resource" type="Resource" /> + <argument index="0" name="path" type="Resource" /> + <argument index="1" name="resource" type="String" /> <argument index="2" name="flags" type="int" /> <description> Saves the given resource object to a file at the target [code]path[/code]. [code]flags[/code] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants. diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml index dd52d09750..729058c9b3 100644 --- a/doc/classes/ResourceLoader.xml +++ b/doc/classes/ResourceLoader.xml @@ -95,8 +95,10 @@ <argument index="0" name="path" type="String" /> <argument index="1" name="type_hint" type="String" default="""" /> <argument index="2" name="use_sub_threads" type="bool" default="false" /> + <argument index="3" name="cache_mode" type="int" enum="ResourceLoader.CacheMode" default="1" /> <description> Loads the resource using threads. If [code]use_sub_threads[/code] is [code]true[/code], multiple threads will be used to load the resource, which makes loading faster, but may affect the main thread (and thus cause game slowdowns). + The [code]cache_mode[/code] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details. </description> </method> <method name="remove_resource_format_loader"> diff --git a/doc/classes/ResourceSaver.xml b/doc/classes/ResourceSaver.xml index 240c72a131..10387a4f14 100644 --- a/doc/classes/ResourceSaver.xml +++ b/doc/classes/ResourceSaver.xml @@ -35,11 +35,11 @@ </method> <method name="save"> <return type="int" enum="Error" /> - <argument index="0" name="path" type="String" /> - <argument index="1" name="resource" type="Resource" /> + <argument index="0" name="resource" type="Resource" /> + <argument index="1" name="path" type="String" default="""" /> <argument index="2" name="flags" type="int" enum="ResourceSaver.SaverFlags" default="0" /> <description> - Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object. + Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object. If [code]path[/code] is empty, [ResourceSaver] will try to use [member Resource.resource_path]. The [code]flags[/code] bitmask can be specified to customize the save behavior using [enum SaverFlags] flags. Returns [constant OK] on success. </description> diff --git a/doc/classes/ShapeCast2D.xml b/doc/classes/ShapeCast2D.xml index 5fcb60dd09..70da03dc6e 100644 --- a/doc/classes/ShapeCast2D.xml +++ b/doc/classes/ShapeCast2D.xml @@ -6,7 +6,7 @@ <description> Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons). Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area2D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area2D] nodes, and when using the signals creates unnecessary complexity. - The node can detect multiple collision objects, but usually the first detected collision + The node can detect multiple collision objects, but it's usually used to detect the first collision. [b]Note:[/b] shape casting is more computationally expensive compared to ray casting. </description> <tutorials> @@ -42,27 +42,27 @@ <method name="get_closest_collision_safe_fraction" qualifiers="const"> <return type="float" /> <description> - The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position]. + The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision. </description> </method> <method name="get_closest_collision_unsafe_fraction" qualifiers="const"> <return type="float" /> <description> - The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position]. + The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision. </description> </method> <method name="get_collider" qualifiers="const"> <return type="Object" /> <argument index="0" name="index" type="int" /> <description> - Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> <method name="get_collider_shape" qualifiers="const"> <return type="int" /> <argument index="0" name="index" type="int" /> <description> - Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> <method name="get_collision_count" qualifiers="const"> @@ -82,14 +82,14 @@ <return type="Vector2" /> <argument index="0" name="index" type="int" /> <description> - Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object. + Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object. </description> </method> <method name="get_collision_point" qualifiers="const"> <return type="Vector2" /> <argument index="0" name="index" type="int" /> <description> - Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object. + Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object. [b]Note:[/b] this point is in the [b]global[/b] coordinate system. </description> </method> @@ -133,7 +133,7 @@ The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. </member> <member name="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]"> - A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method. + Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. @@ -148,7 +148,7 @@ The number of intersections can be limited with this parameter, to reduce the processing time. </member> <member name="shape" type="Shape2D" setter="set_shape" getter="get_shape"> - Any [Shape2D] derived shape used for collision queries. + The [Shape2D]-derived shape to be used for collision queries. </member> <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 50)"> The shape's destination point, relative to this node's [code]position[/code]. diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml index 1f2ea96f42..085bc9acd1 100644 --- a/doc/classes/ShapeCast3D.xml +++ b/doc/classes/ShapeCast3D.xml @@ -6,7 +6,7 @@ <description> Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons). Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity. - The node can detect multiple collision objects, but usually the first detected collision. + The node can detect multiple collision objects, but it's usually used to detect the first collision. [b]Note:[/b] Shape casting is more computationally expensive compared to ray casting. </description> <tutorials> @@ -29,7 +29,7 @@ <method name="clear_exceptions"> <return type="void" /> <description> - Removes all collision exceptions for this shape. + Removes all collision exceptions for this [ShapeCast3D]. </description> </method> <method name="force_shapecast_update"> @@ -42,27 +42,27 @@ <method name="get_closest_collision_safe_fraction" qualifiers="const"> <return type="float" /> <description> - The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position]. + The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision. </description> </method> <method name="get_closest_collision_unsafe_fraction" qualifiers="const"> <return type="float" /> <description> - The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position]. + The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision. </description> </method> <method name="get_collider" qualifiers="const"> <return type="Object" /> <argument index="0" name="index" type="int" /> <description> - Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> <method name="get_collider_shape" qualifiers="const"> <return type="int" /> <argument index="0" name="index" type="int" /> <description> - Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> <method name="get_collision_count" qualifiers="const"> @@ -82,14 +82,14 @@ <return type="Vector3" /> <argument index="0" name="index" type="int" /> <description> - Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object. + Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object. </description> </method> <method name="get_collision_point" qualifiers="const"> <return type="Vector3" /> <argument index="0" name="index" type="int" /> <description> - Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object. + Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object. [b]Note:[/b] this point is in the [b]global[/b] coordinate system. </description> </method> @@ -117,7 +117,7 @@ <return type="void" /> <argument index="0" name="resource" type="Resource" /> <description> - Used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified. + This method is used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified. </description> </method> <method name="set_collision_mask_value"> @@ -137,10 +137,10 @@ If [code]true[/code], collision with [PhysicsBody3D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. + The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]"> - A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method. + Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method. </member> <member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color(0, 0, 0, 1)"> The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [ShapeCast3D] is colliding with something. @@ -159,7 +159,7 @@ The number of intersections can be limited with this parameter, to reduce the processing time. </member> <member name="shape" type="Shape3D" setter="set_shape" getter="get_shape"> - Any [Shape3D] derived shape used for collision queries. + The [Shape3D]-derived shape to be used for collision queries. </member> <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)"> The shape's destination point, relative to this node's [code]position[/code]. diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index ad52b2f2f1..180e868ef8 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -117,6 +117,27 @@ If the TileSet has no proxy for the given identifiers, returns an empty Array. </description> </method> + <method name="get_custom_data_layer_by_name" qualifiers="const"> + <return type="int" /> + <argument index="0" name="layer_name" type="String" /> + <description> + Returns the index of the custom data layer identified by the given name. + </description> + </method> + <method name="get_custom_data_layer_name" qualifiers="const"> + <return type="String" /> + <argument index="0" name="layer_index" type="int" /> + <description> + Returns the name of the custom data layer identified by the given index. + </description> + </method> + <method name="get_custom_data_layer_type" qualifiers="const"> + <return type="int" enum="Variant.Type" /> + <argument index="0" name="layer_index" type="int" /> + <description> + Returns the type of the custom data layer identified by the given index. + </description> + </method> <method name="get_custom_data_layers_count" qualifiers="const"> <return type="int" /> <description> @@ -464,6 +485,22 @@ Proxied tiles can be automatically replaced in TileMap nodes using the editor. </description> </method> + <method name="set_custom_data_layer_name"> + <return type="void" /> + <argument index="0" name="layer_index" type="int" /> + <argument index="1" name="layer_name" type="String" /> + <description> + Sets the name of the custom data layer identified by the given index. Names are identifiers of the layer therefore if the name is already taken it will fail and raise an error. + </description> + </method> + <method name="set_custom_data_layer_type"> + <return type="void" /> + <argument index="0" name="layer_index" type="int" /> + <argument index="1" name="layer_type" type="int" enum="Variant.Type" /> + <description> + Sets the type of the custom data layer identified by the given index. + </description> + </method> <method name="set_navigation_layer_layers"> <return type="void" /> <argument index="0" name="layer_index" type="int" /> diff --git a/doc/classes/VoxelGIData.xml b/doc/classes/VoxelGIData.xml index b8d424b5fe..9198da4bc6 100644 --- a/doc/classes/VoxelGIData.xml +++ b/doc/classes/VoxelGIData.xml @@ -72,10 +72,10 @@ <member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0"> The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. See also [member bias]. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code]. </member> - <member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7"> - If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness. + <member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.5"> + The multiplier to use when light bounces off a surface. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness. </member> - <member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="false"> + <member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="true"> If [code]true[/code], performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enabling [member use_two_bounces], adjust [member propagation] and [member energy]. </member> </members> |