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-rw-r--r--doc/classes/CPUParticles2D.xml4
-rw-r--r--doc/classes/CPUParticles3D.xml4
-rw-r--r--doc/classes/Camera3D.xml3
-rw-r--r--doc/classes/EditorSettings.xml2
-rw-r--r--doc/classes/GPUParticles2D.xml4
-rw-r--r--doc/classes/GPUParticles3D.xml4
-rw-r--r--doc/classes/OptionButton.xml4
-rw-r--r--doc/classes/ParticlesMaterial.xml2
-rw-r--r--doc/classes/ProjectSettings.xml3
-rw-r--r--doc/classes/RenderingServer.xml28
-rw-r--r--doc/classes/RootMotionView.xml12
-rw-r--r--doc/classes/TextServer.xml21
-rw-r--r--doc/classes/TextServerExtension.xml15
-rw-r--r--doc/classes/Transform2D.xml46
-rw-r--r--doc/classes/Transform3D.xml49
-rw-r--r--doc/classes/WeakRef.xml2
16 files changed, 171 insertions, 32 deletions
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index dacdca1cee..b0282e4107 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -192,8 +192,8 @@
</member>
<member name="linear_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
</member>
- <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
- If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
+ <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
+ If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [CPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [CPUParticles2D] node (and its parents) when it is moved or rotated.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml
index f2a0040ed4..d8faf8e91d 100644
--- a/doc/classes/CPUParticles3D.xml
+++ b/doc/classes/CPUParticles3D.xml
@@ -224,8 +224,8 @@
<member name="linear_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
Minimum linear acceleration.
</member>
- <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
- If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
+ <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
+ If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [CPUParticles3D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [CPUParticles3D] node (and its parents) when it is moved or rotated.
</member>
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
The [Mesh] used for each particle. If [code]null[/code], particles will be spheres.
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index 3aedbbd1e6..5595abc02a 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -113,7 +113,7 @@
<argument index="2" name="z_near" type="float" />
<argument index="3" name="z_far" type="float" />
<description>
- Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units.
+ Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. See also [member frustum_offset].
</description>
</method>
<method name="set_orthogonal">
@@ -179,6 +179,7 @@
</member>
<member name="frustum_offset" type="Vector2" setter="set_frustum_offset" getter="get_frustum_offset" default="Vector2(0, 0)">
The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url].
+ [b]Note:[/b] Only effective if [member projection] is [constant PROJECTION_FRUSTUM].
</member>
<member name="h_offset" type="float" setter="set_h_offset" getter="get_h_offset" default="0.0">
The horizontal (X) offset of the camera viewport.
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 687c3d70ca..fea4085019 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -347,7 +347,7 @@
</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 name="editors/visual_editors/visual_shader/port_preview_size" type="int" setter="" getter="">
</member>
<member name="filesystem/directories/autoscan_project_path" type="String" setter="" getter="">
</member>
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index 53894bad87..e60ab094c6 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -63,8 +63,8 @@
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
Amount of time each particle will exist.
</member>
- <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
- If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
+ <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
+ If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index c4bd18db69..b415c56154 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -95,8 +95,8 @@
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
Amount of time each particle will exist.
</member>
- <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
- If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
+ <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
+ If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], only [code]amount[/code] particles will be emitted.
diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml
index a7b1f0ea33..737662fe69 100644
--- a/doc/classes/OptionButton.xml
+++ b/doc/classes/OptionButton.xml
@@ -194,6 +194,10 @@
<members>
<member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" overrides="BaseButton" enum="BaseButton.ActionMode" default="0" />
<member name="alignment" type="int" setter="set_text_alignment" getter="get_text_alignment" overrides="Button" enum="HorizontalAlignment" default="0" />
+ <member name="fit_to_longest_item" type="bool" setter="set_fit_to_longest_item" getter="is_fit_to_longest_item" default="true">
+ If [code]true[/code], minimum size will be determined by the longest item's text, instead of the currently selected one's.
+ [b]Note:[/b] For performance reasons, the minimum size doesn't update immediately when adding, removing or modifying items.
+ </member>
<member name="item_count" type="int" setter="set_item_count" getter="get_item_count" default="0">
The number of items to select from.
</member>
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index 49d3ea1c90..7badd826d9 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -271,7 +271,7 @@
<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">
+ <member name="turbulence_enabled" type="bool" setter="set_turbulence_enabled" getter="get_turbulence_enabled" 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" default="0.1">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index b1e3d2f628..ae0ec64c27 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1962,9 +1962,11 @@
Lower-end override for [member rendering/shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3">
+ The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
</member>
<member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2">
Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled.
+ The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See [member rendering/textures/decals/filter] and [member rendering/textures/light_projectors/filter].
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
</member>
<member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0">
@@ -1977,6 +1979,7 @@
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
</member>
<member name="rendering/textures/light_projectors/filter" type="int" setter="" getter="" default="3">
+ The filtering quality to use for [OmniLight3D] and [SpotLight3D] projectors. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
</member>
<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 9616ab3515..9a398b1f33 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3747,14 +3747,22 @@
Use [Transform3D] to store MultiMesh transform.
</constant>
<constant name="LIGHT_PROJECTOR_FILTER_NEAREST" value="0" enum="LightProjectorFilter">
+ Nearest-neighbor filter for light projectors (use for pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="1" enum="LightProjectorFilter">
+ <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="1" enum="LightProjectorFilter">
+ Linear filter for light projectors (use for non-pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="2" enum="LightProjectorFilter">
+ <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="2" enum="LightProjectorFilter">
+ Nearest-neighbor filter for light projectors (use for pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
</constant>
<constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS" value="3" enum="LightProjectorFilter">
+ Linear filter for light projectors (use for non-pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
</constant>
- <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter">
+ <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter">
+ Nearest-neighbor filter for light projectors (use for pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
+ </constant>
+ <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="5" enum="LightProjectorFilter">
+ Linear filter for light projectors (use for non-pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
</constant>
<constant name="LIGHT_DIRECTIONAL" value="0" enum="LightType">
Is a directional (sun) light.
@@ -3896,14 +3904,22 @@
<constant name="DECAL_TEXTURE_MAX" value="4" enum="DecalTexture">
</constant>
<constant name="DECAL_FILTER_NEAREST" value="0" enum="DecalFilter">
+ Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="1" enum="DecalFilter">
+ <constant name="DECAL_FILTER_LINEAR" value="1" enum="DecalFilter">
+ Linear filter for decals (use for non-pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="DECAL_FILTER_LINEAR" value="2" enum="DecalFilter">
+ <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="2" enum="DecalFilter">
+ Nearest-neighbor filter for decals (use for pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
</constant>
<constant name="DECAL_FILTER_LINEAR_MIPMAPS" value="3" enum="DecalFilter">
+ Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
+ </constant>
+ <constant name="DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter">
+ Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
</constant>
- <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter">
+ <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="5" enum="DecalFilter">
+ Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
</constant>
<constant name="VOXEL_GI_QUALITY_LOW" value="0" enum="VoxelGIQuality">
</constant>
diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml
index 88b8f2cd03..3f3b00e2cb 100644
--- a/doc/classes/RootMotionView.xml
+++ b/doc/classes/RootMotionView.xml
@@ -5,25 +5,25 @@
</brief_description>
<description>
[i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree].
- [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script.
+ [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project.
</description>
<tutorials>
<link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link>
</tutorials>
<members>
- <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path">
+ <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path" default="NodePath(&quot;&quot;)">
Path to an [AnimationTree] node to use as a basis for root motion.
</member>
- <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size">
+ <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="1.0">
The grid's cell size in 3D units.
</member>
- <member name="color" type="Color" setter="set_color" getter="get_color">
+ <member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0.5, 0.5, 1, 1)">
The grid's color.
</member>
- <member name="radius" type="float" setter="set_radius" getter="get_radius">
+ <member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached.
</member>
- <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y">
+ <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y" default="true">
If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved.
</member>
</members>
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index f4c9ade7d1..9f35ddc353 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -937,6 +937,16 @@
Returns [code]true[/code] if the server supports a feature.
</description>
</method>
+ <method name="is_confusable" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="string" type="String" />
+ <argument index="1" name="dict" type="PackedStringArray" />
+ <description>
+ Returns index of the first string in [code]dict[/dict] which is visually confusable with the [code]string[/string], or [code]-1[/code] if none is found.
+ [b]Note:[/b] This method doesn't detect invisible characters, for spoof detection use it in combination with [method spoof_check].
+ [b]Note:[/b] Always returns [code]-1[/code] if the server does not support the [constant FEATURE_UNICODE_SECURITY] feature.
+ </description>
+ </method>
<method name="is_locale_right_to_left" qualifiers="const">
<return type="bool" />
<argument index="0" name="locale" type="String" />
@@ -1476,6 +1486,14 @@
Aligns shaped text to the given tab-stops.
</description>
</method>
+ <method name="spoof_check" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="string" type="String" />
+ <description>
+ Returns [code]true[/code] if [code]string[/code] is likely to be an attempt at confusing the reader.
+ [b]Note:[/b] Always returns [code]false[/code] if the server does not support the [constant FEATURE_UNICODE_SECURITY] feature.
+ </description>
+ </method>
<method name="string_get_word_breaks" qualifiers="const">
<return type="PackedInt32Array" />
<argument index="0" name="string" type="String" />
@@ -1733,6 +1751,9 @@
<constant name="FEATURE_UNICODE_IDENTIFIERS" value="8192" enum="Feature">
TextServer supports UAX #31 identifier validation, see [method is_valid_identifier].
</constant>
+ <constant name="FEATURE_UNICODE_SECURITY" value="16384" enum="Feature">
+ TextServer supports [url=https://unicode.org/reports/tr36/]Unicode Technical Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode Technical Standard #39[/url] based spoof detection features.
+ </constant>
<constant name="CONTOUR_CURVE_TAG_ON" value="1" enum="ContourPointTag">
Contour point is on the curve.
</constant>
diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml
index 482460cb3b..c686a06e5e 100644
--- a/doc/classes/TextServerExtension.xml
+++ b/doc/classes/TextServerExtension.xml
@@ -934,6 +934,14 @@
Returns [code]true[/code] if the server supports a feature.
</description>
</method>
+ <method name="is_confusable" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="string" type="String" />
+ <argument index="1" name="dict" type="PackedStringArray" />
+ <description>
+ Returns index of the first string in [code]dict[/dict] which is visually confusable with the [code]string[/string], or [code]-1[/code] if none is found.
+ </description>
+ </method>
<method name="is_locale_right_to_left" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="locale" type="String" />
@@ -1488,6 +1496,13 @@
[b]Note:[/b] This method is used by default line/word breaking methods, and its implementation might be omitted if custom line breaking in implemented.
</description>
</method>
+ <method name="spoof_check" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="string" type="String" />
+ <description>
+ Returns [code]true[/code] if [code]string[/code] is likely to be an attempt at confusing the reader.
+ </description>
+ </method>
<method name="string_get_word_breaks" qualifiers="virtual const">
<return type="PackedInt32Array" />
<argument index="0" name="string" type="String" />
diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml
index 924b4cd8e4..9979a73527 100644
--- a/doc/classes/Transform2D.xml
+++ b/doc/classes/Transform2D.xml
@@ -141,14 +141,40 @@
<return type="Transform2D" />
<argument index="0" name="angle" type="float" />
<description>
- Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication.
+ Returns a copy of the transform rotated by the given [code]angle[/code] (in radians).
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="rotated_local" qualifiers="const">
+ <return type="Transform2D" />
+ <argument index="0" name="angle" type="float" />
+ <description>
+ Returns a copy of the transform rotated by the given [code]angle[/code] (in radians).
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="scaled" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="scale" type="Vector2" />
<description>
- Returns a copy of the transform scaled by the given [code]scale[/code] factor, using matrix multiplication.
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="scaled_local" qualifiers="const">
+ <return type="Transform2D" />
+ <argument index="0" name="scale" type="Vector2" />
+ <description>
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="set_rotation">
@@ -173,12 +199,24 @@
Sets the transform's skew (in radians).
</description>
</method>
+ <method name="translated" qualifiers="const">
+ <return type="Transform2D" />
+ <argument index="0" name="offset" type="Vector2" />
+ <description>
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
<method name="translated_local" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="offset" type="Vector2" />
<description>
- Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors.
- Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
</methods>
diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml
index de1db718c2..9b673701ae 100644
--- a/doc/classes/Transform3D.xml
+++ b/doc/classes/Transform3D.xml
@@ -102,14 +102,43 @@
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="angle" type="float" />
<description>
- Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector.
+ Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians).
+ The [code]axis[/code] must be a normalized vector.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="rotated_local" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="axis" type="Vector3" />
+ <argument index="1" name="angle" type="float" />
+ <description>
+ Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians).
+ The [code]axis[/code] must be a normalized vector.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="scaled" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="scale" type="Vector3" />
<description>
- Returns a copy of the transform with its basis and origin scaled by the given [code]scale[/code] factor, using matrix multiplication.
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="scaled_local" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="scale" type="Vector3" />
+ <description>
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="spherical_interpolate_with" qualifiers="const">
@@ -120,12 +149,24 @@
Returns a transform spherically interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0).
</description>
</method>
+ <method name="translated" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="offset" type="Vector3" />
+ <description>
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
<method name="translated_local" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="offset" type="Vector3" />
<description>
- Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors.
- Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
</methods>
diff --git a/doc/classes/WeakRef.xml b/doc/classes/WeakRef.xml
index f80381acda..ea520178c7 100644
--- a/doc/classes/WeakRef.xml
+++ b/doc/classes/WeakRef.xml
@@ -12,7 +12,7 @@
<method name="get_ref" qualifiers="const">
<return type="Variant" />
<description>
- Returns the [Object] this weakref is referring to.
+ Returns the [Object] this weakref is referring to. Returns [code]null[/code] if that object no longer exists.
</description>
</method>
</methods>