summaryrefslogtreecommitdiff
path: root/doc/classes
diff options
context:
space:
mode:
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/Camera2D.xml10
-rw-r--r--doc/classes/Control.xml12
-rw-r--r--doc/classes/Engine.xml5
-rw-r--r--doc/classes/HTTPClient.xml18
-rw-r--r--doc/classes/Image.xml2
-rw-r--r--doc/classes/Input.xml11
-rw-r--r--doc/classes/InputEventScreenTouch.xml2
-rw-r--r--doc/classes/Node.xml2
-rw-r--r--doc/classes/OS.xml9
-rw-r--r--doc/classes/ParticlesMaterial.xml7
-rw-r--r--doc/classes/PhysicsServer2D.xml23
-rw-r--r--doc/classes/PhysicsServer3D.xml26
-rw-r--r--doc/classes/ProjectSettings.xml6
-rw-r--r--doc/classes/ProximityGroup3D.xml42
-rw-r--r--doc/classes/SceneTreeTimer.xml3
-rw-r--r--doc/classes/Vector2.xml18
-rw-r--r--doc/classes/Vector2i.xml16
-rw-r--r--doc/classes/Vector3.xml16
-rw-r--r--doc/classes/Vector3i.xml14
19 files changed, 120 insertions, 122 deletions
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml
index a3a891cdcb..6a1782fc52 100644
--- a/doc/classes/Camera2D.xml
+++ b/doc/classes/Camera2D.xml
@@ -123,13 +123,13 @@
If [code]true[/code], draws the camera's screen rectangle in the editor.
</member>
<member name="limit_bottom" type="int" setter="set_limit" getter="get_limit" default="10000000">
- Bottom scroll limit in pixels. The camera stops moving when reaching this value.
+ Bottom scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
</member>
<member name="limit_left" type="int" setter="set_limit" getter="get_limit" default="-10000000">
- Left scroll limit in pixels. The camera stops moving when reaching this value.
+ Left scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
</member>
<member name="limit_right" type="int" setter="set_limit" getter="get_limit" default="10000000">
- Right scroll limit in pixels. The camera stops moving when reaching this value.
+ Right scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
</member>
<member name="limit_smoothed" type="bool" setter="set_limit_smoothing_enabled" getter="is_limit_smoothing_enabled" default="false">
If [code]true[/code], the camera smoothly stops when reaches its limits.
@@ -137,10 +137,10 @@
[b]Note:[/b] To immediately update the camera's position to be within limits without smoothing, even with this setting enabled, invoke [method reset_smoothing].
</member>
<member name="limit_top" type="int" setter="set_limit" getter="get_limit" default="-10000000">
- Top scroll limit in pixels. The camera stops moving when reaching this value.
+ Top scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
- The camera's offset, useful for looking around or camera shake animations.
+ The camera's relative offset. Useful for looking around or camera shake animations. The offseted camera can go past the limits defined in [member limit_top], [member limit_bottom], [member limit_left] and [member limit_right].
</member>
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="Camera2D.Camera2DProcessCallback" default="1">
The camera's process callback. See [enum Camera2DProcessCallback].
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 8739e0157d..ed6a71d5c3 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -666,12 +666,6 @@
Returns [code]true[/code] if layout is right-to-left.
</description>
</method>
- <method name="minimum_size_changed">
- <return type="void" />
- <description>
- Invalidates the size cache in this node and in parent nodes up to top_level. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member rect_min_size] directly calls this method automatically.
- </description>
- </method>
<method name="release_focus">
<return type="void" />
<description>
@@ -933,6 +927,12 @@
If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets.
</description>
</method>
+ <method name="update_minimum_size">
+ <return type="void" />
+ <description>
+ Invalidates the size cache in this node and in parent nodes up to top level. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member rect_min_size] directly calls this method automatically.
+ </description>
+ </method>
<method name="warp_mouse">
<return type="void" />
<argument index="0" name="to_position" type="Vector2" />
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 9756b26dee..d0c4d28c55 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -187,7 +187,8 @@
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
</member>
<member name="physics_ticks_per_second" type="int" setter="set_physics_ticks_per_second" getter="get_physics_ticks_per_second" default="60">
- The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage. See also [member target_fps].
+ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member target_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second].
+ [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
</member>
<member name="print_error_messages" type="bool" setter="set_print_error_messages" getter="is_printing_error_messages" default="true">
If [code]false[/code], stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to the [member ProjectSettings.application/run/disable_stderr] project setting.
@@ -195,7 +196,7 @@
[b]Note:[/b] This property does not impact the editor's Errors tab when running a project from the editor.
</member>
<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
- The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit. See also [member physics_ticks_per_second].
+ The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit. See also [member physics_ticks_per_second] and [member ProjectSettings.debug/settings/fps/force_fps].
</member>
<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
Controls how fast or slow the in-game clock ticks versus the real life one. It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real life, whilst a value of 0.5 means the game moves at half the regular speed.
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index a50983853d..e15b065744 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -173,6 +173,24 @@
Sends the body data raw, as a byte array and does not encode it in any way.
</description>
</method>
+ <method name="set_http_proxy">
+ <return type="void" />
+ <argument index="0" name="host" type="String" />
+ <argument index="1" name="port" type="int" />
+ <description>
+ Sets the proxy server for HTTP requests.
+ The proxy server is unset if [code]host[/code] is empty or [code]port[/code] is -1.
+ </description>
+ </method>
+ <method name="set_https_proxy">
+ <return type="void" />
+ <argument index="0" name="host" type="String" />
+ <argument index="1" name="port" type="int" />
+ <description>
+ Sets the proxy server for HTTPS requests.
+ The proxy server is unset if [code]host[/code] is empty or [code]port[/code] is -1.
+ </description>
+ </method>
</methods>
<members>
<member name="blocking_mode_enabled" type="bool" setter="set_blocking_mode" getter="is_blocking_mode_enabled" default="false">
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 8a4bbee0fa..29feb107d4 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -286,7 +286,7 @@
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
<description>
- Loads an image from file [code]path[/code]. See [url=$DOCS_URL/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations.
+ Loads an image from file [code]path[/code]. See [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations.
[b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects.
See also [ImageTexture] description for usage examples.
</description>
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index cd5ba2e17f..068106f2c7 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -243,17 +243,6 @@
Returns [code]true[/code] if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a [enum Key] constant.
</description>
</method>
- <method name="joy_connection_changed">
- <return type="void" />
- <argument index="0" name="device" type="int" />
- <argument index="1" name="connected" type="bool" />
- <argument index="2" name="name" type="String" />
- <argument index="3" name="guid" type="String" />
- <description>
- Notifies the [Input] singleton that a connection has changed, to update the state for the [code]device[/code] index.
- This is used internally and should not have to be called from user scripts. See [signal joy_connection_changed] for the signal emitted when this is triggered internally.
- </description>
- </method>
<method name="parse_input_event">
<return type="void" />
<argument index="0" name="event" type="InputEvent" />
diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml
index 0694b2eabc..17f6eeecab 100644
--- a/doc/classes/InputEventScreenTouch.xml
+++ b/doc/classes/InputEventScreenTouch.xml
@@ -15,7 +15,7 @@
The touch index in the case of a multi-touch event. One index = one finger.
</member>
<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
- The touch position.
+ The touch position, in screen (global) coordinates.
</member>
<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
If [code]true[/code], the touch's state is pressed. If [code]false[/code], the touch's state is released.
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index f1ab5e4843..81b94c036d 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -726,7 +726,7 @@
<signals>
<signal name="ready">
<description>
- Emitted when the node is ready.
+ Emitted when the node is ready. Comes after [method _ready] callback and follows the same rules.
</description>
</signal>
<signal name="renamed">
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 7088844547..a5bd8e2768 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -31,6 +31,13 @@
[b]Note:[/b] This method is implemented on Linux, macOS and Windows.
</description>
</method>
+ <method name="crash">
+ <return type="void" />
+ <argument index="0" name="message" type="String" />
+ <description>
+ Crashes the engine (or the editor if called within a [code]@tool[/code] script). This should [i]only[/i] be used for testing the system's crash handler, not for any other purpose. For general error reporting, use (in order of preference) [method @GDScript.assert], [method @GlobalScope.push_error] or [method alert]. See also [method kill].
+ </description>
+ </method>
<method name="create_instance">
<return type="int" />
<argument index="0" name="arguments" type="PackedStringArray" />
@@ -374,7 +381,7 @@
<return type="int" enum="Error" />
<argument index="0" name="pid" type="int" />
<description>
- Kill (terminate) the process identified by the given process ID ([code]pid[/code]), e.g. the one returned by [method execute] in non-blocking mode.
+ Kill (terminate) the process identified by the given process ID ([code]pid[/code]), e.g. the one returned by [method execute] in non-blocking mode. See also [method crash].
[b]Note:[/b] This method can also be used to kill processes that were not spawned by the game.
[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
</description>
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index 2cc0d8f2b0..8322d4474f 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -6,7 +6,7 @@
<description>
ParticlesMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [GPUParticles3D] and [GPUParticles2D] emitter nodes.
Some of this material's properties are applied to each particle when emitted, while others can have a [CurveTexture] applied to vary values over the lifetime of the particle.
- When a randomness ratio is applied to a property it is used to scale that property by a random amount. The random ratio is used to interpolate between [code]1.0[/code] and a random number less than one, the result is multiplied by the property to obtain the randomized property. For example a random ratio of [code]0.4[/code] would scale the original property between [code]0.4-1.0[/code] of its original value.
+ Particle animation is available only in [GPUParticles2D]. To use it, attach a [CanvasItemMaterial], with [member CanvasItemMaterial.particles_animation] enabled, to the particles node.
</description>
<tutorials>
</tutorials>
@@ -104,7 +104,8 @@
Each particle's animation speed will vary along this [CurveTexture].
</member>
<member name="anim_speed_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
- Maximum particle animation speed.
+ Maximum particle animation speed. Animation speed of [code]1[/code] means that the particles will make full [code]0[/code] to [code]1[/code] offset cycle during lifetime, [code]2[/code] means [code]2[/code] cycles etc.
+ With animation speed greater than [code]1[/code], remember to enable [member CanvasItemMaterial.particles_anim_loop] property if you want the animation to repeat.
</member>
<member name="anim_speed_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
Minimum particle animation speed.
@@ -195,7 +196,7 @@
Minimum initial velocity.
</member>
<member name="lifetime_randomness" type="float" setter="set_lifetime_randomness" getter="get_lifetime_randomness" default="0.0">
- Particle lifetime randomness ratio.
+ Particle lifetime randomness ratio. The lifetime will be multipled by a value interpolated between [code]1.0[/code] and a random number less than one. For example a random ratio of [code]0.4[/code] would scale the original lifetime between [code]0.4-1.0[/code] of its original value.
</member>
<member name="linear_accel_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's linear acceleration will vary along this [CurveTexture].
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 868b58ea9f..556e2dae85 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -711,13 +711,6 @@
Activates or deactivates the 2D physics engine.
</description>
</method>
- <method name="set_collision_iterations">
- <return type="void" />
- <argument index="0" name="iterations" type="int" />
- <description>
- Sets the amount of iterations for calculating velocities of colliding bodies. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. The default value is [code]8[/code].
- </description>
- </method>
<method name="shape_get_data" qualifiers="const">
<return type="Variant" />
<argument index="0" name="shape" type="RID" />
@@ -798,21 +791,27 @@
<constant name="SPACE_PARAM_CONTACT_MAX_SEPARATION" value="1" enum="SpaceParameter">
Constant to set/get the maximum distance a shape can be from another before they are considered separated.
</constant>
- <constant name="SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
</constant>
- <constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="3" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_CONTACT_DEFAULT_BIAS" value="3" enum="SpaceParameter">
+ Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision.
+ </constant>
+ <constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
</constant>
- <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="5" enum="SpaceParameter">
Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
</constant>
- <constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="5" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="6" enum="SpaceParameter">
Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
</constant>
- <constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="6" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter">
Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
</constant>
+ <constant name="SPACE_PARAM_SOLVER_ITERATIONS" value="8" enum="SpaceParameter">
+ Constant to set/get the number of solver iterations for all contacts and constraints. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance.
+ </constant>
<constant name="SHAPE_WORLD_BOUNDARY" value="0" enum="ShapeType">
This is the constant for creating world boundary shapes. A world boundary shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks.
</constant>
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index ceb3e788d2..027c593de3 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -846,14 +846,6 @@
Activates or deactivates the 3D physics engine.
</description>
</method>
- <method name="set_collision_iterations">
- <return type="void" />
- <argument index="0" name="iterations" type="int" />
- <description>
- Sets the amount of iterations for calculating velocities of colliding bodies. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. The default value is [code]8[/code].
- [b]Note:[/b] Only has an effect when using the default GodotPhysics engine, not the Bullet physics engine.
- </description>
- </method>
<method name="shape_get_data" qualifiers="const">
<return type="Variant" />
<argument index="0" name="shape" type="RID" />
@@ -1343,23 +1335,29 @@
<constant name="SPACE_PARAM_CONTACT_MAX_SEPARATION" value="1" enum="SpaceParameter">
Constant to set/get the maximum distance a shape can be from another before they are considered separated.
</constant>
- <constant name="SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
</constant>
- <constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="3" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_CONTACT_DEFAULT_BIAS" value="3" enum="SpaceParameter">
+ Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision.
+ </constant>
+ <constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
</constant>
- <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="5" enum="SpaceParameter">
Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
</constant>
- <constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="5" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="6" enum="SpaceParameter">
Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
</constant>
- <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO" value="6" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO" value="7" enum="SpaceParameter">
</constant>
- <constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="8" enum="SpaceParameter">
Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
</constant>
+ <constant name="SPACE_PARAM_SOLVER_ITERATIONS" value="9" enum="SpaceParameter">
+ Constant to set/get the number of solver iterations for contacts and constraints. The greater the amount of iterations, the more accurate the collisions and constraints will be. However, a greater amount of iterations requires more CPU power, which can decrease performance.
+ </constant>
<constant name="BODY_AXIS_LINEAR_X" value="1" enum="BodyAxis">
</constant>
<constant name="BODY_AXIS_LINEAR_Y" value="2" enum="BodyAxis">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index e0371a6a4a..ce9f41410a 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -432,8 +432,9 @@
</member>
<member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0">
Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.
- If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
+ If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. See also [member physics/common/physics_ticks_per_second].
This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions.
+ [b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.target_fps] instead.
</member>
<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
Maximum call stack allowed for debugging GDScript.
@@ -1481,8 +1482,9 @@
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
- The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run.
+ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member debug/settings/fps/force_fps].
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
+ [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
</member>
<member name="rendering/2d/opengl/batching_send_null" type="int" setter="" getter="" default="0">
</member>
diff --git a/doc/classes/ProximityGroup3D.xml b/doc/classes/ProximityGroup3D.xml
deleted file mode 100644
index 15735bd6f6..0000000000
--- a/doc/classes/ProximityGroup3D.xml
+++ /dev/null
@@ -1,42 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="ProximityGroup3D" inherits="Node3D" version="4.0">
- <brief_description>
- General-purpose proximity detection node.
- </brief_description>
- <description>
- General-purpose proximity detection node.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="broadcast">
- <return type="void" />
- <argument index="0" name="method" type="String" />
- <argument index="1" name="parameters" type="Variant" />
- <description>
- </description>
- </method>
- </methods>
- <members>
- <member name="dispatch_mode" type="int" setter="set_dispatch_mode" getter="get_dispatch_mode" enum="ProximityGroup3D.DispatchMode" default="0">
- </member>
- <member name="grid_radius" type="Vector3" setter="set_grid_radius" getter="get_grid_radius" default="Vector3(1, 1, 1)">
- </member>
- <member name="group_name" type="String" setter="set_group_name" getter="get_group_name" default="&quot;&quot;">
- </member>
- </members>
- <signals>
- <signal name="broadcast">
- <argument index="0" name="method" type="String" />
- <argument index="1" name="parameters" type="Array" />
- <description>
- </description>
- </signal>
- </signals>
- <constants>
- <constant name="MODE_PROXY" value="0" enum="DispatchMode">
- </constant>
- <constant name="MODE_SIGNAL" value="1" enum="DispatchMode">
- </constant>
- </constants>
-</class>
diff --git a/doc/classes/SceneTreeTimer.xml b/doc/classes/SceneTreeTimer.xml
index b0509a322e..80f0a54e70 100644
--- a/doc/classes/SceneTreeTimer.xml
+++ b/doc/classes/SceneTreeTimer.xml
@@ -22,12 +22,13 @@
}
[/csharp]
[/codeblocks]
+ The timer will be automatically freed after its time elapses.
</description>
<tutorials>
</tutorials>
<members>
<member name="time_left" type="float" setter="set_time_left" getter="get_time_left">
- The time remaining.
+ The time remaining (in seconds).
</member>
</members>
<signals>
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 15f7d2f9e3..f3c2d743b6 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -214,12 +214,24 @@
Returns the vector with a maximum length by limiting its length to [code]length[/code].
</description>
</method>
+ <method name="max_axis_index" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
+ </description>
+ </method>
+ <method name="min_axis_index" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Y].
+ </description>
+ </method>
<method name="move_toward" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="to" type="Vector2" />
<argument index="1" name="delta" type="float" />
<description>
- Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
+ Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount. Will not go past the final value.
</description>
</method>
<method name="normalized" qualifiers="const">
@@ -315,10 +327,10 @@
</members>
<constants>
<constant name="AXIS_X" value="0">
- Enumerated value for the X axis.
+ Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index].
</constant>
<constant name="AXIS_Y" value="1">
- Enumerated value for the Y axis.
+ Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index].
</constant>
<constant name="ZERO" value="Vector2(0, 0)">
Zero vector, a vector with all components set to [code]0[/code].
diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml
index 62362409a5..a9334d924f 100644
--- a/doc/classes/Vector2i.xml
+++ b/doc/classes/Vector2i.xml
@@ -64,6 +64,18 @@
Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
</description>
</method>
+ <method name="max_axis_index" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
+ </description>
+ </method>
+ <method name="min_axis_index" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Y].
+ </description>
+ </method>
<method name="sign" qualifiers="const">
<return type="Vector2i" />
<description>
@@ -81,10 +93,10 @@
</members>
<constants>
<constant name="AXIS_X" value="0">
- Enumerated value for the X axis.
+ Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index].
</constant>
<constant name="AXIS_Y" value="1">
- Enumerated value for the Y axis.
+ Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index].
</constant>
<constant name="ZERO" value="Vector2i(0, 0)">
Zero vector, a vector with all components set to [code]0[/code].
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 6d87ce9ea8..da5e4f4f43 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -184,16 +184,16 @@
Returns the vector with a maximum length by limiting its length to [code]length[/code].
</description>
</method>
- <method name="max_axis" qualifiers="const">
+ <method name="max_axis_index" qualifiers="const">
<return type="int" />
<description>
- Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
+ Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
</description>
</method>
- <method name="min_axis" qualifiers="const">
+ <method name="min_axis_index" qualifiers="const">
<return type="int" />
<description>
- Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z].
+ Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z].
</description>
</method>
<method name="move_toward" qualifiers="const">
@@ -201,7 +201,7 @@
<argument index="0" name="to" type="Vector3" />
<argument index="1" name="delta" type="float" />
<description>
- Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
+ Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] amount. Will not go past the final value.
</description>
</method>
<method name="normalized" qualifiers="const">
@@ -321,13 +321,13 @@
</members>
<constants>
<constant name="AXIS_X" value="0">
- Enumerated value for the X axis. Returned by [method max_axis] and [method min_axis].
+ Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index].
</constant>
<constant name="AXIS_Y" value="1">
- Enumerated value for the Y axis. Returned by [method max_axis] and [method min_axis].
+ Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index].
</constant>
<constant name="AXIS_Z" value="2">
- Enumerated value for the Z axis. Returned by [method max_axis] and [method min_axis].
+ Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index].
</constant>
<constant name="ZERO" value="Vector3(0, 0, 0)">
Zero vector, a vector with all components set to [code]0[/code].
diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml
index 17febdea83..9b952292b6 100644
--- a/doc/classes/Vector3i.xml
+++ b/doc/classes/Vector3i.xml
@@ -58,16 +58,16 @@
Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
</description>
</method>
- <method name="max_axis" qualifiers="const">
+ <method name="max_axis_index" qualifiers="const">
<return type="int" />
<description>
- Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
+ Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
</description>
</method>
- <method name="min_axis" qualifiers="const">
+ <method name="min_axis_index" qualifiers="const">
<return type="int" />
<description>
- Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z].
+ Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z].
</description>
</method>
<method name="sign" qualifiers="const">
@@ -90,13 +90,13 @@
</members>
<constants>
<constant name="AXIS_X" value="0">
- Enumerated value for the X axis.
+ Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index].
</constant>
<constant name="AXIS_Y" value="1">
- Enumerated value for the Y axis.
+ Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index].
</constant>
<constant name="AXIS_Z" value="2">
- Enumerated value for the Z axis.
+ Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index].
</constant>
<constant name="ZERO" value="Vector3i(0, 0, 0)">
Zero vector, a vector with all components set to [code]0[/code].