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-rw-r--r--doc/classes/DynamicFontData.xml12
-rw-r--r--doc/classes/Environment.xml7
-rw-r--r--doc/classes/File.xml14
-rw-r--r--doc/classes/Image.xml35
-rw-r--r--doc/classes/Input.xml32
-rw-r--r--doc/classes/InstancePlaceholder.xml2
-rw-r--r--doc/classes/Navigation2D.xml1
-rw-r--r--doc/classes/Node.xml84
-rw-r--r--doc/classes/ParticlesMaterial.xml2
-rw-r--r--doc/classes/TileMap.xml7
-rw-r--r--doc/classes/Vector2.xml9
11 files changed, 164 insertions, 41 deletions
diff --git a/doc/classes/DynamicFontData.xml b/doc/classes/DynamicFontData.xml
index 510f19dd78..7b34d02316 100644
--- a/doc/classes/DynamicFontData.xml
+++ b/doc/classes/DynamicFontData.xml
@@ -16,7 +16,19 @@
<member name="font_path" type="String" setter="set_font_path" getter="get_font_path">
The path to the vector font file.
</member>
+ <member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="DynamicFontData.Hinting">
+ The font hinting mode used by FreeType.
+ </member>
</members>
<constants>
+ <constant name="HINTING_NONE" value="0" enum="Hinting">
+ Disable font hinting (smoother but less crisp).
+ </constant>
+ <constant name="HINTING_LIGHT" value="1" enum="Hinting">
+ Use the light font hinting mode.
+ </constant>
+ <constant name="HINTING_NORMAL" value="2" enum="Hinting">
+ Use the default font hinting mode (crisper but less smooth).
+ </constant>
</constants>
</class>
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 048c90e515..18adaa645c 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -4,8 +4,9 @@
Resource for environment nodes (like [WorldEnvironment]) that define multiple rendering options.
</brief_description>
<description>
- Resource for environment nodes (like [WorldEnvironment]) that define multiple environment operations (such as background [Sky] or [Color], ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is:
- - DOF Blur
+ Resource for environment nodes (like [WorldEnvironment]) that define multiple environment operations (such as background [Sky] or [Color], ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is:
+
+ - DOF Blur
- Motion Blur
- Bloom
- Tonemap (auto exposure)
@@ -13,7 +14,7 @@
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html
- http://docs.godotengine.org/en/3.0/tutorials/3d/high_dynamic_range.html
+ http://docs.godotengine.org/en/3.0/tutorials/3d/high_dynamic_range.html
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index 3cafb6ba3b..534323348e 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -163,6 +163,20 @@
Returns a [String] saved in Pascal format from the file.
</description>
</method>
+ <method name="get_path">
+ <return type="String">
+ </return>
+ <description>
+ Returns the path as a [String] for the current open file.
+ </description>
+ </method>
+ <method name="get_path_absolute">
+ <return type="String">
+ </return>
+ <description>
+ Returns the absolute path as a [String] for the current open file.
+ </description>
+ </method>
<method name="get_position" qualifiers="const">
<return type="int">
</return>
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index b158154c49..c1bd8d34eb 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -436,74 +436,109 @@
<constant name="FORMAT_LA8" value="1" enum="Format">
</constant>
<constant name="FORMAT_R8" value="2" enum="Format">
+ OpenGL texture format RED with a single component and a bitdepth of 8.
</constant>
<constant name="FORMAT_RG8" value="3" enum="Format">
+ OpenGL texture format RG with two components and a bitdepth of 8 for each.
</constant>
<constant name="FORMAT_RGB8" value="4" enum="Format">
+ OpenGL texture format RGB with three components, each with a bitdepth of 8.
</constant>
<constant name="FORMAT_RGBA8" value="5" enum="Format">
+ OpenGL texture format RGBA with four components, each with a bitdepth of 8.
</constant>
<constant name="FORMAT_RGBA4444" value="6" enum="Format">
+ OpenGL texture format RGBA with four components, each with a bitdepth of 4.
</constant>
<constant name="FORMAT_RGBA5551" value="7" enum="Format">
+ OpenGL texture format GL_RGB5_A1 where 5 bits of depth for each component of RGB and one bit for alpha.
</constant>
<constant name="FORMAT_RF" value="8" enum="Format">
+ OpenGL texture format GL_R32F where there's one component, a 32-bit floating-point value.
</constant>
<constant name="FORMAT_RGF" value="9" enum="Format">
+ OpenGL texture format GL_RG32F where there are two components, each a 32-bit floating-point values.
</constant>
<constant name="FORMAT_RGBF" value="10" enum="Format">
+ OpenGL texture format GL_RGB32F where there are three components, each a 32-bit floating-point values.
</constant>
<constant name="FORMAT_RGBAF" value="11" enum="Format">
+ OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point values.
</constant>
<constant name="FORMAT_RH" value="12" enum="Format">
+ OpenGL texture format GL_R32F where there's one component, a 16-bit "half-precision" floating-point value.
</constant>
<constant name="FORMAT_RGH" value="13" enum="Format">
+ OpenGL texture format GL_RG32F where there's two components, each a 16-bit "half-precision" floating-point value.
</constant>
<constant name="FORMAT_RGBH" value="14" enum="Format">
+ OpenGL texture format GL_RGB32F where there's three components, each a 16-bit "half-precision" floating-point value.
</constant>
<constant name="FORMAT_RGBAH" value="15" enum="Format">
+ OpenGL texture format GL_RGBA32F where there's four components, each a 16-bit "half-precision" floating-point value.
</constant>
<constant name="FORMAT_RGBE9995" value="16" enum="Format">
+ A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single exponent.
</constant>
<constant name="FORMAT_DXT1" value="17" enum="Format">
+ The S3TC texture format that uses Block Compression 1, and is the smallest variation of S3TC, only providing 1 bit of alpha and color data being premultiplied with alpha. More information can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression.
</constant>
<constant name="FORMAT_DXT3" value="18" enum="Format">
+ The S3TC texture format that uses Block Compression 2, and color data is interpreted as not having been premultiplied by alpha. Well suited for images with sharp alpha transitions between translucent and opaque areas.
</constant>
<constant name="FORMAT_DXT5" value="19" enum="Format">
+ The S3TC texture format also known as Block Compression 3 or BC3 that contains 64 bits of alpha channel data followed by 64 bits of DXT1-encoded color data. Color data is not premultiplied by alpha, same as DXT3. DXT5 generally produces superior results for transparency gradients than DXT3.
</constant>
<constant name="FORMAT_RGTC_R" value="20" enum="Format">
+ Texture format that uses Red Green Texture Compression, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel. More information can be found here https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression.
</constant>
<constant name="FORMAT_RGTC_RG" value="21" enum="Format">
+ Texture format that uses Red Green Texture Compression, normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel.
</constant>
<constant name="FORMAT_BPTC_RGBA" value="22" enum="Format">
+ Texture format that uses BPTC compression with unsigned normalized RGBA components. More information can be found at https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression.
</constant>
<constant name="FORMAT_BPTC_RGBF" value="23" enum="Format">
+ Texture format that uses BPTC compression with signed floating-point RGB components.
</constant>
<constant name="FORMAT_BPTC_RGBFU" value="24" enum="Format">
+ Texture format that uses BPTC compression with unsigned floating-point RGB components.
</constant>
<constant name="FORMAT_PVRTC2" value="25" enum="Format">
+ Texture format used on PowerVR-supported mobile platforms, uses 2 bit color depth with no alpha. More information on PVRTC can be found here https://en.wikipedia.org/wiki/PVRTC.
</constant>
<constant name="FORMAT_PVRTC2A" value="26" enum="Format">
+ Same as PVRTC2, but with an alpha component.
</constant>
<constant name="FORMAT_PVRTC4" value="27" enum="Format">
+ Similar to PVRTC2, but with 4 bit color depth and no alpha.
</constant>
<constant name="FORMAT_PVRTC4A" value="28" enum="Format">
+ Same as PVRTC4, but with an alpha component.
</constant>
<constant name="FORMAT_ETC" value="29" enum="Format">
+ Ericsson Texture Compression format, also referred to as 'ETC1', and is part of the OpenGL ES graphics standard. An overview of the format is given at https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1.
</constant>
<constant name="FORMAT_ETC2_R11" value="30" enum="Format">
+ Ericsson Texture Compression format 2 variant R11_EAC, which provides one channel of unsigned data.
</constant>
<constant name="FORMAT_ETC2_R11S" value="31" enum="Format">
+ Ericsson Texture Compression format 2 variant SIGNED_R11_EAC, which provides one channel of signed data.
</constant>
<constant name="FORMAT_ETC2_RG11" value="32" enum="Format">
+ Ericsson Texture Compression format 2 variant RG11_EAC, which provides two channels of unsigned data.
</constant>
<constant name="FORMAT_ETC2_RG11S" value="33" enum="Format">
+ Ericsson Texture Compression format 2 variant SIGNED_RG11_EAC, which provides two channels of signed data.
</constant>
<constant name="FORMAT_ETC2_RGB8" value="34" enum="Format">
+ Ericsson Texture Compression format 2 variant RGB8, which is a followup of ETC1 and compresses RGB888 data.
</constant>
<constant name="FORMAT_ETC2_RGBA8" value="35" enum="Format">
+ Ericsson Texture Compression format 2 variant RGBA8, which compresses RGBA8888 data with full alpha support.
</constant>
<constant name="FORMAT_ETC2_RGB8A1" value="36" enum="Format">
+ Ericsson Texture Compression format 2 variant RGB8_PUNCHTHROUGH_ALPHA1, which compresses RGBA data to make alpha either fully transparent or fully opaque.
</constant>
<constant name="FORMAT_MAX" value="37" enum="Format">
</constant>
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index a7a6c2ef45..f3bff5a146 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -7,6 +7,7 @@
A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the Project Settings / Input Map tab. Or be set with [InputMap].
</description>
<tutorials>
+ http://docs.godotengine.org/en/3.0/tutorials/inputs/index.html
</tutorials>
<demos>
</demos>
@@ -44,7 +45,7 @@
<return type="Vector3">
</return>
<description>
- If the device has an accelerometer, this will return the movement.
+ If the device has an accelerometer, this will return the acceleration. Otherwise, it returns an empty [Vector3].
</description>
</method>
<method name="get_connected_joypads">
@@ -58,13 +59,14 @@
<return type="Vector3">
</return>
<description>
+ If the device has an accelerometer, this will return the gravity. Otherwise, it returns an empty [Vector3].
</description>
</method>
<method name="get_gyroscope" qualifiers="const">
<return type="Vector3">
</return>
<description>
- If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's x, y, and z axis.
+ If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's x, y, and z axis. Otherwise, it returns an empty [Vector3].
</description>
</method>
<method name="get_joy_axis" qualifiers="const">
@@ -180,7 +182,8 @@
<argument index="0" name="action" type="String">
</argument>
<description>
- Returns [code]true[/code] when you start pressing the action event.
+ Returns [code]true[/code] when the user starts pressing the action event, meaning it's true only on the frame that the user pressed down the button.
+ This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.
</description>
</method>
<method name="is_action_just_released" qualifiers="const">
@@ -189,7 +192,7 @@
<argument index="0" name="action" type="String">
</argument>
<description>
- Returns [code]true[/code] when you stop pressing the action event.
+ Returns [code]true[/code] when the user stops pressing the action event, meaning it's true only on the frame that the user released the button.
</description>
</method>
<method name="is_action_pressed" qualifiers="const">
@@ -259,6 +262,7 @@
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
+ Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code.
</description>
</method>
<method name="remove_joy_mapping">
@@ -334,7 +338,7 @@
<argument index="1" name="connected" type="bool">
</argument>
<description>
- Emitted when a joypad device has been connected or disconnected
+ Emitted when a joypad device has been connected or disconnected.
</description>
</signal>
</signals>
@@ -349,40 +353,58 @@
Captures the mouse. The mouse will be hidden and unable to leave the game window. But it will still register movement and mouse button presses.
</constant>
<constant name="MOUSE_MODE_CONFINED" value="3" enum="MouseMode">
+ Makes the mouse cursor visible but confines it to the game window.
</constant>
<constant name="CURSOR_ARROW" value="0" enum="CursorShape">
+ Arrow cursor. Standard, default pointing cursor.
</constant>
<constant name="CURSOR_IBEAM" value="1" enum="CursorShape">
+ I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked.
</constant>
<constant name="CURSOR_POINTING_HAND" value="2" enum="CursorShape">
+ Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item.
</constant>
<constant name="CURSOR_CROSS" value="3" enum="CursorShape">
+ Cross cursor. Typically appears over regions in which a drawing operation can be performance or for selections.
</constant>
<constant name="CURSOR_WAIT" value="4" enum="CursorShape">
+ Wait cursor. Indicates that the application is busy performing an operation.
</constant>
<constant name="CURSOR_BUSY" value="5" enum="CursorShape">
+ Busy cursor. See [code]CURSOR_WAIT[/code].
</constant>
<constant name="CURSOR_DRAG" value="6" enum="CursorShape">
+ Drag cursor. Usually displayed when dragging something.
</constant>
<constant name="CURSOR_CAN_DROP" value="7" enum="CursorShape">
+ Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position.
</constant>
<constant name="CURSOR_FORBIDDEN" value="8" enum="CursorShape">
+ Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled.
</constant>
<constant name="CURSOR_VSIZE" value="9" enum="CursorShape">
+ Vertical resize mouse cursor. A double headed vertical arrow. It tells the user they can resize the window or the panel vertically.
</constant>
<constant name="CURSOR_HSIZE" value="10" enum="CursorShape">
+ Horizontal resize mouse cursor. A double headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.
</constant>
<constant name="CURSOR_BDIAGSIZE" value="11" enum="CursorShape">
+ Window resize mouse cursor. The cursor is a double headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
</constant>
<constant name="CURSOR_FDIAGSIZE" value="12" enum="CursorShape">
+ Window resize mouse cursor. The cursor is a double headed arrow that goes from the top left to the bottom right, the opposite of [code]CURSOR_BDIAGSIZE[/code]. It tells the user they can resize the window or the panel both horizontally and vertically.
</constant>
<constant name="CURSOR_MOVE" value="13" enum="CursorShape">
+ Move cursor. Indicates that something can be moved.
</constant>
<constant name="CURSOR_VSPLIT" value="14" enum="CursorShape">
+ Vertical split mouse cursor. On Windows, it's the same as [code]CURSOR_VSIZE[/code].
</constant>
<constant name="CURSOR_HSPLIT" value="15" enum="CursorShape">
+ Horizontal split mouse cursor. On Windows, it's the same as [code]CURSOR_HSIZE[/code].
</constant>
<constant name="CURSOR_HELP" value="16" enum="CursorShape">
+ Help cursor. Usually a question mark.
</constant>
</constants>
</class>
diff --git a/doc/classes/InstancePlaceholder.xml b/doc/classes/InstancePlaceholder.xml
index 249c6921c4..5945e1068f 100644
--- a/doc/classes/InstancePlaceholder.xml
+++ b/doc/classes/InstancePlaceholder.xml
@@ -4,7 +4,7 @@
Placeholder for the root [Node] of a [PackedScene].
</brief_description>
<description>
- Turning on the option [b]Load As Placeholder[/b] for an instanced scene in the editor causes it to be replaced by an InstacePlaceholder when running the game. This makes it possible to delay actually loading the scene until calling [method replace_by_instance]. This is useful to avoid loading large scenes all at once by loading parts of it selectively.
+ Turning on the option [b]Load As Placeholder[/b] for an instanced scene in the editor causes it to be replaced by an InstancePlaceholder when running the game. This makes it possible to delay actually loading the scene until calling [method replace_by_instance]. This is useful to avoid loading large scenes all at once by loading parts of it selectively.
The InstancePlaceholder does not have a transform. This causes any child nodes to be positioned relatively to the Viewport from point (0,0), rather than their parent as displayed in the editor. Replacing the placeholder with a scene with a transform will transform children relatively to their parent again.
</description>
<tutorials>
diff --git a/doc/classes/Navigation2D.xml b/doc/classes/Navigation2D.xml
index 6f9ff7a2be..d2f4513372 100644
--- a/doc/classes/Navigation2D.xml
+++ b/doc/classes/Navigation2D.xml
@@ -1,6 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Navigation2D" inherits="Node2D" category="Core" version="3.1">
<brief_description>
+ Class to assist with character navigation and pathfinding.
</brief_description>
<description>
</description>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 8d07aa95f3..97d09a66c4 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Nodes are Godot's building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names.
- A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects. Nodes can also optionally be added to groups. This makes it possible to access a number of nodes from code (an "enemies" group, for example) to perform grouped actions.
+ A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.
[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the NOTIFICATION_ENTER_TREE notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's.
Once all nodes have been added in the scene tree, they receive the NOTIFICATION_READY notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes.
This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree).
@@ -13,7 +13,8 @@
Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with [method set_owner]. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with [method free] or [method queue_free], it will also free all its children.
- [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections), with behaviour varying depending on the network mode ([method set_network_mode]) of the receiving peer. To identify which node receives the RPC call Godot will use its [NodePath] (make sure node names are the same on all peers).
+ [b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree].
+ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call Godot will use its [NodePath] (make sure node names are the same on all peers). Also take a look at the high-level networking tutorial and corresponding demos.
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scenes_and_nodes.html
@@ -45,6 +46,8 @@
<description>
Called when there is an input event. The input event propagates through the node tree until a node consumes it.
It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input].
+ To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
+ For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first.
</description>
</method>
<method name="_physics_process" qualifiers="virtual">
@@ -74,7 +77,8 @@
</return>
<description>
Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards.
- Corresponds to the NOTIFICATION_READY notification in [method Object._notification].
+ Corresponds to the NOTIFICATION_READY notification in [method Object._notification]. See also the [code]onready[/code] keyword for variables.
+ Usually used for initialization. For even earlier initialization, [method Object._init] may be used. Also see [method _enter_tree].
</description>
</method>
<method name="_unhandled_input" qualifiers="virtual">
@@ -83,8 +87,10 @@
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
- Propagated to all nodes when the previous InputEvent is not consumed by any nodes.
+ Propagated to all nodes when the previous [InputEvent] is not consumed by any nodes.
It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input].
+ To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
+ For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
</description>
</method>
<method name="_unhandled_key_input" qualifiers="virtual">
@@ -93,6 +99,10 @@
<argument index="0" name="event" type="InputEventKey">
</argument>
<description>
+ Propagated to all nodes when the previous [InputEventKey] is not consumed by any nodes.
+ It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input].
+ To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
+ For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
</description>
</method>
<method name="add_child">
@@ -129,7 +139,7 @@
<argument index="1" name="persistent" type="bool" default="false">
</argument>
<description>
- Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]).
+ Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]). See notes in the description, and the group methods in [SceneTree].
</description>
</method>
<method name="can_process" qualifiers="const">
@@ -203,7 +213,7 @@
<return type="int">
</return>
<description>
- Returns the peer ID of the network master for this node.
+ Returns the peer ID of the network master for this node. See [method set_network_master].
</description>
</method>
<method name="get_node" qualifiers="const">
@@ -262,7 +272,7 @@
<argument index="0" name="node" type="Node">
</argument>
<description>
- Returns the relative path from the current node to the specified node in "node" argument. Both nodes must be in the same scene, or the function will fail.
+ Returns the relative [NodePath] from this node to the specified [code]node[/code]. Both nodes must be in the same scene or the function will fail.
</description>
</method>
<method name="get_physics_process_delta_time" qualifiers="const">
@@ -290,6 +300,7 @@
<return type="bool">
</return>
<description>
+ Returns [code]true[/code] if this is an instance load placeholder. See [InstancePlaceholder].
</description>
</method>
<method name="get_tree" qualifiers="const">
@@ -354,7 +365,7 @@
<argument index="0" name="group" type="String">
</argument>
<description>
- Returns [code]true[/code] if this node is in the specified group.
+ Returns [code]true[/code] if this node is in the specified group. See notes in the description, and the group methods in [SceneTree].
</description>
</method>
<method name="is_inside_tree" qualifiers="const">
@@ -368,6 +379,7 @@
<return type="bool">
</return>
<description>
+ Returns [code]true[/code] if the local system is the master of this node.
</description>
</method>
<method name="is_physics_processing" qualifiers="const">
@@ -381,6 +393,7 @@
<return type="bool">
</return>
<description>
+ Returns [code]true[/code] if internal physics processing is enabled (see [method set_physics_process_internal]).
</description>
</method>
<method name="is_processing" qualifiers="const">
@@ -401,6 +414,7 @@
<return type="bool">
</return>
<description>
+ Returns [code]true[/code] if internal processing is enabled (see [method set_process_internal]).
</description>
</method>
<method name="is_processing_unhandled_input" qualifiers="const">
@@ -432,13 +446,14 @@
<return type="void">
</return>
<description>
+ Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. Works only in debug builds.
</description>
</method>
<method name="print_tree">
<return type="void">
</return>
<description>
- Prints the scene to stdout. Used mainly for debugging purposes.
+ Prints the scene hierarchy of this node and all it's children to stdout. Used mainly for debugging purposes.
</description>
</method>
<method name="propagate_call">
@@ -499,7 +514,7 @@
<argument index="0" name="group" type="String">
</argument>
<description>
- Removes a node from a group.
+ Removes a node from a group. See notes in the description, and the group methods in [SceneTree].
</description>
</method>
<method name="replace_by">
@@ -526,7 +541,7 @@
<argument index="0" name="method" type="String">
</argument>
<description>
- Sends a remote procedure call request to all peers on the network (and locally), optionally sending additional data as arguments. Call request will be received by nodes with the same [NodePath].
+ Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Also see [method rset] and [method rset_config] for properties. Returns an empty [Variant]. Note that you can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [SceneTree]. You also need to keep track of the connection state, either by the [SceneTree] signals like [code]server_disconnected[/code] or by checking [code]SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED[/code].
</description>
</method>
<method name="rpc_config">
@@ -537,7 +552,7 @@
<argument index="1" name="mode" type="int" enum="Node.RPCMode">
</argument>
<description>
- Changes the method's RPC mode (one of RPC_MODE_* constants).
+ Changes the RPC mode for the given [code]method[/code] to the given [code]mode[/code]. See [enum RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]sync[/code], [code]master[/code], [code]slave[/code]). By default, methods are not exposed to networking (and RPCs). Also see [method rset] and [method rset_config] for properties.
</description>
</method>
<method name="rpc_id" qualifiers="vararg">
@@ -548,7 +563,7 @@
<argument index="1" name="method" type="String">
</argument>
<description>
- Sends a [method rpc] to a specific peer identified by [i]peer_id[/i].
+ Sends a [method rpc] to a specific peer identified by [code]peer_id[/code]. Returns an empty [Variant].
</description>
</method>
<method name="rpc_unreliable" qualifiers="vararg">
@@ -557,7 +572,7 @@
<argument index="0" name="method" type="String">
</argument>
<description>
- Sends a [method rpc] using an unreliable protocol.
+ Sends a [method rpc] using an unreliable protocol. Returns an empty [Variant].
</description>
</method>
<method name="rpc_unreliable_id" qualifiers="vararg">
@@ -568,7 +583,7 @@
<argument index="1" name="method" type="String">
</argument>
<description>
- Sends a [method rpc] to a specific peer identified by [i]peer_id[/i] using an unreliable protocol.
+ Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] using an unreliable protocol. Returns an empty [Variant].
</description>
</method>
<method name="rset">
@@ -579,7 +594,7 @@
<argument index="1" name="value" type="Variant">
</argument>
<description>
- Remotely changes property's value on other peers (and locally).
+ Remotely changes a property's value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see [method rset_config]. Also see [method rpc] for RPCs for methods, most information applies to this method as well.
</description>
</method>
<method name="rset_config">
@@ -590,7 +605,7 @@
<argument index="1" name="mode" type="int" enum="Node.RPCMode">
</argument>
<description>
- Changes the property's RPC mode (one of RPC_MODE_* constants).
+ Changes the RPC mode for the given [code]property[/code] to the given [code]mode[/code]. See [enum RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]sync[/code], [code]master[/code], [code]slave[/code]). By default, properties are not exposed to networking (and RPCs). Also see [method rpc] and [method rpc_config] for methods.
</description>
</method>
<method name="rset_id">
@@ -603,7 +618,7 @@
<argument index="2" name="value" type="Variant">
</argument>
<description>
- Remotely changes property's value on a specific peer identified by [i]peer_id[/i].
+ Remotely changes the property's value on a specific peer identified by [code]peer_id[/code].
</description>
</method>
<method name="rset_unreliable">
@@ -614,7 +629,7 @@
<argument index="1" name="value" type="Variant">
</argument>
<description>
- Remotely changes property's value on other peers (and locally) using an unreliable protocol.
+ Remotely changes the property's value on other peers (and locally) using an unreliable protocol.
</description>
</method>
<method name="rset_unreliable_id">
@@ -627,7 +642,7 @@
<argument index="2" name="value" type="Variant">
</argument>
<description>
- Remotely changes property's value on a specific peer identified by [i]peer_id[/i] using an unreliable protocol.
+ Remotely changes property's value on a specific peer identified by [code]peer_id[/code] using an unreliable protocol.
</description>
</method>
<method name="set_display_folded">
@@ -647,7 +662,7 @@
<argument index="1" name="recursive" type="bool" default="true">
</argument>
<description>
- Sets the node network master to the peer with the given peer ID. The network master is the peer that has authority over it on the network. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server).
+ Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the [code]master[/code] and [code]slave[/code] keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the master for all children of this node.
</description>
</method>
<method name="set_physics_process">
@@ -665,6 +680,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
+ Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method]_physics_process[/code] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes behaviour.
</description>
</method>
<method name="set_process">
@@ -691,6 +707,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
+ Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method]_process[/code] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes behaviour.
</description>
</method>
<method name="set_process_unhandled_input">
@@ -717,6 +734,7 @@
<argument index="0" name="load_placeholder" type="bool">
</argument>
<description>
+ Sets whether this is an instance load placeholder. See [InstancePlaceholder].
</description>
</method>
</methods>
@@ -725,13 +743,13 @@
When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
</member>
<member name="name" type="String" setter="set_name" getter="get_name">
- The name of the node. This name is unique among the siblings (other child nodes from the same parent).
- When set to an existing name, the node will be automatically renamed
+ The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed
</member>
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using SceneSaver) all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
</member>
<member name="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode">
+ Pause mode. How the node will behave if the [SceneTree] is paused.
</member>
</members>
<signals>
@@ -752,7 +770,7 @@
</signal>
<signal name="tree_exiting">
<description>
- Emitted when the node is still active but about to exit the tree. This is the right place for de-initialization.
+ Emitted when the node is still active but about to exit the tree. This is the right place for de-initialization (or a "destructor", if you will).
</description>
</signal>
</signals>
@@ -800,33 +818,37 @@
Notification received when the node's [NodePath] changed.
</constant>
<constant name="NOTIFICATION_TRANSLATION_CHANGED" value="24">
+ Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like [method Object.tr].
</constant>
<constant name="NOTIFICATION_INTERNAL_PROCESS" value="25">
+ Notification received every frame when the internal process flag is set (see [method set_process_internal]).
</constant>
<constant name="NOTIFICATION_INTERNAL_PHYSICS_PROCESS" value="26">
+ Notification received every frame when the internal physics process flag is set (see [method set_physics_process_internal]).
</constant>
<constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode">
+ Used with [method rpc_config] or [method rset_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
</constant>
<constant name="RPC_MODE_REMOTE" value="1" enum="RPCMode">
- Call a method remotely.
+ Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the [code]remote[/code] keyword.
</constant>
<constant name="RPC_MODE_SYNC" value="2" enum="RPCMode">
- Call a method both remotely and locally.
+ Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed both on the remote end and locally. Analogous to the [code]sync[/code] keyword.
</constant>
<constant name="RPC_MODE_MASTER" value="3" enum="RPCMode">
- Call a method if the Node is Master.
+ Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed only on the network master for this node. Analogous to the [code]master[/code] keyword. See [method set_network_master].
</constant>
<constant name="RPC_MODE_SLAVE" value="4" enum="RPCMode">
- Call a method if the Node is Slave.
+ Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed only on slaves for this node. Analogous to the [code]slave[/code] keyword. See [method set_network_master].
</constant>
<constant name="PAUSE_MODE_INHERIT" value="0" enum="PauseMode">
- Inherits pause mode from parent. For root node, it is equivalent to PAUSE_MODE_STOP.
+ Inherits pause mode from the node's parent. For the root node, it is equivalent to PAUSE_MODE_STOP. Default.
</constant>
<constant name="PAUSE_MODE_STOP" value="1" enum="PauseMode">
- Stop processing when SceneTree is paused.
+ Stop processing when the [SceneTree] is paused.
</constant>
<constant name="PAUSE_MODE_PROCESS" value="2" enum="PauseMode">
- Continue to process regardless of SceneTree pause state.
+ Continue to process regardless of the [SceneTree] pause state.
</constant>
<constant name="DUPLICATE_SIGNALS" value="1" enum="DuplicateFlags">
Duplicate the node's signals.
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index ca79089049..354b98485e 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -132,7 +132,7 @@
Orbital velocity randomness ratio. Default value: [code]0[/code].
</member>
<member name="radial_accel" type="float" setter="set_param" getter="get_param">
- Linear acceleration applied to each particle.
+ Radial acceleration applied to each particle.
</member>
<member name="radial_accel_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
Each particle's radial acceleration will vary along this [CurveTexture].
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 237b5f62d4..6ee9489995 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -19,6 +19,13 @@
Clear all cells.
</description>
</method>
+ <method name="fix_invalid_tiles">
+ <return type="void">
+ </return>
+ <description>
+ Clear cells that does not exist in the tileset.
+ </description>
+ </method>
<method name="get_cell" qualifiers="const">
<return type="int">
</return>
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 9df2eb143b..b293ec3368 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -81,6 +81,15 @@
Returns the vector with a maximum length.
</description>
</method>
+ <method name="cross">
+ <return type="float">
+ </return>
+ <argument index="0" name="b" type="Vector2">
+ </argument>
+ <description>
+ Returns the 2-dimensional analog of the cross product with [code]b[/code].
+ </description>
+ </method>
<method name="cubic_interpolate">
<return type="Vector2">
</return>