diff options
Diffstat (limited to 'doc/classes')
495 files changed, 13552 insertions, 4802 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index e6901bbe27..6b0dccd7fc 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -16,7 +16,7 @@ <return type="Variant" /> <param index="0" name="x" type="Variant" /> <description> - Returns the absolute value of a [Variant] parameter [param x] (i.e. non-negative value). Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported. + Returns the absolute value of a [Variant] parameter [param x] (i.e. non-negative value). Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i]. [codeblock] var a = abs(-1) # a is 1 @@ -36,6 +36,7 @@ var f = abs(Vector3i(-7, -8, -9)) # f is (7, 8, 9) [/codeblock] + [b]Note:[/b] For better type safety, use [method absf], [method absi], [method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]. </description> </method> <method name="absf"> @@ -66,7 +67,7 @@ <description> Returns the arc cosine of [param x] in radians. Use to get the angle of cosine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant @GDScript.NAN]. [codeblock] - # c is 0.523599 or 30 degrees if converted with rad2deg(c) + # c is 0.523599 or 30 degrees if converted with rad_to_deg(c) var c = acos(0.866025) [/codeblock] </description> @@ -77,7 +78,7 @@ <description> Returns the arc sine of [param x] in radians. Use to get the angle of sine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant @GDScript.NAN]. [codeblock] - # s is 0.523599 or 30 degrees if converted with rad2deg(s) + # s is 0.523599 or 30 degrees if converted with rad_to_deg(s) var s = asin(0.5) [/codeblock] </description> @@ -106,6 +107,17 @@ [/codeblock] </description> </method> + <method name="bezier_derivative"> + <return type="float" /> + <param index="0" name="start" type="float" /> + <param index="1" name="control_1" type="float" /> + <param index="2" name="control_2" type="float" /> + <param index="3" name="end" type="float" /> + <param index="4" name="t" type="float" /> + <description> + Returns the derivative at the given [param t] on a one-dimensional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points. + </description> + </method> <method name="bezier_interpolate"> <return type="float" /> <param index="0" name="start" type="float" /> @@ -114,18 +126,18 @@ <param index="3" name="end" type="float" /> <param index="4" name="t" type="float" /> <description> - Returns the point at the given [param t] on a one-dimnesional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points. + Returns the point at the given [param t] on a one-dimensional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points. </description> </method> - <method name="bytes2var"> + <method name="bytes_to_var"> <return type="Variant" /> <param index="0" name="bytes" type="PackedByteArray" /> <description> Decodes a byte array back to a [Variant] value, without decoding objects. - [b]Note:[/b] If you need object deserialization, see [method bytes2var_with_objects]. + [b]Note:[/b] If you need object deserialization, see [method bytes_to_var_with_objects]. </description> </method> - <method name="bytes2var_with_objects"> + <method name="bytes_to_var_with_objects"> <return type="Variant" /> <param index="0" name="bytes" type="PackedByteArray" /> <description> @@ -143,7 +155,7 @@ i = ceil(1.001) # i is 2.0 [/codeblock] See also [method floor], [method round], and [method snapped]. - [b]Note:[/b] For better type safety, you can use [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil] or [method Vector4.ceil] instead. + [b]Note:[/b] For better type safety, use [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]. </description> </method> <method name="ceilf"> @@ -151,7 +163,7 @@ <param index="0" name="x" type="float" /> <description> Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x]. - A type-safe version of [method ceil], specialzied in floats. + A type-safe version of [method ceil], returning a [float]. </description> </method> <method name="ceili"> @@ -159,7 +171,7 @@ <param index="0" name="x" type="float" /> <description> Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x]. - A type-safe version of [method ceil] that returns integer. + A type-safe version of [method ceil], returning an [int]. </description> </method> <method name="clamp"> @@ -168,7 +180,7 @@ <param index="1" name="min" type="Variant" /> <param index="2" name="max" type="Variant" /> <description> - Clamps the [Variant] [param value] and returns a value not less than [param min] and not more than [param max]. Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported. + Clamps the [param value], returning a [Variant] not less than [param min] and not more than [param max]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i]. [codeblock] var a = clamp(-10, -1, 5) # a is -1 @@ -188,6 +200,7 @@ var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, -6)) # f is (-4, -5, -6) [/codeblock] + [b]Note:[/b] For better type safety, use [method clampf], [method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], [method Vector3i.clamp], [method Vector4.clamp], or [method Vector4i.clamp]. </description> </method> <method name="clampf"> @@ -196,15 +209,13 @@ <param index="1" name="min" type="float" /> <param index="2" name="max" type="float" /> <description> - Clamps the float [param value] and returns a value not less than [param min] and not more than [param max]. + Clamps the [param value], returning a [float] not less than [param min] and not more than [param max]. [codeblock] var speed = 42.1 - # a is 20.0 - var a = clampf(speed, 1.0, 20.0) + var a = clampf(speed, 1.0, 20.5) # a is 20.5 speed = -10.0 - # a is -1.0 - a = clampf(speed, -1.0, 1.0) + var b = clampf(speed, -1.0, 1.0) # b is -1.0 [/codeblock] </description> </method> @@ -214,15 +225,13 @@ <param index="1" name="min" type="int" /> <param index="2" name="max" type="int" /> <description> - Clamps the integer [param value] and returns a value not less than [param min] and not more than [param max]. + Clamps the [param value], returning an [int] not less than [param min] and not more than [param max]. [codeblock] var speed = 42 - # a is 20 - var a = clampi(speed, 1, 20) + var a = clampi(speed, 1, 20) # a is 20 speed = -10 - # a is -1 - a = clampi(speed, -1, 1) + var b = clampi(speed, -1, 1) # b is -1 [/codeblock] </description> </method> @@ -232,9 +241,9 @@ <description> Returns the cosine of angle [param angle_rad] in radians. [codeblock] - cos(PI * 2) # Returns 1.0 - cos(PI) # Returns -1.0 - cos(deg2rad(90)) # Returns 0.0 + cos(PI * 2) # Returns 1.0 + cos(PI) # Returns -1.0 + cos(deg_to_rad(90)) # Returns 0.0 [/codeblock] </description> </method> @@ -244,8 +253,7 @@ <description> Returns the hyperbolic cosine of [param x] in radians. [codeblock] - # Prints 1.543081 - print(cosh(1)) + print(cosh(1)) # Prints 1.543081 [/codeblock] </description> </method> @@ -257,24 +265,64 @@ <param index="3" name="post" type="float" /> <param index="4" name="weight" type="float" /> <description> - Cubic interpolates between two values by the factor defined in [param weight] with pre and post values. + Cubic interpolates between two values by the factor defined in [param weight] with [param pre] and [param post] values. + </description> + </method> + <method name="cubic_interpolate_angle"> + <return type="float" /> + <param index="0" name="from" type="float" /> + <param index="1" name="to" type="float" /> + <param index="2" name="pre" type="float" /> + <param index="3" name="post" type="float" /> + <param index="4" name="weight" type="float" /> + <description> + Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with [param pre] and [param post] values. See also [method lerp_angle]. </description> </method> - <method name="db2linear"> + <method name="cubic_interpolate_angle_in_time"> + <return type="float" /> + <param index="0" name="from" type="float" /> + <param index="1" name="to" type="float" /> + <param index="2" name="pre" type="float" /> + <param index="3" name="post" type="float" /> + <param index="4" name="weight" type="float" /> + <param index="5" name="to_t" type="float" /> + <param index="6" name="pre_t" type="float" /> + <param index="7" name="post_t" type="float" /> + <description> + Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with [param pre] and [param post] values. See also [method lerp_angle]. + It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values. + </description> + </method> + <method name="cubic_interpolate_in_time"> + <return type="float" /> + <param index="0" name="from" type="float" /> + <param index="1" name="to" type="float" /> + <param index="2" name="pre" type="float" /> + <param index="3" name="post" type="float" /> + <param index="4" name="weight" type="float" /> + <param index="5" name="to_t" type="float" /> + <param index="6" name="pre_t" type="float" /> + <param index="7" name="post_t" type="float" /> + <description> + Cubic interpolates between two values by the factor defined in [param weight] with [param pre] and [param post] values. + It can perform smoother interpolation than [method cubic_interpolate] by the time values. + </description> + </method> + <method name="db_to_linear"> <return type="float" /> <param index="0" name="db" type="float" /> <description> Converts from decibels to linear energy (audio). </description> </method> - <method name="deg2rad"> + <method name="deg_to_rad"> <return type="float" /> <param index="0" name="deg" type="float" /> <description> Converts an angle expressed in degrees to radians. [codeblock] - # r is 3.141593 - var r = deg2rad(180) + var r = deg_to_rad(180) # r is 3.141593 [/codeblock] </description> </method> @@ -301,7 +349,13 @@ <return type="String" /> <param index="0" name="error" type="int" /> <description> - Returns a human-readable name for the given error code. + Returns a human-readable name for the given [enum Error] code. + [codeblock] + print(OK) # Prints 0 + print(error_string(OK)) # Prints OK + print(error_string(ERR_BUSY)) # Prints Busy + print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory + [/codeblock] </description> </method> <method name="exp"> @@ -322,13 +376,11 @@ <description> Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x]. Supported types: [int], [float], [Vector2], [Vector3], [Vector4]. [codeblock] - # a is 2.0 - var a = floor(2.99) - # a is -3.0 - a = floor(-2.99) + var a = floor(2.99) # a is 2.0 + a = floor(-2.99) # a is -3.0 [/codeblock] See also [method ceil], [method round], and [method snapped]. - [b]Note:[/b] For better type safety, you can use [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor] or [method Vector4.floor] instead. + [b]Note:[/b] For better type safety, use [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]. </description> </method> <method name="floorf"> @@ -336,7 +388,7 @@ <param index="0" name="x" type="float" /> <description> Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x]. - A type-safe version of [method floor], specialzied in floats. + A type-safe version of [method floor], returning a [float]. </description> </method> <method name="floori"> @@ -344,7 +396,8 @@ <param index="0" name="x" type="float" /> <description> Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x]. - Equivalent of doing [code]int(x)[/code]. + A type-safe version of [method floor], returning an [int]. + [b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], which rounds towards 0. </description> </method> <method name="fmod"> @@ -352,10 +405,9 @@ <param index="0" name="x" type="float" /> <param index="1" name="y" type="float" /> <description> - Returns the floating-point remainder of [code]x/y[/code], keeping the sign of [param x]. + Returns the floating-point remainder of [param x] divided by [param y], keeping the sign of [param x]. [codeblock] - # Remainder is 1.5 - var remainder = fmod(7, 5.5) + var remainder = fmod(7, 5.5) # remainder is 1.5 [/codeblock] For the integer remainder operation, use the [code]%[/code] operator. </description> @@ -365,21 +417,23 @@ <param index="0" name="x" type="float" /> <param index="1" name="y" type="float" /> <description> - Returns the floating-point modulus of [code]x/y[/code] that wraps equally in positive and negative. + Returns the floating-point modulus of [param x] divided by [param y], wrapping equally in positive and negative. [codeblock] + print(" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))") for i in 7: - var x = 0.5 * i - 1.5 - print("%4.1f %4.1f %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)]) + var x = i * 0.5 - 1.5 + print("%4.1f %4.1f | %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)]) [/codeblock] Produces: [codeblock] - -1.5 -0.0 0.0 - -1.0 -1.0 0.5 - -0.5 -0.5 1.0 - 0.0 0.0 0.0 - 0.5 0.5 0.5 - 1.0 1.0 1.0 - 1.5 0.0 0.0 + (x) (fmod(x, 1.5)) (fposmod(x, 1.5)) + -1.5 -0.0 | 0.0 + -1.0 -1.0 | 0.5 + -0.5 -0.5 | 1.0 + 0.0 0.0 | 0.0 + 0.5 0.5 | 0.5 + 1.0 1.0 | 1.0 + 1.5 0.0 | 0.0 [/codeblock] </description> </method> @@ -387,7 +441,7 @@ <return type="int" /> <param index="0" name="variable" type="Variant" /> <description> - Returns the integer hash of the variable passed. + Returns the integer hash of the passed [param variable]. [codeblock] print(hash("a")) # Prints 177670 [/codeblock] @@ -397,7 +451,7 @@ <return type="Object" /> <param index="0" name="instance_id" type="int" /> <description> - Returns the Object that corresponds to [param instance_id]. All Objects have a unique instance ID. + Returns the [Object] that corresponds to [param instance_id]. All Objects have a unique instance ID. See also [method Object.get_instance_id]. [codeblock] var foo = "bar" func _ready(): @@ -417,12 +471,13 @@ [codeblock] # The interpolation ratio in the `lerp()` call below is 0.75. var middle = lerp(20, 30, 0.75) - # `middle` is now 27.5. + # middle is now 27.5. + # Now, we pretend to have forgotten the original ratio and want to get it back. var ratio = inverse_lerp(20, 30, 27.5) - # `ratio` is now 0.75. + # ratio is now 0.75. [/codeblock] - See also [method lerp] which performs the reverse of this operation, and [method range_lerp] to map a continuous series of values to another. + See also [method lerp], which performs the reverse of this operation, and [method remap] to map a continuous series of values to another. </description> </method> <method name="is_equal_approx"> @@ -431,15 +486,22 @@ <param index="1" name="b" type="float" /> <description> Returns [code]true[/code] if [param a] and [param b] are approximately equal to each other. - Here, approximately equal means that [param a] and [param b] are within a small internal epsilon of each other, which scales with the magnitude of the numbers. + Here, "approximately equal" means that [param a] and [param b] are within a small internal epsilon of each other, which scales with the magnitude of the numbers. Infinity values of the same sign are considered equal. </description> </method> + <method name="is_finite"> + <return type="bool" /> + <param index="0" name="x" type="float" /> + <description> + Returns whether [code]x[/code] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity. + </description> + </method> <method name="is_inf"> <return type="bool" /> <param index="0" name="x" type="float" /> <description> - Returns whether [param x] is an infinity value (either positive infinity or negative infinity). + Returns [code]true[/code] if [param x] is either positive infinity or negative infinity. </description> </method> <method name="is_instance_id_valid"> @@ -453,14 +515,14 @@ <return type="bool" /> <param index="0" name="instance" type="Variant" /> <description> - Returns whether [param instance] is a valid object (e.g. has not been deleted from memory). + Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not been deleted from memory). </description> </method> <method name="is_nan"> <return type="bool" /> <param index="0" name="x" type="float" /> <description> - Returns whether [param x] is a NaN ("Not a Number" or invalid) value. + Returns [code]true[/code] if [param x] is a NaN ("Not a Number" or invalid) value. </description> </method> <method name="is_zero_approx"> @@ -468,7 +530,7 @@ <param index="0" name="x" type="float" /> <description> Returns [code]true[/code] if [param x] is zero or almost zero. - This method is faster than using [method is_equal_approx] with one value as zero. + This function is faster than using [method is_equal_approx] with one value as zero. </description> </method> <method name="lerp"> @@ -477,13 +539,13 @@ <param index="1" name="to" type="Variant" /> <param index="2" name="weight" type="Variant" /> <description> - Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. Use [method clamp] on the result of [method lerp] if this is not desired. - Both [param from] and [param to] must have matching types. Supported types: [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], [Basis]. + Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. If this is not desired, use [method clamp] on the result of this function. + Both [param from] and [param to] must be the same type. Supported types: [int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], [Basis]. [codeblock] lerp(0, 4, 0.75) # Returns 3.0 [/codeblock] - See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep]. See also [method range_lerp] to map a continuous series of values to another. - [b]Note:[/b] For better type safety, you can use [method lerpf], [method Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], [method Quaternion.slerp] or [method Basis.slerp] instead. + See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep]. See also [method remap] to map a continuous series of values to another. + [b]Note:[/b] For better type safety, use [method lerpf], [method Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], [method Quaternion.slerp] or [method Basis.slerp]. </description> </method> <method name="lerp_angle"> @@ -492,18 +554,18 @@ <param index="1" name="to" type="float" /> <param index="2" name="weight" type="float" /> <description> - Linearly interpolates between two angles (in radians) by a normalized value. + Linearly interpolates between two angles (in radians) by a [param weight] value between 0.0 and 1.0. Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU]. To perform eased interpolation with [method lerp_angle], combine it with [method ease] or [method smoothstep]. [codeblock] extends Sprite var elapsed = 0.0 func _process(delta): - var min_angle = deg2rad(0.0) - var max_angle = deg2rad(90.0) + var min_angle = deg_to_rad(0.0) + var max_angle = deg_to_rad(90.0) rotation = lerp_angle(min_angle, max_angle, elapsed) elapsed += delta [/codeblock] - [b]Note:[/b] This method lerps through the shortest path between [param from] and [param to]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise. + [b]Note:[/b] This function lerps through the shortest path between [param from] and [param to]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise. </description> </method> <method name="lerpf"> @@ -512,23 +574,24 @@ <param index="1" name="to" type="float" /> <param index="2" name="weight" type="float" /> <description> - Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. + Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. If this is not desired, use [method clampf] on the result of this function. [codeblock] lerp(0, 4, 0.75) # Returns 3.0 [/codeblock] See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep]. </description> </method> - <method name="linear2db"> + <method name="linear_to_db"> <return type="float" /> <param index="0" name="lin" type="float" /> <description> - Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear). Example: + Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear). + [b]Example:[/b] [codeblock] # "Slider" refers to a node that inherits Range such as HSlider or VSlider. # Its range must be configured to go from 0 to 1. # Change the bus name if you'd like to change the volume of a specific bus only. - AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear2db($Slider.value)) + AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db($Slider.value)) [/codeblock] </description> </method> @@ -536,7 +599,7 @@ <return type="float" /> <param index="0" name="x" type="float" /> <description> - Natural logarithm. The amount of time needed to reach a certain level of continuous growth. + Returns the natural logarithm of [param x]. This is the amount of time needed to reach a certain level of continuous growth. [b]Note:[/b] This is not the same as the "log" function on most calculators, which uses a base 10 logarithm. [codeblock] log(10) # Returns 2.302585 @@ -547,7 +610,7 @@ <method name="max" qualifiers="vararg"> <return type="Variant" /> <description> - Returns the maximum of the given values. This method can take any number of arguments. + Returns the maximum of the given values. This function can take any number of arguments. [codeblock] max(1, 7, 3, -6, 5) # Returns 7 [/codeblock] @@ -558,9 +621,9 @@ <param index="0" name="a" type="float" /> <param index="1" name="b" type="float" /> <description> - Returns the maximum of two float values. + Returns the maximum of two [float] values. [codeblock] - maxf(3.6, 24) # Returns 24.0 + maxf(3.6, 24) # Returns 24.0 maxf(-3.99, -4) # Returns -3.99 [/codeblock] </description> @@ -570,9 +633,9 @@ <param index="0" name="a" type="int" /> <param index="1" name="b" type="int" /> <description> - Returns the maximum of two int values. + Returns the maximum of two [int] values. [codeblock] - maxi(1, 2) # Returns 2 + maxi(1, 2) # Returns 2 maxi(-3, -4) # Returns -3 [/codeblock] </description> @@ -580,7 +643,7 @@ <method name="min" qualifiers="vararg"> <return type="Variant" /> <description> - Returns the minimum of the given values. This method can take any number of arguments. + Returns the minimum of the given values. This function can take any number of arguments. [codeblock] min(1, 7, 3, -6, 5) # Returns -6 [/codeblock] @@ -591,9 +654,9 @@ <param index="0" name="a" type="float" /> <param index="1" name="b" type="float" /> <description> - Returns the minimum of two float values. + Returns the minimum of two [float] values. [codeblock] - minf(3.6, 24) # Returns 3.6 + minf(3.6, 24) # Returns 3.6 minf(-3.99, -4) # Returns -4.0 [/codeblock] </description> @@ -603,9 +666,9 @@ <param index="0" name="a" type="int" /> <param index="1" name="b" type="int" /> <description> - Returns the minimum of two int values. + Returns the minimum of two [int] values. [codeblock] - mini(1, 2) # Returns 1 + mini(1, 2) # Returns 1 mini(-3, -4) # Returns -4 [/codeblock] </description> @@ -619,8 +682,8 @@ Moves [param from] toward [param to] by the [param delta] value. Use a negative [param delta] value to move away. [codeblock] - move_toward(5, 10, 4) # Returns 9 - move_toward(10, 5, 4) # Returns 6 + move_toward(5, 10, 4) # Returns 9 + move_toward(10, 5, 4) # Returns 6 move_toward(10, 5, -1.5) # Returns 11.5 [/codeblock] </description> @@ -629,17 +692,17 @@ <return type="int" /> <param index="0" name="value" type="int" /> <description> - Returns the nearest equal or larger power of 2 for integer [param value]. + Returns the nearest equal or larger power of 2 for the integer [param value]. In other words, returns the smallest value [code]a[/code] where [code]a = pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative integer [code]n[/code]. [codeblock] nearest_po2(3) # Returns 4 nearest_po2(4) # Returns 4 nearest_po2(5) # Returns 8 - nearest_po2(0) # Returns 0 (this may not be what you expect) - nearest_po2(-1) # Returns 0 (this may not be what you expect) + nearest_po2(0) # Returns 0 (this may not be expected) + nearest_po2(-1) # Returns 0 (this may not be expected) [/codeblock] - [b]Warning:[/b] Due to the way it is implemented, this function returns [code]0[/code] rather than [code]1[/code] for non-positive values of [param value] (in reality, 1 is the smallest integer power of 2). + [b]Warning:[/b] Due to the way it is implemented, this function returns [code]0[/code] rather than [code]1[/code] for negative values of [param value] (in reality, 1 is the smallest integer power of 2). </description> </method> <method name="pingpong"> @@ -647,18 +710,18 @@ <param index="0" name="value" type="float" /> <param index="1" name="length" type="float" /> <description> - Returns the [param value] wrapped between [code]0[/code] and the [param length]. If the limit is reached, the next value the function returned is decreased to the [code]0[/code] side or increased to the [param length] side (like a triangle wave). If [param length] is less than zero, it becomes positive. + Wraps [param value] between [code]0[/code] and the [param length]. If the limit is reached, the next value the function returns is decreased to the [code]0[/code] side or increased to the [param length] side (like a triangle wave). If [param length] is less than zero, it becomes positive. [codeblock] - pingpong(-3.0, 3.0) # Returns 3 - pingpong(-2.0, 3.0) # Returns 2 - pingpong(-1.0, 3.0) # Returns 1 - pingpong(0.0, 3.0) # Returns 0 - pingpong(1.0, 3.0) # Returns 1 - pingpong(2.0, 3.0) # Returns 2 - pingpong(3.0, 3.0) # Returns 3 - pingpong(4.0, 3.0) # Returns 2 - pingpong(5.0, 3.0) # Returns 1 - pingpong(6.0, 3.0) # Returns 0 + pingpong(-3.0, 3.0) # Returns 3.0 + pingpong(-2.0, 3.0) # Returns 2.0 + pingpong(-1.0, 3.0) # Returns 1.0 + pingpong(0.0, 3.0) # Returns 0.0 + pingpong(1.0, 3.0) # Returns 1.0 + pingpong(2.0, 3.0) # Returns 2.0 + pingpong(3.0, 3.0) # Returns 3.0 + pingpong(4.0, 3.0) # Returns 2.0 + pingpong(5.0, 3.0) # Returns 1.0 + pingpong(6.0, 3.0) # Returns 0.0 [/codeblock] </description> </method> @@ -667,20 +730,22 @@ <param index="0" name="x" type="int" /> <param index="1" name="y" type="int" /> <description> - Returns the integer modulus of [code]x/y[/code] that wraps equally in positive and negative. + Returns the integer modulus of [param x] divided by [param y] that wraps equally in positive and negative. [codeblock] + print("#(i) (i % 3) (posmod(i, 3))") for i in range(-3, 4): - print("%2d %2d %2d" % [i, i % 3, posmod(i, 3)]) + print("%2d %2d | %2d" % [i, i % 3, posmod(i, 3)]) [/codeblock] Produces: [codeblock] - -3 0 0 - -2 -2 1 - -1 -1 2 - 0 0 0 - 1 1 1 - 2 2 2 - 3 0 0 + (i) (i % 3) (posmod(i, 3)) + -3 0 | 0 + -2 -2 | 1 + -1 -1 | 2 + 0 0 | 0 + 1 1 | 1 + 2 2 | 2 + 3 0 | 0 [/codeblock] </description> </method> @@ -690,6 +755,7 @@ <param index="1" name="exp" type="float" /> <description> Returns the result of [param base] raised to the power of [param exp]. + In GDScript, this is the equivalent of the [code]**[/code] operator. [codeblock] pow(2, 5) # Returns 32 [/codeblock] @@ -702,7 +768,7 @@ var a = [1, 2, 3] print("a", "b", a) # Prints ab[1, 2, 3] [/codeblock] - [b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed. + [b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed. </description> </method> <method name="print_rich" qualifiers="vararg"> @@ -730,13 +796,13 @@ </method> <method name="printraw" qualifiers="vararg"> <description> - Prints one or more arguments to strings in the best way possible to console. No newline is added at the end. + Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike [method print], no newline is automatically added at the end. [codeblock] printraw("A") printraw("B") - # Prints AB + printraw("C") + # Prints ABC to terminal [/codeblock] - [b]Note:[/b] Due to limitations with Godot's built-in console, this only prints to the terminal. If you need to print in the editor, use another method, such as [method print]. </description> </method> <method name="prints" qualifiers="vararg"> @@ -761,7 +827,7 @@ [codeblock] push_error("test error") # Prints "test error" to debugger and terminal as error call [/codeblock] - [b]Note:[/b] Errors printed this way will not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead. + [b]Note:[/b] This function does not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead. </description> </method> <method name="push_warning" qualifiers="vararg"> @@ -772,13 +838,15 @@ [/codeblock] </description> </method> - <method name="rad2deg"> + <method name="rad_to_deg"> <return type="float" /> <param index="0" name="rad" type="float" /> <description> Converts an angle expressed in radians to degrees. [codeblock] - rad2deg(0.523599) # Returns 30 + rad_to_deg(0.523599) # Returns 30 + rad_to_deg(PI) # Returns 180 + rad_to_deg(PI * 2) # Returns 360 [/codeblock] </description> </method> @@ -786,7 +854,14 @@ <return type="PackedInt64Array" /> <param index="0" name="seed" type="int" /> <description> - Random from seed: pass a [param seed], and an array with both number and new seed is returned. "Seed" here refers to the internal state of the pseudo random number generator. The internal state of the current implementation is 64 bits. + Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], where its first element is the randomized [int] value, and the second element is the same as [param seed]. Passing the same [param seed] consistently returns the same array. + [b]Note:[/b] "Seed" here refers to the internal state of the pseudo random number generator, currently implemented as a 64 bit integer. + [codeblock] + var a = rand_from_seed(4) + + print(a[0]) # Prints 2879024997 + print(a[1]) # Prints 4 + [/codeblock] </description> </method> <method name="randf"> @@ -803,9 +878,10 @@ <param index="0" name="from" type="float" /> <param index="1" name="to" type="float" /> <description> - Returns a random floating point value on the interval between [param from] and [param to] (inclusive). + Returns a random floating point value between [param from] and [param to] (inclusive). [codeblock] - prints(randf_range(-10, 10), randf_range(-10, 10)) # Prints e.g. -3.844535 7.45315 + randf_range(0, 20.5) # Returns e.g. 7.45315 + randf_range(-10, 10) # Returns e.g. -3.844535 [/codeblock] </description> </method> @@ -836,18 +912,18 @@ <description> Returns a random signed 32-bit integer between [param from] and [param to] (inclusive). If [param to] is lesser than [param from], they are swapped. [codeblock] - print(randi_range(0, 1)) # Prints 0 or 1 - print(randi_range(-10, 1000)) # Prints any number from -10 to 1000 + randi_range(0, 1) # Returns either 0 or 1 + randi_range(-10, 1000) # Returns random integer between -10 and 1000 [/codeblock] </description> </method> <method name="randomize"> <description> - Randomizes the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time. - [b]Note:[/b] This method is called automatically when the project is run. If you need to fix the seed to have reproducible results, use [method seed] to initialize the random number generator. + Randomizes the seed (or the internal state) of the random number generator. The current implementation uses a number based on the device's time. + [b]Note:[/b] This function is called automatically when the project is run. If you need to fix the seed to have consistent, reproducible results, use [method seed] to initialize the random number generator. </description> </method> - <method name="range_lerp"> + <method name="remap"> <return type="float" /> <param index="0" name="value" type="float" /> <param index="1" name="istart" type="float" /> @@ -855,63 +931,67 @@ <param index="3" name="ostart" type="float" /> <param index="4" name="ostop" type="float" /> <description> - Maps a [param value] from range [code][istart, istop][/code] to [code][ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If [param value] is outside [code][istart, istop][/code], then the resulting value will also be outside [code][ostart, ostop][/code]. Use [method clamp] on the result of [method range_lerp] if this is not desired. + Maps a [param value] from range [code][istart, istop][/code] to [code][ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If [param value] is outside [code][istart, istop][/code], then the resulting value will also be outside [code][ostart, ostop][/code]. If this is not desired, use [method clamp] on the result of this function. [codeblock] - range_lerp(75, 0, 100, -1, 1) # Returns 0.5 + remap(75, 0, 100, -1, 1) # Returns 0.5 [/codeblock] - For complex use cases where you need multiple ranges, consider using [Curve] or [Gradient] instead. + For complex use cases where multiple ranges are needed, consider using [Curve] or [Gradient] instead. </description> </method> <method name="rid_allocate_id"> <return type="int" /> <description> - Allocate a unique ID which can be used by the implementation to construct a RID. This is used mainly from native extensions to implement servers. + Allocates a unique ID which can be used by the implementation to construct a RID. This is used mainly from native extensions to implement servers. </description> </method> <method name="rid_from_int64"> <return type="RID" /> <param index="0" name="base" type="int" /> <description> - Create a RID from an int64. This is used mainly from native extensions to build servers. + Creates a RID from a [param base]. This is used mainly from native extensions to build servers. </description> </method> <method name="round"> <return type="Variant" /> <param index="0" name="x" type="Variant" /> <description> - Rounds [param x] to the nearest whole number, with halfway cases rounded away from zero. Supported types: [int], [float], [Vector2], [Vector3], [Vector4]. + Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0. Supported types: [int], [float], [Vector2], [Vector3], [Vector4]. [codeblock] round(2.4) # Returns 2 round(2.5) # Returns 3 round(2.6) # Returns 3 [/codeblock] See also [method floor], [method ceil], and [method snapped]. - [b]Note:[/b] For better type safety, you can use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round] or [method Vector4.round] instead. + [b]Note:[/b] For better type safety, use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round], or [method Vector4.round]. </description> </method> <method name="roundf"> <return type="float" /> <param index="0" name="x" type="float" /> <description> - Rounds [param x] to the nearest whole number, with halfway cases rounded away from zero. - A type-safe version of [method round], specialzied in floats. + Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0. + A type-safe version of [method round], returning a [float]. </description> </method> <method name="roundi"> <return type="int" /> <param index="0" name="x" type="float" /> <description> - Rounds [param x] to the nearest whole number, with halfway cases rounded away from zero. - A type-safe version of [method round] that returns integer. + Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0. + A type-safe version of [method round], returning an [int]. </description> </method> <method name="seed"> <param index="0" name="base" type="int" /> <description> - Sets seed for the random number generator. + Sets the seed for the random number generator to [param base]. Setting the seed manually can ensure consistent, repeatable results for most random functions. [codeblock] - var my_seed = "Godot Rocks" - seed(my_seed.hash()) + var my_seed = "Godot Rocks".hash() + seed(my_seed) + var a = randf() + randi() + seed(my_seed) + var b = randf() + randi() + # a and b are now identical [/codeblock] </description> </method> @@ -919,25 +999,26 @@ <return type="Variant" /> <param index="0" name="x" type="Variant" /> <description> - Returns the sign of [param x] as same type of [Variant] as [param x] with each component being -1, 0 and 1 for each negative, zero and positive values respectivelu. Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported. + Returns the same type of [Variant] as [param x], with [code]-1[/code] for negative values, [code]1[/code] for positive values, and [code]0[/code] for zeros. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i]. [codeblock] sign(-6.0) # Returns -1 sign(0.0) # Returns 0 sign(6.0) # Returns 1 - sign(Vector3(-6.0, 0.0, 6.0) # Returns (-1, 0, 1) + sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1) [/codeblock] + [b]Note:[/b] For better type safety, use [method signf], [method signi], [method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]. </description> </method> <method name="signf"> <return type="float" /> <param index="0" name="x" type="float" /> <description> - Returns the sign of [param x] as a float: -1.0 or 1.0. Returns 0.0 if [param x] is 0. + Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if [param x] is positive, and [code]0.0[/code] if if [param x] is zero. [codeblock] - sign(-6.0) # Returns -1.0 + sign(-6.5) # Returns -1.0 sign(0.0) # Returns 0.0 - sign(6.0) # Returns 1.0 + sign(6.5) # Returns 1.0 [/codeblock] </description> </method> @@ -945,7 +1026,7 @@ <return type="int" /> <param index="0" name="x" type="int" /> <description> - Returns the sign of [param x] as an integer: -1 or 1. Returns 0 if [param x] is 0. + Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] is positive, and [code]0[/code] if if [param x] is zero. [codeblock] sign(-6) # Returns -1 sign(0) # Returns 0 @@ -959,8 +1040,8 @@ <description> Returns the sine of angle [param angle_rad] in radians. [codeblock] - sin(0.523599) # Returns 0.5 - sin(deg2rad(90)) # Returns 1.0 + sin(0.523599) # Returns 0.5 + sin(deg_to_rad(90)) # Returns 1.0 [/codeblock] </description> </method> @@ -995,16 +1076,46 @@ </description> </method> <method name="snapped"> + <return type="Variant" /> + <param index="0" name="x" type="Variant" /> + <param index="1" name="step" type="Variant" /> + <description> + Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals. + The returned value is the same type of [Variant] as [param step]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i]. + [codeblock] + snapped(100, 32) # Returns 96 + snapped(3.14159, 0.01) # Returns 3.14 + + snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72) + [/codeblock] + See also [method ceil], [method floor], and [method round]. + [b]Note:[/b] For better type safety, use [method snappedf], [method snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or [method Vector4i.snapped]. + </description> + </method> + <method name="snappedf"> <return type="float" /> <param index="0" name="x" type="float" /> <param index="1" name="step" type="float" /> <description> - Snaps float value [param x] to a given [param step]. This can also be used to round a floating point number to an arbitrary number of decimals. + Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals. + A type-safe version of [method snapped], returning a [float]. [codeblock] - snapped(100, 32) # Returns 96 - snapped(3.14159, 0.01) # Returns 3.14 + snapped(32.0, 2.5) # Returns 32.5 + snapped(3.14159, 0.01) # Returns 3.14 + [/codeblock] + </description> + </method> + <method name="snappedi"> + <return type="int" /> + <param index="0" name="x" type="float" /> + <param index="1" name="step" type="int" /> + <description> + Returns the multiple of [param step] that is the closest to [param x]. + A type-safe version of [method snapped], returning an [int]. + [codeblock] + snapped(53, 16) # Returns 48 + snapped(4096, 100) # Returns 4100 [/codeblock] - See also [method ceil], [method floor], and [method round]. </description> </method> <method name="sqrt"> @@ -1013,9 +1124,11 @@ <description> Returns the square root of [param x], where [param x] is a non-negative number. [codeblock] - sqrt(9) # Returns 3 + sqrt(9) # Returns 3 + sqrt(10.24) # Returns 3.2 + sqrt(-1) # Returns NaN [/codeblock] - [b]Note:[/b] Negative values of [param x] return NaN. If you need negative inputs, use [code]System.Numerics.Complex[/code] in C#. + [b]Note:[/b] Negative values of [param x] return NaN ("Not a Number"). in C#, if you need negative inputs, use [code]System.Numerics.Complex[/code]. </description> </method> <method name="step_decimals"> @@ -1024,30 +1137,27 @@ <description> Returns the position of the first non-zero digit, after the decimal point. Note that the maximum return value is 10, which is a design decision in the implementation. [codeblock] - # n is 0 - var n = step_decimals(5) - # n is 4 - n = step_decimals(1.0005) - # n is 9 - n = step_decimals(0.000000005) + var n = step_decimals(5) # n is 0 + n = step_decimals(1.0005) # n is 4 + n = step_decimals(0.000000005) # n is 9 [/codeblock] </description> </method> <method name="str" qualifiers="vararg"> <return type="String" /> <description> - Converts one or more arguments of any type to string in the best way possible. + Converts one or more arguments of any [Variant] type to [String] in the best way possible. </description> </method> - <method name="str2var"> + <method name="str_to_var"> <return type="Variant" /> <param index="0" name="string" type="String" /> <description> - Converts a formatted string that was returned by [method var2str] to the original value. + Converts a formatted [param string] that was returned by [method var_to_str] to the original [Variant]. [codeblock] - var a = '{ "a": 1, "b": 2 }' - var b = str2var(a) - print(b["a"]) # Prints 1 + var a = '{ "a": 1, "b": 2 }' # a is a String + var b = str_to_var(a) # b is a Dictionary + print(b["a"]) # Prints 1 [/codeblock] </description> </method> @@ -1057,7 +1167,7 @@ <description> Returns the tangent of angle [param angle_rad] in radians. [codeblock] - tan(deg2rad(45)) # Returns 1 + tan(deg_to_rad(45)) # Returns 1 [/codeblock] </description> </method> @@ -1068,7 +1178,7 @@ Returns the hyperbolic tangent of [param x]. [codeblock] var a = log(2.0) # Returns 0.693147 - tanh(a) # Returns 0.6 + tanh(a) # Returns 0.6 [/codeblock] </description> </method> @@ -1076,7 +1186,7 @@ <return type="int" /> <param index="0" name="variable" type="Variant" /> <description> - Returns the internal type of the given Variant object, using the [enum Variant.Type] values. + Returns the internal type of the given [param variable], using the [enum Variant.Type] values. [codeblock] var json = JSON.new() json.parse('["a", "b", "c"]') @@ -1088,31 +1198,31 @@ [/codeblock] </description> </method> - <method name="var2bytes"> + <method name="var_to_bytes"> <return type="PackedByteArray" /> <param index="0" name="variable" type="Variant" /> <description> - Encodes a [Variant] value to a byte array, without encoding objects. Deserialization can be done with [method bytes2var]. - [b]Note:[/b] If you need object serialization, see [method var2bytes_with_objects]. + Encodes a [Variant] value to a byte array, without encoding objects. Deserialization can be done with [method bytes_to_var]. + [b]Note:[/b] If you need object serialization, see [method var_to_bytes_with_objects]. </description> </method> - <method name="var2bytes_with_objects"> + <method name="var_to_bytes_with_objects"> <return type="PackedByteArray" /> <param index="0" name="variable" type="Variant" /> <description> - Encodes a [Variant] value to a byte array. Encoding objects is allowed (and can potentially include code). Deserialization can be done with [method bytes2var_with_objects]. + Encodes a [Variant] value to a byte array. Encoding objects is allowed (and can potentially include executable code). Deserialization can be done with [method bytes_to_var_with_objects]. </description> </method> - <method name="var2str"> + <method name="var_to_str"> <return type="String" /> <param index="0" name="variable" type="Variant" /> <description> - Converts a Variant [param variable] to a formatted string that can later be parsed using [method str2var]. + Converts a [Variant] [param variable] to a formatted [String] that can then be parsed using [method str_to_var]. [codeblock] a = { "a": 1, "b": 2 } - print(var2str(a)) + print(var_to_str(a)) [/codeblock] - prints + Prints: [codeblock] { "a": 1, @@ -1125,7 +1235,7 @@ <return type="Variant" /> <param index="0" name="obj" type="Variant" /> <description> - Returns a weak reference to an object, or [code]null[/code] if the argument is invalid. + Returns a weak reference to an object, or [code]null[/code] if [param obj] is invalid. A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it. </description> </method> @@ -1135,9 +1245,8 @@ <param index="1" name="min" type="Variant" /> <param index="2" name="max" type="Variant" /> <description> - Wraps the [Variant] [param value] between [param min] and [param max]. - Usable for creating loop-alike behavior or infinite surfaces. - Variant types [int] and [float] (real) are supported. If any of the argument is [float] the result will be [float], otherwise it is [int]. + Wraps the [Variant] [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces. + Variant types [int] and [float] are supported. If any of the arguments is [float] this function returns a [float], otherwise it returns an [int]. [codeblock] var a = wrap(4, 5, 10) # a is 9 (int) @@ -1156,8 +1265,7 @@ <param index="1" name="min" type="float" /> <param index="2" name="max" type="float" /> <description> - Wraps float [param value] between [param min] and [param max]. - Usable for creating loop-alike behavior or infinite surfaces. + Wraps the float [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces. [codeblock] # Infinite loop between 5.0 and 9.9 value = wrapf(value + 0.1, 5.0, 10.0) @@ -1180,8 +1288,7 @@ <param index="1" name="min" type="int" /> <param index="2" name="max" type="int" /> <description> - Wraps integer [param value] between [param min] and [param max]. - Usable for creating loop-alike behavior or infinite surfaces. + Wraps the integer [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces. [codeblock] # Infinite loop between 5 and 9 frame = wrapi(frame + 1, 5, 10) @@ -1212,6 +1319,9 @@ <member name="EngineDebugger" type="EngineDebugger" setter="" getter=""> The [EngineDebugger] singleton. </member> + <member name="GDExtensionManager" type="GDExtensionManager" setter="" getter=""> + The [GDExtensionManager] singleton. + </member> <member name="Geometry2D" type="Geometry2D" setter="" getter=""> The [Geometry2D] singleton. </member> @@ -1234,15 +1344,13 @@ The [JavaClassWrapper] singleton. [b]Note:[/b] Only implemented on Android. </member> - <member name="JavaScript" type="JavaScript" setter="" getter=""> - The [JavaScript] singleton. - [b]Note:[/b] Only implemented on HTML5. + <member name="JavaScriptBridge" type="JavaScriptBridge" setter="" getter=""> + The [JavaScriptBridge] singleton. + [b]Note:[/b] Only implemented on the Web platform. </member> <member name="Marshalls" type="Marshalls" setter="" getter=""> The [Marshalls] singleton. </member> - <member name="NativeExtensionManager" type="NativeExtensionManager" setter="" getter=""> - </member> <member name="NavigationMeshGenerator" type="NavigationMeshGenerator" setter="" getter=""> The [NavigationMeshGenerator] singleton. </member> @@ -1261,9 +1369,15 @@ <member name="PhysicsServer2D" type="PhysicsServer2D" setter="" getter=""> The [PhysicsServer2D] singleton. </member> + <member name="PhysicsServer2DManager" type="PhysicsServer2DManager" setter="" getter=""> + The [PhysicsServer2DManager] singleton. + </member> <member name="PhysicsServer3D" type="PhysicsServer3D" setter="" getter=""> The [PhysicsServer3D] singleton. </member> + <member name="PhysicsServer3DManager" type="PhysicsServer3DManager" setter="" getter=""> + The [PhysicsServer3DManager] singleton. + </member> <member name="ProjectSettings" type="ProjectSettings" setter="" getter=""> The [ProjectSettings] singleton. </member> @@ -1282,16 +1396,17 @@ <member name="TextServerManager" type="TextServerManager" setter="" getter=""> The [TextServerManager] singleton. </member> + <member name="ThemeDB" type="ThemeDB" setter="" getter=""> + The [ThemeDB] singleton. + </member> <member name="Time" type="Time" setter="" getter=""> The [Time] singleton. </member> <member name="TranslationServer" type="TranslationServer" setter="" getter=""> The [TranslationServer] singleton. </member> - <member name="VisualScriptCustomNodes" type="VisualScriptCustomNodes" setter="" getter=""> - The [VisualScriptCustomNodes] singleton. - </member> <member name="WorkerThreadPool" type="WorkerThreadPool" setter="" getter=""> + The [WorkerThreadPool] singleton. </member> <member name="XRServer" type="XRServer" setter="" getter=""> The [XRServer] singleton. @@ -1329,8 +1444,10 @@ General horizontal alignment, usually used for [Separator], [ScrollBar], [Slider], etc. </constant> <constant name="CLOCKWISE" value="0" enum="ClockDirection"> + Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90]). </constant> <constant name="COUNTERCLOCKWISE" value="1" enum="ClockDirection"> + Counter-clockwise rotation. Used by some methods (e.g. [method Image.rotate_90]). </constant> <constant name="HORIZONTAL_ALIGNMENT_LEFT" value="0" enum="HorizontalAlignment"> Horizontal left alignment, usually for text-derived classes. @@ -1362,6 +1479,9 @@ <constant name="INLINE_ALIGNMENT_CENTER_TO" value="1" enum="InlineAlignment"> Aligns the center of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant. </constant> + <constant name="INLINE_ALIGNMENT_BASELINE_TO" value="3" enum="InlineAlignment"> + Aligns the baseline (user defined) of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant. + </constant> <constant name="INLINE_ALIGNMENT_BOTTOM_TO" value="2" enum="InlineAlignment"> Aligns the bottom of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant. </constant> @@ -1392,388 +1512,406 @@ <constant name="INLINE_ALIGNMENT_TEXT_MASK" value="12" enum="InlineAlignment"> A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants. </constant> + <constant name="EULER_ORDER_XYZ" value="0" enum="EulerOrder"> + Specifies that Euler angles should be in XYZ order. When composing, the order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X last. + </constant> + <constant name="EULER_ORDER_XZY" value="1" enum="EulerOrder"> + Specifies that Euler angles should be in XZY order. When composing, the order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X last. + </constant> + <constant name="EULER_ORDER_YXZ" value="2" enum="EulerOrder"> + Specifies that Euler angles should be in YXZ order. When composing, the order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y last. + </constant> + <constant name="EULER_ORDER_YZX" value="3" enum="EulerOrder"> + Specifies that Euler angles should be in YZX order. When composing, the order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y last. + </constant> + <constant name="EULER_ORDER_ZXY" value="4" enum="EulerOrder"> + Specifies that Euler angles should be in ZXY order. When composing, the order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z last. + </constant> + <constant name="EULER_ORDER_ZYX" value="5" enum="EulerOrder"> + Specifies that Euler angles should be in ZYX order. When composing, the order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z last. + </constant> <constant name="KEY_NONE" value="0" enum="Key"> Enum value which doesn't correspond to any key. This is used to initialize [enum Key] properties with a generic state. </constant> - <constant name="KEY_SPECIAL" value="16777216" enum="Key"> + <constant name="KEY_SPECIAL" value="4194304" enum="Key"> Keycodes with this bit applied are non-printable. </constant> - <constant name="KEY_ESCAPE" value="16777217" enum="Key"> + <constant name="KEY_ESCAPE" value="4194305" enum="Key"> Escape key. </constant> - <constant name="KEY_TAB" value="16777218" enum="Key"> + <constant name="KEY_TAB" value="4194306" enum="Key"> Tab key. </constant> - <constant name="KEY_BACKTAB" value="16777219" enum="Key"> + <constant name="KEY_BACKTAB" value="4194307" enum="Key"> Shift + Tab key. </constant> - <constant name="KEY_BACKSPACE" value="16777220" enum="Key"> + <constant name="KEY_BACKSPACE" value="4194308" enum="Key"> Backspace key. </constant> - <constant name="KEY_ENTER" value="16777221" enum="Key"> + <constant name="KEY_ENTER" value="4194309" enum="Key"> Return key (on the main keyboard). </constant> - <constant name="KEY_KP_ENTER" value="16777222" enum="Key"> + <constant name="KEY_KP_ENTER" value="4194310" enum="Key"> Enter key on the numeric keypad. </constant> - <constant name="KEY_INSERT" value="16777223" enum="Key"> + <constant name="KEY_INSERT" value="4194311" enum="Key"> Insert key. </constant> - <constant name="KEY_DELETE" value="16777224" enum="Key"> + <constant name="KEY_DELETE" value="4194312" enum="Key"> Delete key. </constant> - <constant name="KEY_PAUSE" value="16777225" enum="Key"> + <constant name="KEY_PAUSE" value="4194313" enum="Key"> Pause key. </constant> - <constant name="KEY_PRINT" value="16777226" enum="Key"> + <constant name="KEY_PRINT" value="4194314" enum="Key"> Print Screen key. </constant> - <constant name="KEY_SYSREQ" value="16777227" enum="Key"> + <constant name="KEY_SYSREQ" value="4194315" enum="Key"> System Request key. </constant> - <constant name="KEY_CLEAR" value="16777228" enum="Key"> + <constant name="KEY_CLEAR" value="4194316" enum="Key"> Clear key. </constant> - <constant name="KEY_HOME" value="16777229" enum="Key"> + <constant name="KEY_HOME" value="4194317" enum="Key"> Home key. </constant> - <constant name="KEY_END" value="16777230" enum="Key"> + <constant name="KEY_END" value="4194318" enum="Key"> End key. </constant> - <constant name="KEY_LEFT" value="16777231" enum="Key"> + <constant name="KEY_LEFT" value="4194319" enum="Key"> Left arrow key. </constant> - <constant name="KEY_UP" value="16777232" enum="Key"> + <constant name="KEY_UP" value="4194320" enum="Key"> Up arrow key. </constant> - <constant name="KEY_RIGHT" value="16777233" enum="Key"> + <constant name="KEY_RIGHT" value="4194321" enum="Key"> Right arrow key. </constant> - <constant name="KEY_DOWN" value="16777234" enum="Key"> + <constant name="KEY_DOWN" value="4194322" enum="Key"> Down arrow key. </constant> - <constant name="KEY_PAGEUP" value="16777235" enum="Key"> + <constant name="KEY_PAGEUP" value="4194323" enum="Key"> Page Up key. </constant> - <constant name="KEY_PAGEDOWN" value="16777236" enum="Key"> + <constant name="KEY_PAGEDOWN" value="4194324" enum="Key"> Page Down key. </constant> - <constant name="KEY_SHIFT" value="16777237" enum="Key"> + <constant name="KEY_SHIFT" value="4194325" enum="Key"> Shift key. </constant> - <constant name="KEY_CTRL" value="16777238" enum="Key"> + <constant name="KEY_CTRL" value="4194326" enum="Key"> Control key. </constant> - <constant name="KEY_META" value="16777239" enum="Key"> + <constant name="KEY_META" value="4194327" enum="Key"> Meta key. </constant> - <constant name="KEY_ALT" value="16777240" enum="Key"> + <constant name="KEY_ALT" value="4194328" enum="Key"> Alt key. </constant> - <constant name="KEY_CAPSLOCK" value="16777241" enum="Key"> + <constant name="KEY_CAPSLOCK" value="4194329" enum="Key"> Caps Lock key. </constant> - <constant name="KEY_NUMLOCK" value="16777242" enum="Key"> + <constant name="KEY_NUMLOCK" value="4194330" enum="Key"> Num Lock key. </constant> - <constant name="KEY_SCROLLLOCK" value="16777243" enum="Key"> + <constant name="KEY_SCROLLLOCK" value="4194331" enum="Key"> Scroll Lock key. </constant> - <constant name="KEY_F1" value="16777244" enum="Key"> + <constant name="KEY_F1" value="4194332" enum="Key"> F1 key. </constant> - <constant name="KEY_F2" value="16777245" enum="Key"> + <constant name="KEY_F2" value="4194333" enum="Key"> F2 key. </constant> - <constant name="KEY_F3" value="16777246" enum="Key"> + <constant name="KEY_F3" value="4194334" enum="Key"> F3 key. </constant> - <constant name="KEY_F4" value="16777247" enum="Key"> + <constant name="KEY_F4" value="4194335" enum="Key"> F4 key. </constant> - <constant name="KEY_F5" value="16777248" enum="Key"> + <constant name="KEY_F5" value="4194336" enum="Key"> F5 key. </constant> - <constant name="KEY_F6" value="16777249" enum="Key"> + <constant name="KEY_F6" value="4194337" enum="Key"> F6 key. </constant> - <constant name="KEY_F7" value="16777250" enum="Key"> + <constant name="KEY_F7" value="4194338" enum="Key"> F7 key. </constant> - <constant name="KEY_F8" value="16777251" enum="Key"> + <constant name="KEY_F8" value="4194339" enum="Key"> F8 key. </constant> - <constant name="KEY_F9" value="16777252" enum="Key"> + <constant name="KEY_F9" value="4194340" enum="Key"> F9 key. </constant> - <constant name="KEY_F10" value="16777253" enum="Key"> + <constant name="KEY_F10" value="4194341" enum="Key"> F10 key. </constant> - <constant name="KEY_F11" value="16777254" enum="Key"> + <constant name="KEY_F11" value="4194342" enum="Key"> F11 key. </constant> - <constant name="KEY_F12" value="16777255" enum="Key"> + <constant name="KEY_F12" value="4194343" enum="Key"> F12 key. </constant> - <constant name="KEY_F13" value="16777256" enum="Key"> + <constant name="KEY_F13" value="4194344" enum="Key"> F13 key. </constant> - <constant name="KEY_F14" value="16777257" enum="Key"> + <constant name="KEY_F14" value="4194345" enum="Key"> F14 key. </constant> - <constant name="KEY_F15" value="16777258" enum="Key"> + <constant name="KEY_F15" value="4194346" enum="Key"> F15 key. </constant> - <constant name="KEY_F16" value="16777259" enum="Key"> + <constant name="KEY_F16" value="4194347" enum="Key"> F16 key. </constant> - <constant name="KEY_F17" value="16777260" enum="Key"> + <constant name="KEY_F17" value="4194348" enum="Key"> F17 key. </constant> - <constant name="KEY_F18" value="16777261" enum="Key"> + <constant name="KEY_F18" value="4194349" enum="Key"> F18 key. </constant> - <constant name="KEY_F19" value="16777262" enum="Key"> + <constant name="KEY_F19" value="4194350" enum="Key"> F19 key. </constant> - <constant name="KEY_F20" value="16777263" enum="Key"> + <constant name="KEY_F20" value="4194351" enum="Key"> F20 key. </constant> - <constant name="KEY_F21" value="16777264" enum="Key"> + <constant name="KEY_F21" value="4194352" enum="Key"> F21 key. </constant> - <constant name="KEY_F22" value="16777265" enum="Key"> + <constant name="KEY_F22" value="4194353" enum="Key"> F22 key. </constant> - <constant name="KEY_F23" value="16777266" enum="Key"> + <constant name="KEY_F23" value="4194354" enum="Key"> F23 key. </constant> - <constant name="KEY_F24" value="16777267" enum="Key"> + <constant name="KEY_F24" value="4194355" enum="Key"> F24 key. </constant> - <constant name="KEY_F25" value="16777268" enum="Key"> + <constant name="KEY_F25" value="4194356" enum="Key"> F25 key. Only supported on macOS and Linux due to a Windows limitation. </constant> - <constant name="KEY_F26" value="16777269" enum="Key"> + <constant name="KEY_F26" value="4194357" enum="Key"> F26 key. Only supported on macOS and Linux due to a Windows limitation. </constant> - <constant name="KEY_F27" value="16777270" enum="Key"> + <constant name="KEY_F27" value="4194358" enum="Key"> F27 key. Only supported on macOS and Linux due to a Windows limitation. </constant> - <constant name="KEY_F28" value="16777271" enum="Key"> + <constant name="KEY_F28" value="4194359" enum="Key"> F28 key. Only supported on macOS and Linux due to a Windows limitation. </constant> - <constant name="KEY_F29" value="16777272" enum="Key"> + <constant name="KEY_F29" value="4194360" enum="Key"> F29 key. Only supported on macOS and Linux due to a Windows limitation. </constant> - <constant name="KEY_F30" value="16777273" enum="Key"> + <constant name="KEY_F30" value="4194361" enum="Key"> F30 key. Only supported on macOS and Linux due to a Windows limitation. </constant> - <constant name="KEY_F31" value="16777274" enum="Key"> + <constant name="KEY_F31" value="4194362" enum="Key"> F31 key. Only supported on macOS and Linux due to a Windows limitation. </constant> - <constant name="KEY_F32" value="16777275" enum="Key"> + <constant name="KEY_F32" value="4194363" enum="Key"> F32 key. Only supported on macOS and Linux due to a Windows limitation. </constant> - <constant name="KEY_F33" value="16777276" enum="Key"> + <constant name="KEY_F33" value="4194364" enum="Key"> F33 key. Only supported on macOS and Linux due to a Windows limitation. </constant> - <constant name="KEY_F34" value="16777277" enum="Key"> + <constant name="KEY_F34" value="4194365" enum="Key"> F34 key. Only supported on macOS and Linux due to a Windows limitation. </constant> - <constant name="KEY_F35" value="16777278" enum="Key"> + <constant name="KEY_F35" value="4194366" enum="Key"> F35 key. Only supported on macOS and Linux due to a Windows limitation. </constant> - <constant name="KEY_KP_MULTIPLY" value="16777345" enum="Key"> + <constant name="KEY_KP_MULTIPLY" value="4194433" enum="Key"> Multiply (*) key on the numeric keypad. </constant> - <constant name="KEY_KP_DIVIDE" value="16777346" enum="Key"> + <constant name="KEY_KP_DIVIDE" value="4194434" enum="Key"> Divide (/) key on the numeric keypad. </constant> - <constant name="KEY_KP_SUBTRACT" value="16777347" enum="Key"> + <constant name="KEY_KP_SUBTRACT" value="4194435" enum="Key"> Subtract (-) key on the numeric keypad. </constant> - <constant name="KEY_KP_PERIOD" value="16777348" enum="Key"> + <constant name="KEY_KP_PERIOD" value="4194436" enum="Key"> Period (.) key on the numeric keypad. </constant> - <constant name="KEY_KP_ADD" value="16777349" enum="Key"> + <constant name="KEY_KP_ADD" value="4194437" enum="Key"> Add (+) key on the numeric keypad. </constant> - <constant name="KEY_KP_0" value="16777350" enum="Key"> + <constant name="KEY_KP_0" value="4194438" enum="Key"> Number 0 on the numeric keypad. </constant> - <constant name="KEY_KP_1" value="16777351" enum="Key"> + <constant name="KEY_KP_1" value="4194439" enum="Key"> Number 1 on the numeric keypad. </constant> - <constant name="KEY_KP_2" value="16777352" enum="Key"> + <constant name="KEY_KP_2" value="4194440" enum="Key"> Number 2 on the numeric keypad. </constant> - <constant name="KEY_KP_3" value="16777353" enum="Key"> + <constant name="KEY_KP_3" value="4194441" enum="Key"> Number 3 on the numeric keypad. </constant> - <constant name="KEY_KP_4" value="16777354" enum="Key"> + <constant name="KEY_KP_4" value="4194442" enum="Key"> Number 4 on the numeric keypad. </constant> - <constant name="KEY_KP_5" value="16777355" enum="Key"> + <constant name="KEY_KP_5" value="4194443" enum="Key"> Number 5 on the numeric keypad. </constant> - <constant name="KEY_KP_6" value="16777356" enum="Key"> + <constant name="KEY_KP_6" value="4194444" enum="Key"> Number 6 on the numeric keypad. </constant> - <constant name="KEY_KP_7" value="16777357" enum="Key"> + <constant name="KEY_KP_7" value="4194445" enum="Key"> Number 7 on the numeric keypad. </constant> - <constant name="KEY_KP_8" value="16777358" enum="Key"> + <constant name="KEY_KP_8" value="4194446" enum="Key"> Number 8 on the numeric keypad. </constant> - <constant name="KEY_KP_9" value="16777359" enum="Key"> + <constant name="KEY_KP_9" value="4194447" enum="Key"> Number 9 on the numeric keypad. </constant> - <constant name="KEY_SUPER_L" value="16777280" enum="Key"> + <constant name="KEY_SUPER_L" value="4194368" enum="Key"> Left Super key (Windows key). </constant> - <constant name="KEY_SUPER_R" value="16777281" enum="Key"> + <constant name="KEY_SUPER_R" value="4194369" enum="Key"> Right Super key (Windows key). </constant> - <constant name="KEY_MENU" value="16777282" enum="Key"> + <constant name="KEY_MENU" value="4194370" enum="Key"> Context menu key. </constant> - <constant name="KEY_HYPER_L" value="16777283" enum="Key"> + <constant name="KEY_HYPER_L" value="4194371" enum="Key"> Left Hyper key. </constant> - <constant name="KEY_HYPER_R" value="16777284" enum="Key"> + <constant name="KEY_HYPER_R" value="4194372" enum="Key"> Right Hyper key. </constant> - <constant name="KEY_HELP" value="16777285" enum="Key"> + <constant name="KEY_HELP" value="4194373" enum="Key"> Help key. </constant> - <constant name="KEY_DIRECTION_L" value="16777286" enum="Key"> + <constant name="KEY_DIRECTION_L" value="4194374" enum="Key"> Left Direction key. </constant> - <constant name="KEY_DIRECTION_R" value="16777287" enum="Key"> + <constant name="KEY_DIRECTION_R" value="4194375" enum="Key"> Right Direction key. </constant> - <constant name="KEY_BACK" value="16777288" enum="Key"> + <constant name="KEY_BACK" value="4194376" enum="Key"> Media back key. Not to be confused with the Back button on an Android device. </constant> - <constant name="KEY_FORWARD" value="16777289" enum="Key"> + <constant name="KEY_FORWARD" value="4194377" enum="Key"> Media forward key. </constant> - <constant name="KEY_STOP" value="16777290" enum="Key"> + <constant name="KEY_STOP" value="4194378" enum="Key"> Media stop key. </constant> - <constant name="KEY_REFRESH" value="16777291" enum="Key"> + <constant name="KEY_REFRESH" value="4194379" enum="Key"> Media refresh key. </constant> - <constant name="KEY_VOLUMEDOWN" value="16777292" enum="Key"> + <constant name="KEY_VOLUMEDOWN" value="4194380" enum="Key"> Volume down key. </constant> - <constant name="KEY_VOLUMEMUTE" value="16777293" enum="Key"> + <constant name="KEY_VOLUMEMUTE" value="4194381" enum="Key"> Mute volume key. </constant> - <constant name="KEY_VOLUMEUP" value="16777294" enum="Key"> + <constant name="KEY_VOLUMEUP" value="4194382" enum="Key"> Volume up key. </constant> - <constant name="KEY_BASSBOOST" value="16777295" enum="Key"> + <constant name="KEY_BASSBOOST" value="4194383" enum="Key"> Bass Boost key. </constant> - <constant name="KEY_BASSUP" value="16777296" enum="Key"> + <constant name="KEY_BASSUP" value="4194384" enum="Key"> Bass up key. </constant> - <constant name="KEY_BASSDOWN" value="16777297" enum="Key"> + <constant name="KEY_BASSDOWN" value="4194385" enum="Key"> Bass down key. </constant> - <constant name="KEY_TREBLEUP" value="16777298" enum="Key"> + <constant name="KEY_TREBLEUP" value="4194386" enum="Key"> Treble up key. </constant> - <constant name="KEY_TREBLEDOWN" value="16777299" enum="Key"> + <constant name="KEY_TREBLEDOWN" value="4194387" enum="Key"> Treble down key. </constant> - <constant name="KEY_MEDIAPLAY" value="16777300" enum="Key"> + <constant name="KEY_MEDIAPLAY" value="4194388" enum="Key"> Media play key. </constant> - <constant name="KEY_MEDIASTOP" value="16777301" enum="Key"> + <constant name="KEY_MEDIASTOP" value="4194389" enum="Key"> Media stop key. </constant> - <constant name="KEY_MEDIAPREVIOUS" value="16777302" enum="Key"> + <constant name="KEY_MEDIAPREVIOUS" value="4194390" enum="Key"> Previous song key. </constant> - <constant name="KEY_MEDIANEXT" value="16777303" enum="Key"> + <constant name="KEY_MEDIANEXT" value="4194391" enum="Key"> Next song key. </constant> - <constant name="KEY_MEDIARECORD" value="16777304" enum="Key"> + <constant name="KEY_MEDIARECORD" value="4194392" enum="Key"> Media record key. </constant> - <constant name="KEY_HOMEPAGE" value="16777305" enum="Key"> + <constant name="KEY_HOMEPAGE" value="4194393" enum="Key"> Home page key. </constant> - <constant name="KEY_FAVORITES" value="16777306" enum="Key"> + <constant name="KEY_FAVORITES" value="4194394" enum="Key"> Favorites key. </constant> - <constant name="KEY_SEARCH" value="16777307" enum="Key"> + <constant name="KEY_SEARCH" value="4194395" enum="Key"> Search key. </constant> - <constant name="KEY_STANDBY" value="16777308" enum="Key"> + <constant name="KEY_STANDBY" value="4194396" enum="Key"> Standby key. </constant> - <constant name="KEY_OPENURL" value="16777309" enum="Key"> + <constant name="KEY_OPENURL" value="4194397" enum="Key"> Open URL / Launch Browser key. </constant> - <constant name="KEY_LAUNCHMAIL" value="16777310" enum="Key"> + <constant name="KEY_LAUNCHMAIL" value="4194398" enum="Key"> Launch Mail key. </constant> - <constant name="KEY_LAUNCHMEDIA" value="16777311" enum="Key"> + <constant name="KEY_LAUNCHMEDIA" value="4194399" enum="Key"> Launch Media key. </constant> - <constant name="KEY_LAUNCH0" value="16777312" enum="Key"> + <constant name="KEY_LAUNCH0" value="4194400" enum="Key"> Launch Shortcut 0 key. </constant> - <constant name="KEY_LAUNCH1" value="16777313" enum="Key"> + <constant name="KEY_LAUNCH1" value="4194401" enum="Key"> Launch Shortcut 1 key. </constant> - <constant name="KEY_LAUNCH2" value="16777314" enum="Key"> + <constant name="KEY_LAUNCH2" value="4194402" enum="Key"> Launch Shortcut 2 key. </constant> - <constant name="KEY_LAUNCH3" value="16777315" enum="Key"> + <constant name="KEY_LAUNCH3" value="4194403" enum="Key"> Launch Shortcut 3 key. </constant> - <constant name="KEY_LAUNCH4" value="16777316" enum="Key"> + <constant name="KEY_LAUNCH4" value="4194404" enum="Key"> Launch Shortcut 4 key. </constant> - <constant name="KEY_LAUNCH5" value="16777317" enum="Key"> + <constant name="KEY_LAUNCH5" value="4194405" enum="Key"> Launch Shortcut 5 key. </constant> - <constant name="KEY_LAUNCH6" value="16777318" enum="Key"> + <constant name="KEY_LAUNCH6" value="4194406" enum="Key"> Launch Shortcut 6 key. </constant> - <constant name="KEY_LAUNCH7" value="16777319" enum="Key"> + <constant name="KEY_LAUNCH7" value="4194407" enum="Key"> Launch Shortcut 7 key. </constant> - <constant name="KEY_LAUNCH8" value="16777320" enum="Key"> + <constant name="KEY_LAUNCH8" value="4194408" enum="Key"> Launch Shortcut 8 key. </constant> - <constant name="KEY_LAUNCH9" value="16777321" enum="Key"> + <constant name="KEY_LAUNCH9" value="4194409" enum="Key"> Launch Shortcut 9 key. </constant> - <constant name="KEY_LAUNCHA" value="16777322" enum="Key"> + <constant name="KEY_LAUNCHA" value="4194410" enum="Key"> Launch Shortcut A key. </constant> - <constant name="KEY_LAUNCHB" value="16777323" enum="Key"> + <constant name="KEY_LAUNCHB" value="4194411" enum="Key"> Launch Shortcut B key. </constant> - <constant name="KEY_LAUNCHC" value="16777324" enum="Key"> + <constant name="KEY_LAUNCHC" value="4194412" enum="Key"> Launch Shortcut C key. </constant> - <constant name="KEY_LAUNCHD" value="16777325" enum="Key"> + <constant name="KEY_LAUNCHD" value="4194413" enum="Key"> Launch Shortcut D key. </constant> - <constant name="KEY_LAUNCHE" value="16777326" enum="Key"> + <constant name="KEY_LAUNCHE" value="4194414" enum="Key"> Launch Shortcut E key. </constant> - <constant name="KEY_LAUNCHF" value="16777327" enum="Key"> + <constant name="KEY_LAUNCHF" value="4194415" enum="Key"> Launch Shortcut F key. </constant> - <constant name="KEY_UNKNOWN" value="33554431" enum="Key"> + <constant name="KEY_UNKNOWN" value="16777215" enum="Key"> Unknown key. </constant> <constant name="KEY_SPACE" value="32" enum="Key"> @@ -1825,34 +1963,34 @@ / key. </constant> <constant name="KEY_0" value="48" enum="Key"> - Number 0. + Number 0 key. </constant> <constant name="KEY_1" value="49" enum="Key"> - Number 1. + Number 1 key. </constant> <constant name="KEY_2" value="50" enum="Key"> - Number 2. + Number 2 key. </constant> <constant name="KEY_3" value="51" enum="Key"> - Number 3. + Number 3 key. </constant> <constant name="KEY_4" value="52" enum="Key"> - Number 4. + Number 4 key. </constant> <constant name="KEY_5" value="53" enum="Key"> - Number 5. + Number 5 key. </constant> <constant name="KEY_6" value="54" enum="Key"> - Number 6. + Number 6 key. </constant> <constant name="KEY_7" value="55" enum="Key"> - Number 7. + Number 7 key. </constant> <constant name="KEY_8" value="56" enum="Key"> - Number 8. + Number 8 key. </constant> <constant name="KEY_9" value="57" enum="Key"> - Number 9. + Number 9 key. </constant> <constant name="KEY_COLON" value="58" enum="Key"> : key. @@ -2181,27 +2319,27 @@ <constant name="KEY_YDIAERESIS" value="255" enum="Key"> ÿ key. </constant> - <constant name="KEY_CODE_MASK" value="33554431" enum="KeyModifierMask"> + <constant name="KEY_CODE_MASK" value="8388607" enum="KeyModifierMask"> Key Code mask. </constant> - <constant name="KEY_MODIFIER_MASK" value="2130706432" enum="KeyModifierMask"> + <constant name="KEY_MODIFIER_MASK" value="532676608" enum="KeyModifierMask"> Modifier key mask. </constant> + <constant name="KEY_MASK_CMD_OR_CTRL" value="16777216" enum="KeyModifierMask"> + Automatically remapped to [constant KEY_META] on macOS and [constant KEY_CTRL] on other platforms, this mask is never set in the actual events, and should be used for key mapping only. + </constant> <constant name="KEY_MASK_SHIFT" value="33554432" enum="KeyModifierMask"> Shift key mask. </constant> <constant name="KEY_MASK_ALT" value="67108864" enum="KeyModifierMask"> - Alt key mask. + Alt or Option (on macOS) key mask. </constant> <constant name="KEY_MASK_META" value="134217728" enum="KeyModifierMask"> - Meta key mask. + Command (on macOS) or Meta/Windows key mask. </constant> <constant name="KEY_MASK_CTRL" value="268435456" enum="KeyModifierMask"> Ctrl key mask. </constant> - <constant name="KEY_MASK_CMD" value="platform-dependent" enum="KeyModifierMask"> - Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This mask should be preferred to [constant KEY_MASK_META] or [constant KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly. - </constant> <constant name="KEY_MASK_KPAD" value="536870912" enum="KeyModifierMask"> Keypad key mask. </constant> @@ -2212,10 +2350,10 @@ Enum value which doesn't correspond to any mouse button. This is used to initialize [enum MouseButton] properties with a generic state. </constant> <constant name="MOUSE_BUTTON_LEFT" value="1" enum="MouseButton"> - Left mouse button. + Primary mouse button, usually assigned to the left button. </constant> <constant name="MOUSE_BUTTON_RIGHT" value="2" enum="MouseButton"> - Right mouse button. + Secondary mouse button, usually assigned to the right button. </constant> <constant name="MOUSE_BUTTON_MIDDLE" value="3" enum="MouseButton"> Middle mouse button. @@ -2233,16 +2371,16 @@ Mouse wheel right button (only present on some mice). </constant> <constant name="MOUSE_BUTTON_XBUTTON1" value="8" enum="MouseButton"> - Extra mouse button 1 (only present on some mice). + Extra mouse button 1. This is sometimes present, usually to the sides of the mouse. </constant> <constant name="MOUSE_BUTTON_XBUTTON2" value="9" enum="MouseButton"> - Extra mouse button 2 (only present on some mice). + Extra mouse button 2. This is sometimes present, usually to the sides of the mouse. </constant> <constant name="MOUSE_BUTTON_MASK_LEFT" value="1" enum="MouseButton"> - Left mouse button mask. + Primary mouse button mask, usually for the left button. </constant> <constant name="MOUSE_BUTTON_MASK_RIGHT" value="2" enum="MouseButton"> - Right mouse button mask. + Secondary mouse button mask, usually for the right button. </constant> <constant name="MOUSE_BUTTON_MASK_MIDDLE" value="4" enum="MouseButton"> Middle mouse button mask. @@ -2302,7 +2440,7 @@ Game controller D-pad right button. </constant> <constant name="JOY_BUTTON_MISC1" value="15" enum="JoyButton"> - Game controller SDL miscellaneous button. Corresponds to Xbox share button, PS5 microphone button, Nintendo capture button. + Game controller SDL miscellaneous button. Corresponds to Xbox share button, PS5 microphone button, Nintendo Switch capture button. </constant> <constant name="JOY_BUTTON_PADDLE1" value="16" enum="JoyButton"> Game controller SDL paddle 1 button. @@ -2324,9 +2462,9 @@ </constant> <constant name="JOY_BUTTON_MAX" value="128" enum="JoyButton"> The maximum number of game controller buttons supported by the engine. The actual limit may be lower on specific platforms: - - Android: Up to 36 buttons. - - Linux: Up to 80 buttons. - - Windows and macOS: Up to 128 buttons. + - [b]Android:[/b] Up to 36 buttons. + - [b]Linux:[/b] Up to 80 buttons. + - [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons. </constant> <constant name="JOY_AXIS_INVALID" value="-1" enum="JoyAxis"> An invalid game controller axis. @@ -2413,16 +2551,19 @@ MIDI system reset message. Reset all receivers in the system to power-up status. It should not be sent on power-up itself. </constant> <constant name="OK" value="0" enum="Error"> - Methods that return [enum Error] return [constant OK] when no error occurred. Note that many functions don't return an error code but will print error messages to standard output. - Since [constant OK] has value 0, and all other failure codes are positive integers, it can also be used in boolean checks, e.g.: + Methods that return [enum Error] return [constant OK] when no error occurred. + Since [constant OK] has value 0, and all other error constants are positive integers, it can also be used in boolean checks. + [b]Example:[/b] [codeblock] - var err = method_that_returns_error() - if err != OK: - print("Failure!") - # Or, equivalent: - if err: - print("Still failing!") + var error = method_that_returns_error() + if error != OK: + printerr("Failure!") + + # Or, alternatively: + if error: + printerr("Still failing!") [/codeblock] + [b]Note:[/b] Many functions do not return an error code, but will print error messages to standard output. </constant> <constant name="FAILED" value="1" enum="Error"> Generic error. @@ -2560,156 +2701,159 @@ Skip error. </constant> <constant name="ERR_HELP" value="46" enum="Error"> - Help error. + Help error. Used internally when passing [code]--version[/code] or [code]--help[/code] as executable options. </constant> <constant name="ERR_BUG" value="47" enum="Error"> - Bug error. + Bug error, caused by an implementation issue in the method. + [b]Note:[/b] If a built-in method returns this code, please open an issue on [url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/url]. </constant> <constant name="ERR_PRINTER_ON_FIRE" value="48" enum="Error"> - Printer on fire error. (This is an easter egg, no engine methods return this error code.) + Printer on fire error (This is an easter egg, no built-in methods return this error code). </constant> <constant name="PROPERTY_HINT_NONE" value="0" enum="PropertyHint"> - No hint for the edited property. + The property has no hint for the editor. </constant> <constant name="PROPERTY_HINT_RANGE" value="1" enum="PropertyHint"> - Hints that an integer or float property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_lesser"[/code] to allow manual input going respectively above the max or below the min values. Example: [code]"-360,360,1,or_greater,or_lesser"[/code]. - Additionally, other keywords can be included: "exp" for exponential range editing, "radians" for editing radian angles in degrees, "degrees" to hint at an angle and "no_slider" to hide the slider. + Hints that an [int] or [float] property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_less"[/code] to allow manual input going respectively above the max or below the min values. + [b]Example:[/b] [code]"-360,360,1,or_greater,or_less"[/code]. + Additionally, other keywords can be included: [code]"exp"[/code] for exponential range editing, [code]"radians"[/code] for editing radian angles in degrees, [code]"degrees"[/code] to hint at an angle and [code]"hide_slider"[/code] to hide the slider. </constant> <constant name="PROPERTY_HINT_ENUM" value="2" enum="PropertyHint"> - Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string. - The hint string is a comma separated list of names such as [code]"Hello,Something,Else"[/code]. For integer and float properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"Zero,One,Three:3,Four,Six:6"[/code]. + Hints that an [int], [float], or [String] property is an enumerated value to pick in a list specified via a hint string. + The hint string is a comma separated list of names such as [code]"Hello,Something,Else"[/code]. Whitespaces are [b]not[/b] removed from either end of a name. For integer and float properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"Zero,One,Three:3,Four,Six:6"[/code]. </constant> <constant name="PROPERTY_HINT_ENUM_SUGGESTION" value="3" enum="PropertyHint"> - Hints that a string property can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code]. - Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values. + Hints that a [String] property can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code]. + Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values. </constant> <constant name="PROPERTY_HINT_EXP_EASING" value="4" enum="PropertyHint"> - Hints that a float property should be edited via an exponential easing function. The hint string can include [code]"attenuation"[/code] to flip the curve horizontally and/or [code]"inout"[/code] to also include in/out easing. + Hints that a [float] property should be edited via an exponential easing function. The hint string can include [code]"attenuation"[/code] to flip the curve horizontally and/or [code]"positive_only"[/code] to exclude in/out easing and limit values to be greater than or equal to zero. </constant> <constant name="PROPERTY_HINT_LINK" value="5" enum="PropertyHint"> - Hints that a vector property should allow linking values (e.g. to edit both [code]x[/code] and [code]y[/code] together). + Hints that a vector property should allow its components to be linked. For example, this allows [member Vector2.x] and [member Vector2.y] to be edited together. </constant> <constant name="PROPERTY_HINT_FLAGS" value="6" enum="PropertyHint"> - Hints that an integer property is a bitmask with named bit flags. For example, to allow toggling bits 0, 1, 2 and 4, the hint could be something like [code]"Bit0,Bit1,Bit2,,Bit4"[/code]. + Hints that an [int] property is a bitmask with named bit flags. For example, to allow toggling bits 0, 1, 2 and 4, the hint could be something like [code]"Bit0,Bit1,Bit2,,Bit4"[/code]. </constant> <constant name="PROPERTY_HINT_LAYERS_2D_RENDER" value="7" enum="PropertyHint"> - Hints that an integer property is a bitmask using the optionally named 2D render layers. + Hints that an [int] property is a bitmask using the optionally named 2D render layers. </constant> <constant name="PROPERTY_HINT_LAYERS_2D_PHYSICS" value="8" enum="PropertyHint"> - Hints that an integer property is a bitmask using the optionally named 2D physics layers. + Hints that an [int] property is a bitmask using the optionally named 2D physics layers. </constant> <constant name="PROPERTY_HINT_LAYERS_2D_NAVIGATION" value="9" enum="PropertyHint"> - Hints that an integer property is a bitmask using the optionally named 2D navigation layers. + Hints that an [int] property is a bitmask using the optionally named 2D navigation layers. </constant> <constant name="PROPERTY_HINT_LAYERS_3D_RENDER" value="10" enum="PropertyHint"> - Hints that an integer property is a bitmask using the optionally named 3D render layers. + Hints that an [int] property is a bitmask using the optionally named 3D render layers. </constant> <constant name="PROPERTY_HINT_LAYERS_3D_PHYSICS" value="11" enum="PropertyHint"> - Hints that an integer property is a bitmask using the optionally named 3D physics layers. + Hints that an [int] property is a bitmask using the optionally named 3D physics layers. </constant> <constant name="PROPERTY_HINT_LAYERS_3D_NAVIGATION" value="12" enum="PropertyHint"> - Hints that an integer property is a bitmask using the optionally named 3D navigation layers. + Hints that an [int] property is a bitmask using the optionally named 3D navigation layers. </constant> <constant name="PROPERTY_HINT_FILE" value="13" enum="PropertyHint"> - Hints that a string property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. + Hints that a [String] property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. </constant> <constant name="PROPERTY_HINT_DIR" value="14" enum="PropertyHint"> - Hints that a string property is a path to a directory. Editing it will show a file dialog for picking the path. + Hints that a [String] property is a path to a directory. Editing it will show a file dialog for picking the path. </constant> <constant name="PROPERTY_HINT_GLOBAL_FILE" value="15" enum="PropertyHint"> - Hints that a string property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. + Hints that a [String] property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards, like [code]"*.png,*.jpg"[/code]. </constant> <constant name="PROPERTY_HINT_GLOBAL_DIR" value="16" enum="PropertyHint"> - Hints that a string property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path. + Hints that a [String] property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path. </constant> <constant name="PROPERTY_HINT_RESOURCE_TYPE" value="17" enum="PropertyHint"> Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture2D"[/code]). Editing it will show a popup menu of valid resource types to instantiate. </constant> <constant name="PROPERTY_HINT_MULTILINE_TEXT" value="18" enum="PropertyHint"> - Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed. + Hints that a [String] property is text with line breaks. Editing it will show a text input field where line breaks can be typed. </constant> <constant name="PROPERTY_HINT_EXPRESSION" value="19" enum="PropertyHint"> - Hints that a string property is an [Expression]. + Hints that a [String] property is an [Expression]. </constant> <constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="20" enum="PropertyHint"> - Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use. + Hints that a [String] property should show a placeholder text on its input field, if empty. The hint string is the placeholder text to use. </constant> <constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="21" enum="PropertyHint"> - Hints that a color property should be edited without changing its alpha component, i.e. only R, G and B channels are edited. - </constant> - <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="22" enum="PropertyHint"> - Hints that an image is compressed using lossy compression. - </constant> - <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="23" enum="PropertyHint"> - Hints that an image is compressed using lossless compression. + Hints that a [Color] property should be edited without affecting its transparency ([member Color.a] is not editable). </constant> - <constant name="PROPERTY_HINT_OBJECT_ID" value="24" enum="PropertyHint"> + <constant name="PROPERTY_HINT_OBJECT_ID" value="22" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_TYPE_STRING" value="25" enum="PropertyHint"> + <constant name="PROPERTY_HINT_TYPE_STRING" value="23" enum="PropertyHint"> Hint that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For instance: [codeblock] - hint_string = "%s:" % [TYPE_INT] # Array of inteters. + hint_string = "%s:" % [TYPE_INT] # Array of integers. hint_string = "%s:%s:" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array of floats. hint_string = "%s/%s:Resource" % [TYPE_OBJECT, TYPE_OBJECT] # Array of resources. hint_string = "%s:%s/%s:Resource" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] # Two-dimensional array of resources. [/codeblock] - [b]Note:[/b] The final colon is required to specify for properly detecting built-in types. + [b]Note:[/b] The final colon is required for properly detecting built-in types. </constant> - <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="26" enum="PropertyHint"> + <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="24" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="27" enum="PropertyHint"> + <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="25" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="28" enum="PropertyHint"> + <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="26" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="29" enum="PropertyHint"> + <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="27" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="30" enum="PropertyHint"> + <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="28" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="31" enum="PropertyHint"> + <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="29" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="32" enum="PropertyHint"> + <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="30" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="33" enum="PropertyHint"> + <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="31" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="34" enum="PropertyHint"> + <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="32" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="35" enum="PropertyHint"> + <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="33" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="36" enum="PropertyHint"> + <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="34" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_SAVE_FILE" value="37" enum="PropertyHint"> + <constant name="PROPERTY_HINT_SAVE_FILE" value="35" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="38" enum="PropertyHint"> + <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="36" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="39" enum="PropertyHint"> + <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="37" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_INT_IS_POINTER" value="41" enum="PropertyHint"> + <constant name="PROPERTY_HINT_INT_IS_POINTER" value="38" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_ARRAY_TYPE" value="40" enum="PropertyHint"> + <constant name="PROPERTY_HINT_ARRAY_TYPE" value="39" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_LOCALE_ID" value="42" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LOCALE_ID" value="40" enum="PropertyHint"> Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country. </constant> - <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="43" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="41" enum="PropertyHint"> Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings. </constant> - <constant name="PROPERTY_HINT_NODE_TYPE" value="44" enum="PropertyHint"> + <constant name="PROPERTY_HINT_NODE_TYPE" value="42" enum="PropertyHint"> + </constant> + <constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="43" enum="PropertyHint"> + Hints that a quaternion property should disable the temporary euler editor. + </constant> + <constant name="PROPERTY_HINT_PASSWORD" value="44" enum="PropertyHint"> + Hints that a string property is a password, and every character is replaced with the secret character. </constant> <constant name="PROPERTY_HINT_MAX" value="45" enum="PropertyHint"> </constant> <constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags"> + The property is not stored, and does not display in the editor. This is the default for non-exported properties. </constant> <constant name="PROPERTY_USAGE_STORAGE" value="2" enum="PropertyUsageFlags"> The property is serialized and saved in the scene file (default). </constant> <constant name="PROPERTY_USAGE_EDITOR" value="4" enum="PropertyUsageFlags"> - The property is shown in the editor inspector (default). + The property is shown in the [EditorInspector] (default). </constant> <constant name="PROPERTY_USAGE_CHECKABLE" value="8" enum="PropertyUsageFlags"> - The property can be checked in the editor inspector. + The property can be checked in the [EditorInspector]. </constant> <constant name="PROPERTY_USAGE_CHECKED" value="16" enum="PropertyUsageFlags"> - The property is checked in the editor inspector. + The property is checked in the [EditorInspector]. </constant> <constant name="PROPERTY_USAGE_INTERNATIONALIZED" value="32" enum="PropertyUsageFlags"> The property is a translatable string. @@ -2736,35 +2880,39 @@ </constant> <constant name="PROPERTY_USAGE_STORE_IF_NULL" value="8192" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_ANIMATE_AS_TRIGGER" value="16384" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED" value="16384" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED" value="32768" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="32768" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="65536" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="65536" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="131072" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="131072" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="262144" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_INTERNAL" value="262144" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_INTERNAL" value="524288" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE" value="524288" enum="PropertyUsageFlags"> + If the property is a [Resource], a new copy of it is always created when calling [method Node.duplicate] or [method Resource.duplicate]. </constant> - <constant name="PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE" value="1048576" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="1048576" enum="PropertyUsageFlags"> + The property is only shown in the editor if modern renderers are supported (GLES3 is excluded). </constant> - <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="2097152" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="2097152" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="4194304" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="4194304" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="8388608" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="8388608" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="16777216" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="16777216" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="33554432" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="33554432" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="67108864" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="67108864" enum="PropertyUsageFlags"> </constant> - <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="134217728" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_READ_ONLY" value="134217728" enum="PropertyUsageFlags"> + The property is read-only in the [EditorInspector]. </constant> - <constant name="PROPERTY_USAGE_ARRAY" value="536870912" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_ARRAY" value="268435456" enum="PropertyUsageFlags"> + The property is an array. </constant> <constant name="PROPERTY_USAGE_DEFAULT" value="6" enum="PropertyUsageFlags"> Default usage (storage, editor and network). @@ -2788,14 +2936,16 @@ Flag for a virtual method. </constant> <constant name="METHOD_FLAG_VARARG" value="16" enum="MethodFlags"> + Flag for a method with a variable number of arguments. </constant> <constant name="METHOD_FLAG_STATIC" value="32" enum="MethodFlags"> + Flag for a static method. </constant> <constant name="METHOD_FLAG_OBJECT_CORE" value="64" enum="MethodFlags"> - Used internally. Allows to not dump core virtuals such as [code]_notification[/code] to the JSON API. + Used internally. Allows to not dump core virtual methods (such as [method Object._notification]) to the JSON API. </constant> <constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags"> - Default method flags. + Default method flags (normal). </constant> <constant name="TYPE_NIL" value="0" enum="Variant.Type"> Variable is [code]null[/code]. @@ -2807,7 +2957,7 @@ Variable is of type [int]. </constant> <constant name="TYPE_FLOAT" value="3" enum="Variant.Type"> - Variable is of type [float] (real). + Variable is of type [float]. </constant> <constant name="TYPE_STRING" value="4" enum="Variant.Type"> Variable is of type [String]. @@ -2834,8 +2984,10 @@ Variable is of type [Transform2D]. </constant> <constant name="TYPE_VECTOR4" value="12" enum="Variant.Type"> + Variable is of type [Vector4]. </constant> <constant name="TYPE_VECTOR4I" value="13" enum="Variant.Type"> + Variable is of type [Vector4i]. </constant> <constant name="TYPE_PLANE" value="14" enum="Variant.Type"> Variable is of type [Plane]. @@ -2853,6 +3005,7 @@ Variable is of type [Transform3D]. </constant> <constant name="TYPE_PROJECTION" value="19" enum="Variant.Type"> + Variable is of type [Projection]. </constant> <constant name="TYPE_COLOR" value="20" enum="Variant.Type"> Variable is of type [Color]. diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 2fa191faa6..ca454cafa3 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -139,27 +139,27 @@ <return type="AABB" /> <param index="0" name="by" type="float" /> <description> - Returns a copy of the [AABB] grown a given amount of units towards all the sides. + Returns a copy of the [AABB] grown a given number of units towards all the sides. </description> </method> - <method name="has_no_surface" qualifiers="const"> + <method name="has_point" qualifiers="const"> <return type="bool" /> + <param index="0" name="point" type="Vector3" /> <description> - Returns [code]true[/code] if the [AABB] is empty. + Returns [code]true[/code] if the [AABB] contains a point. Points on the faces of the AABB are considered included, though float-point precision errors may impact the accuracy of such checks. + [b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/i]. Use [method abs] to get a positive sized equivalent [AABB] to check for contained points. </description> </method> - <method name="has_no_volume" qualifiers="const"> + <method name="has_surface" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the [AABB] is flat or empty. + Returns [code]true[/code] if the [AABB] has a surface or a length, and [code]false[/code] if the [AABB] is empty (all components of [member size] are zero or negative). </description> </method> - <method name="has_point" qualifiers="const"> + <method name="has_volume" qualifiers="const"> <return type="bool" /> - <param index="0" name="point" type="Vector3" /> <description> - Returns [code]true[/code] if the [AABB] contains a point. Points on the faces of the AABB are considered included, though float-point precision errors may impact the accuracy of such checks. - [b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/i]. Use [method abs] to get a positive sized equivalent [AABB] to check for contained points. + Returns [code]true[/code] if the [AABB] has a volume, and [code]false[/code] if the [AABB] is flat, empty, or has a negative [member size]. </description> </method> <method name="intersection" qualifiers="const"> @@ -188,6 +188,7 @@ <param index="0" name="from" type="Vector3" /> <param index="1" name="dir" type="Vector3" /> <description> + Returns [code]true[/code] if the given ray intersects with this [AABB]. Ray length is infinite. </description> </method> <method name="intersects_segment" qualifiers="const"> @@ -205,6 +206,12 @@ Returns [code]true[/code] if this [AABB] and [param aabb] are approximately equal, by calling [method @GlobalScope.is_equal_approx] on each component. </description> </method> + <method name="is_finite" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this [AABB] is finite, by calling [method @GlobalScope.is_finite] on each component. + </description> + </method> <method name="merge" qualifiers="const"> <return type="AABB" /> <param index="0" name="with" type="AABB" /> diff --git a/doc/classes/AESContext.xml b/doc/classes/AESContext.xml index 69cd54a79b..7f582e4be7 100644 --- a/doc/classes/AESContext.xml +++ b/doc/classes/AESContext.xml @@ -45,6 +45,7 @@ public class Example : Node { public AESContext Aes = new AESContext(); + public override void _Ready() { string key = "My secret key!!!"; // Key must be either 16 or 32 bytes. diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml index 977e73e7ca..2414b068e6 100644 --- a/doc/classes/AStar2D.xml +++ b/doc/classes/AStar2D.xml @@ -218,7 +218,7 @@ </description> </method> <method name="get_point_ids"> - <return type="Array" /> + <return type="PackedInt64Array" /> <description> Returns an array of all point IDs. </description> @@ -271,7 +271,7 @@ <return type="void" /> <param index="0" name="num_nodes" type="int" /> <description> - Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, for a grid for instance. New capacity must be greater or equals to old capacity. + Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity. </description> </method> <method name="set_point_disabled"> diff --git a/doc/classes/AStar3D.xml b/doc/classes/AStar3D.xml index efce94e25d..4e8394195d 100644 --- a/doc/classes/AStar3D.xml +++ b/doc/classes/AStar3D.xml @@ -245,7 +245,7 @@ </description> </method> <method name="get_point_ids"> - <return type="Array" /> + <return type="PackedInt64Array" /> <description> Returns an array of all point IDs. </description> @@ -298,7 +298,7 @@ <return type="void" /> <param index="0" name="num_nodes" type="int" /> <description> - Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, for a grid for instance. New capacity must be greater or equals to old capacity. + Reserves space internally for [param num_nodes] points. Useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity. </description> </method> <method name="set_point_disabled"> diff --git a/doc/classes/AStarGrid2D.xml b/doc/classes/AStarGrid2D.xml new file mode 100644 index 0000000000..32599d7f7d --- /dev/null +++ b/doc/classes/AStarGrid2D.xml @@ -0,0 +1,218 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AStarGrid2D" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + A* (or "A-Star") pathfinding tailored to find the shortest paths on 2D grids. + </brief_description> + <description> + Compared to [AStar2D] you don't need to manually create points or connect them together. It also supports multiple type of heuristics and modes for diagonal movement. This class also provides a jumping mode which is faster to calculate than without it in the [AStar2D] class. + In contrast to [AStar2D], you only need set the [member size] of the grid, optionally set the [member cell_size] and then call the [method update] method: + [codeblocks] + [gdscript] + var astar_grid = AStarGrid2D.new() + astar_grid.size = Vector2i(32, 32) + astar_grid.cell_size = Vector2(16, 16) + astar_grid.update() + print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4) + print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64) + [/gdscript] + [csharp] + AStarGrid2D astarGrid = new AStarGrid2D(); + astarGrid.Size = new Vector2i(32, 32); + astarGrid.CellSize = new Vector2i(16, 16); + astarGrid.Update(); + GD.Print(astarGrid.GetIdPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4) + GD.Print(astarGrid.GetPointPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64) + [/csharp] + [/codeblocks] + </description> + <tutorials> + </tutorials> + <methods> + <method name="_compute_cost" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="from_id" type="Vector2i" /> + <param index="1" name="to_id" type="Vector2i" /> + <description> + Called when computing the cost between two connected points. + Note that this function is hidden in the default [code]AStarGrid2D[/code] class. + </description> + </method> + <method name="_estimate_cost" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="from_id" type="Vector2i" /> + <param index="1" name="to_id" type="Vector2i" /> + <description> + Called when estimating the cost between a point and the path's ending point. + Note that this function is hidden in the default [code]AStarGrid2D[/code] class. + </description> + </method> + <method name="clear"> + <return type="void" /> + <description> + Clears the grid and sets the [member size] to [constant Vector2i.ZERO]. + </description> + </method> + <method name="get_id_path"> + <return type="Vector2i[]" /> + <param index="0" name="from_id" type="Vector2i" /> + <param index="1" name="to_id" type="Vector2i" /> + <description> + Returns an array with the IDs of the points that form the path found by AStar2D between the given points. The array is ordered from the starting point to the ending point of the path. + </description> + </method> + <method name="get_point_path"> + <return type="PackedVector2Array" /> + <param index="0" name="from_id" type="Vector2i" /> + <param index="1" name="to_id" type="Vector2i" /> + <description> + Returns an array with the points that are in the path found by AStarGrid2D between the given points. The array is ordered from the starting point to the ending point of the path. + [b]Note:[/b] This method is not thread-safe. If called from a [Thread], it will return an empty [PackedVector3Array] and will print an error message. + </description> + </method> + <method name="get_point_position" qualifiers="const"> + <return type="Vector2" /> + <param index="0" name="id" type="Vector2i" /> + <description> + Returns the position of the point associated with the given [param id]. + </description> + </method> + <method name="get_point_weight_scale" qualifiers="const"> + <return type="float" /> + <param index="0" name="id" type="Vector2i" /> + <description> + Returns the weight scale of the point associated with the given [param id]. + </description> + </method> + <method name="is_dirty" qualifiers="const"> + <return type="bool" /> + <description> + Indicates that the grid parameters were changed and [method update] needs to be called. + </description> + </method> + <method name="is_in_bounds" qualifiers="const"> + <return type="bool" /> + <param index="0" name="x" type="int" /> + <param index="1" name="y" type="int" /> + <description> + Returns [code]true[/code] if the [param x] and [param y] is a valid grid coordinate (id). + </description> + </method> + <method name="is_in_boundsv" qualifiers="const"> + <return type="bool" /> + <param index="0" name="id" type="Vector2i" /> + <description> + Returns [code]true[/code] if the [param id] vector is a valid grid coordinate. + </description> + </method> + <method name="is_point_solid" qualifiers="const"> + <return type="bool" /> + <param index="0" name="id" type="Vector2i" /> + <description> + Returns [code]true[/code] if a point is disabled for pathfinding. By default, all points are enabled. + </description> + </method> + <method name="set_point_solid"> + <return type="void" /> + <param index="0" name="id" type="Vector2i" /> + <param index="1" name="solid" type="bool" default="true" /> + <description> + Disables or enables the specified point for pathfinding. Useful for making an obstacle. By default, all points are enabled. + [b]Note:[/b] Calling [method update] is not needed after the call of this function. + </description> + </method> + <method name="set_point_weight_scale"> + <return type="void" /> + <param index="0" name="id" type="Vector2i" /> + <param index="1" name="weight_scale" type="float" /> + <description> + Sets the [param weight_scale] for the point with the given [param id]. The [param weight_scale] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. + [b]Note:[/b] Calling [method update] is not needed after the call of this function. + </description> + </method> + <method name="update"> + <return type="void" /> + <description> + Updates the internal state of the grid according to the parameters to prepare it to search the path. Needs to be called if parameters like [member size], [member cell_size] or [member offset] are changed. [method is_dirty] will return [code]true[/code] if this is the case and this needs to be called. + </description> + </method> + </methods> + <members> + <member name="cell_size" type="Vector2" setter="set_cell_size" getter="get_cell_size" default="Vector2(1, 1)"> + The size of the point cell which will be applied to calculate the resulting point position returned by [method get_point_path]. If changed, [method update] needs to be called before finding the next path. + </member> + <member name="default_compute_heuristic" type="int" setter="set_default_compute_heuristic" getter="get_default_compute_heuristic" enum="AStarGrid2D.Heuristic" default="0"> + The default [enum Heuristic] which will be used to calculate the cost between two points if [method _compute_cost] was not overridden. + </member> + <member name="default_estimate_heuristic" type="int" setter="set_default_estimate_heuristic" getter="get_default_estimate_heuristic" enum="AStarGrid2D.Heuristic" default="0"> + The default [enum Heuristic] which will be used to calculate the cost between the point and the end point if [method _estimate_cost] was not overridden. + </member> + <member name="diagonal_mode" type="int" setter="set_diagonal_mode" getter="get_diagonal_mode" enum="AStarGrid2D.DiagonalMode" default="0"> + A specific [enum DiagonalMode] mode which will force the path to avoid or accept the specified diagonals. + </member> + <member name="jumping_enabled" type="bool" setter="set_jumping_enabled" getter="is_jumping_enabled" default="false"> + Enables or disables jumping to skip up the intermediate points and speeds up the searching algorithm. + [b]Note:[/b] Currently, toggling it on disables the consideration of weight scaling in pathfinding. + </member> + <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)"> + The offset of the grid which will be applied to calculate the resulting point position returned by [method get_point_path]. If changed, [method update] needs to be called before finding the next path. + </member> + <member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(0, 0)"> + The size of the grid (number of cells of size [member cell_size] on each axis). If changed, [method update] needs to be called before finding the next path. + </member> + </members> + <constants> + <constant name="HEURISTIC_EUCLIDEAN" value="0" enum="Heuristic"> + The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean heuristic[/url] to be used for the pathfinding using the following formula: + [codeblock] + dx = abs(to_id.x - from_id.x) + dy = abs(to_id.y - from_id.y) + result = sqrt(dx * dx + dy * dy) + [/codeblock] + [b]Note:[/b] This is also the internal heuristic used in [AStar3D] and [AStar2D] by default (with the inclusion of possible z-axis coordinate). + </constant> + <constant name="HEURISTIC_MANHATTAN" value="1" enum="Heuristic"> + The [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/url] to be used for the pathfinding using the following formula: + [codeblock] + dx = abs(to_id.x - from_id.x) + dy = abs(to_id.y - from_id.y) + result = dx + dy + [/codeblock] + [b]Note:[/b] This heuristic is intended to be used with 4-side orthogonal movements, provided by setting the [member diagonal_mode] to [constant DIAGONAL_MODE_NEVER]. + </constant> + <constant name="HEURISTIC_OCTILE" value="2" enum="Heuristic"> + The Octile heuristic to be used for the pathfinding using the following formula: + [codeblock] + dx = abs(to_id.x - from_id.x) + dy = abs(to_id.y - from_id.y) + f = sqrt(2) - 1 + result = (dx < dy) ? f * dx + dy : f * dy + dx; + [/codeblock] + </constant> + <constant name="HEURISTIC_CHEBYSHEV" value="3" enum="Heuristic"> + The [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev heuristic[/url] to be used for the pathfinding using the following formula: + [codeblock] + dx = abs(to_id.x - from_id.x) + dy = abs(to_id.y - from_id.y) + result = max(dx, dy) + [/codeblock] + </constant> + <constant name="HEURISTIC_MAX" value="4" enum="Heuristic"> + Represents the size of the [enum Heuristic] enum. + </constant> + <constant name="DIAGONAL_MODE_ALWAYS" value="0" enum="DiagonalMode"> + The pathfinding algorithm will ignore solid neighbors around the target cell and allow passing using diagonals. + </constant> + <constant name="DIAGONAL_MODE_NEVER" value="1" enum="DiagonalMode"> + The pathfinding algorithm will ignore all diagonals and the way will be always orthogonal. + </constant> + <constant name="DIAGONAL_MODE_AT_LEAST_ONE_WALKABLE" value="2" enum="DiagonalMode"> + The pathfinding algorithm will avoid using diagonals if at least two obstacles have been placed around the neighboring cells of the specific path segment. + </constant> + <constant name="DIAGONAL_MODE_ONLY_IF_NO_OBSTACLES" value="3" enum="DiagonalMode"> + The pathfinding algorithm will avoid using diagonals if any obstacle has been placed around the neighboring cells of the specific path segment. + </constant> + <constant name="DIAGONAL_MODE_MAX" value="4" enum="DiagonalMode"> + Represents the size of the [enum DiagonalMode] enum. + </constant> + </constants> +</class> diff --git a/doc/classes/AcceptDialog.xml b/doc/classes/AcceptDialog.xml index c83ea8c60a..4da9e41ca8 100644 --- a/doc/classes/AcceptDialog.xml +++ b/doc/classes/AcceptDialog.xml @@ -62,7 +62,7 @@ Sets autowrapping for the text in the dialog. </member> <member name="dialog_close_on_escape" type="bool" setter="set_close_on_escape" getter="get_close_on_escape" default="true"> - If [code]true[/code], the dialog will be hidden when the escape key ([constant @GlobalScope.KEY_ESCAPE]) is pressed. + If [code]true[/code], the dialog will be hidden when the escape key ([constant KEY_ESCAPE]) is pressed. </member> <member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" default="true"> If [code]true[/code], the dialog is hidden when the OK button is pressed. You can set it to [code]false[/code] if you want to do e.g. input validation when receiving the [signal confirmed] signal, and handle hiding the dialog in your own logic. @@ -99,8 +99,11 @@ </signal> </signals> <theme_items> + <theme_item name="buttons_separation" data_type="constant" type="int" default="10"> + The size of the vertical space between the dialog's content and the button row. + </theme_item> <theme_item name="panel" data_type="style" type="StyleBox"> - Panel that fills up the background of the window. + The panel that fills the background of the window. </theme_item> </theme_items> </class> diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index b207eda27f..e20fb71c7e 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -5,6 +5,8 @@ </brief_description> <description> [AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel. + After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor. + To pause the current animation, set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time. [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> @@ -17,13 +19,15 @@ <param index="0" name="anim" type="StringName" default="&""" /> <param index="1" name="backwards" type="bool" default="false" /> <description> - Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [code]backwards[/code] is [code]true[/code], the animation will be played in reverse. + Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse. + [b]Note:[/b] If [member speed_scale] is negative, the animation direction specified by [param backwards] will be inverted. </description> </method> <method name="stop"> <return type="void" /> <description> - Stops the current animation (does not reset the frame counter). + Stops the current [member animation] at the current [member frame]. + [b]Note:[/b] This method resets the current frame's elapsed time and removes the [code]backwards[/code] flag from the current [member animation] (if it was previously set by [method play]). If this behavior is undesired, set [member playing] to [code]false[/code] instead. </description> </method> </methods> @@ -50,16 +54,18 @@ The texture's drawing offset. </member> <member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false"> - If [code]true[/code], the [member animation] is currently playing. + If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] pauses the current animation. Use [method stop] to stop the animation at the current frame instead. + [b]Note:[/b] Unlike [method stop], changing this property to [code]false[/code] preserves the current frame's elapsed time and the [code]backwards[/code] flag of the current [member animation] (if it was previously set by [method play]). + [b]Note:[/b] After a non-looping animation finishes, the property still remains [code]true[/code]. </member> <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0"> - The animation speed is multiplied by this value. + The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time. </member> </members> <signals> <signal name="animation_finished"> <description> - Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn. + Emitted when the animation reaches the end, or the start if it is played in reverse. If the animation is looping, this signal is emitted at the end of each loop. </description> </signal> <signal name="frame_changed"> diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml index 68354f092c..4837ae715f 100644 --- a/doc/classes/AnimatedSprite3D.xml +++ b/doc/classes/AnimatedSprite3D.xml @@ -4,29 +4,28 @@ 2D sprite node in 3D world, that can use multiple 2D textures for animation. </brief_description> <description> - Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. + [AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries multiple textures as animation [member frames]. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel. + After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor. + To pause the current animation, set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time. </description> <tutorials> <link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link> </tutorials> <methods> - <method name="is_playing" qualifiers="const"> - <return type="bool" /> - <description> - Returns [code]true[/code] if an animation is currently being played. - </description> - </method> <method name="play"> <return type="void" /> <param index="0" name="anim" type="StringName" default="&""" /> + <param index="1" name="backwards" type="bool" default="false" /> <description> - Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. + Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse. + [b]Note:[/b] If [member speed_scale] is negative, the animation direction specified by [param backwards] will be inverted. </description> </method> <method name="stop"> <return type="void" /> <description> - Stops the current animation (does not reset the frame counter). + Stops the current [member animation] at the current [member frame]. + [b]Note:[/b] This method resets the current frame's elapsed time and removes the [code]backwards[/code] flag from the current [member animation] (if it was previously set by [method play]). If this behavior is undesired, set [member playing] to [code]false[/code] instead. </description> </method> </methods> @@ -40,14 +39,19 @@ <member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames"> The [SpriteFrames] resource containing the animation(s). </member> - <member name="playing" type="bool" setter="_set_playing" getter="_is_playing" default="false"> - If [code]true[/code], the [member animation] is currently playing. + <member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false"> + If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] pauses the current animation. Use [method stop] to stop the animation at the current frame instead. + [b]Note:[/b] Unlike [method stop], changing this property to [code]false[/code] preserves the current frame's elapsed time and the [code]backwards[/code] flag of the current [member animation] (if it was previously set by [method play]). + [b]Note:[/b] After a non-looping animation finishes, the property still remains [code]true[/code]. + </member> + <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0"> + The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time. </member> </members> <signals> <signal name="animation_finished"> <description> - Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn. + Emitted when the animation reaches the end, or the start if it is played in reverse. If the animation is looping, this signal is emitted at the end of each loop. </description> </signal> <signal name="frame_changed"> diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml index 5ad4c4e10a..57a7f86901 100644 --- a/doc/classes/AnimatedTexture.xml +++ b/doc/classes/AnimatedTexture.xml @@ -5,18 +5,18 @@ </brief_description> <description> [AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet]. - The playback of the animation is controlled by the [member fps] property as well as each frame's optional delay (see [method set_frame_delay]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame. + The playback of the animation is controlled by the [member speed_scale] property, as well as each frame's duration (see [method set_frame_duration]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame. [AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. [b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each frame needs to be a separate [Texture2D]. </description> <tutorials> </tutorials> <methods> - <method name="get_frame_delay" qualifiers="const"> + <method name="get_frame_duration" qualifiers="const"> <return type="float" /> <param index="0" name="frame" type="int" /> <description> - Returns the given frame's delay value. + Returns the given [param frame]'s duration, in seconds. </description> </method> <method name="get_frame_texture" qualifiers="const"> @@ -26,19 +26,12 @@ Returns the given frame's [Texture2D]. </description> </method> - <method name="set_frame_delay"> + <method name="set_frame_duration"> <return type="void" /> <param index="0" name="frame" type="int" /> - <param index="1" name="delay" type="float" /> + <param index="1" name="duration" type="float" /> <description> - Sets an additional delay (in seconds) between this frame and the next one, that will be added to the time interval defined by [member fps]. By default, frames have no delay defined. If a delay value is defined, the final time interval between this frame and the next will be [code]1.0 / fps + delay[/code]. - For example, for an animation with 3 frames, 2 FPS and a frame delay on the second frame of 1.2, the resulting playback will be: - [codeblock] - Frame 0: 0.5 s (1 / fps) - Frame 1: 1.7 s (1 / fps + 1.2) - Frame 2: 0.5 s (1 / fps) - Total duration: 2.7 s - [/codeblock] + Sets the duration of any given [param frame]. The final duration is affected by the [member speed_scale]. If set to [code]0[/code], the frame is skipped during playback. </description> </method> <method name="set_frame_texture"> @@ -55,19 +48,19 @@ <member name="current_frame" type="int" setter="set_current_frame" getter="get_current_frame"> Sets the currently visible frame of the texture. </member> - <member name="fps" type="float" setter="set_fps" getter="get_fps" default="4.0"> - Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the [member frames] property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame's frame delay (see [method set_frame_delay]). - For example, an animation with 8 frames, no frame delay and a [code]fps[/code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds. - </member> <member name="frames" type="int" setter="set_frames" getter="get_frames" default="1"> Number of frames to use in the animation. While you can create the frames independently with [method set_frame_texture], you need to set this value for the animation to take new frames into account. The maximum number of frames is [constant MAX_FRAMES]. </member> - <member name="oneshot" type="bool" setter="set_oneshot" getter="get_oneshot" default="false"> + <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false"> If [code]true[/code], the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set [member pause] to [code]true[/code]. </member> <member name="pause" type="bool" setter="set_pause" getter="get_pause" default="false"> If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code]. </member> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> + <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0"> + The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. + </member> </members> <constants> <constant name="MAX_FRAMES" value="256"> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index ac956eacba..c0626dcfe4 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -26,6 +26,7 @@ [/csharp] [/codeblocks] Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types. + [b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] track types instead of [constant TYPE_VALUE] is recommended for performance reasons. </description> <tutorials> <link title="Animation documentation index">$DOCS_URL/tutorials/animation/index.html</link> @@ -130,14 +131,6 @@ Sets the stream of the key identified by [param key_idx] to value [param stream]. The [param track_idx] must be the index of an Audio Track. </description> </method> - <method name="bezier_track_get_key_handle_mode" qualifiers="const"> - <return type="int" /> - <param index="0" name="track_idx" type="int" /> - <param index="1" name="key_idx" type="int" /> - <description> - Returns the handle mode of the key identified by [param key_idx]. See [enum HandleMode] for possible values. The [param track_idx] must be the index of a Bezier Track. - </description> - </method> <method name="bezier_track_get_key_in_handle" qualifiers="const"> <return type="Vector2" /> <param index="0" name="track_idx" type="int" /> @@ -169,7 +162,6 @@ <param index="2" name="value" type="float" /> <param index="3" name="in_handle" type="Vector2" default="Vector2(0, 0)" /> <param index="4" name="out_handle" type="Vector2" default="Vector2(0, 0)" /> - <param index="5" name="handle_mode" type="int" enum="Animation.HandleMode" default="1" /> <description> Inserts a Bezier Track key at the given [param time] in seconds. The [param track_idx] must be the index of a Bezier Track. [param in_handle] is the left-side weight of the added Bezier curve point, [param out_handle] is the right-side one, while [param value] is the actual value at this point. @@ -183,16 +175,6 @@ Returns the interpolated value at the given [param time] (in seconds). The [param track_idx] must be the index of a Bezier Track. </description> </method> - <method name="bezier_track_set_key_handle_mode"> - <return type="void" /> - <param index="0" name="track_idx" type="int" /> - <param index="1" name="key_idx" type="int" /> - <param index="2" name="key_handle_mode" type="int" enum="Animation.HandleMode" /> - <param index="3" name="balanced_value_time_ratio" type="float" default="1.0" /> - <description> - Changes the handle mode of the keyframe at the given [param key_idx]. See [enum HandleMode] for possible values. The [param track_idx] must be the index of a Bezier Track. - </description> - </method> <method name="bezier_track_set_key_in_handle"> <return type="void" /> <param index="0" name="track_idx" type="int" /> @@ -228,6 +210,7 @@ <param index="1" name="time" type="float" /> <param index="2" name="amount" type="float" /> <description> + Inserts a key in a given blend shape track. Returns the key index. </description> </method> <method name="clear"> @@ -242,6 +225,8 @@ <param index="1" name="fps" type="int" default="120" /> <param index="2" name="split_tolerance" type="float" default="4.0" /> <description> + Compress the animation and all its tracks in-place. This will make [method track_is_compressed] return [code]true[/code] once called on this [Animation]. Compressed tracks require less memory to be played, and are designed to be used for complex 3D animations (such as cutscenes) imported from external 3D software. Compression is lossy, but the difference is usually not noticeable in real world conditions. + [b]Note:[/b] Compressed tracks have various limitations (such as not being editable from the editor), so only use compressed animations if you actually need them. </description> </method> <method name="copy_track"> @@ -266,15 +251,6 @@ Returns the amount of tracks in the animation. </description> </method> - <method name="method_track_get_key_indices" qualifiers="const"> - <return type="PackedInt32Array" /> - <param index="0" name="track_idx" type="int" /> - <param index="1" name="time_sec" type="float" /> - <param index="2" name="delta" type="float" /> - <description> - Returns all the key indices of a method track, given a position and delta time. - </description> - </method> <method name="method_track_get_name" qualifiers="const"> <return type="StringName" /> <param index="0" name="track_idx" type="int" /> @@ -297,6 +273,7 @@ <param index="1" name="time" type="float" /> <param index="2" name="position" type="Vector3" /> <description> + Inserts a key in a given 3D position track. Returns the key index. </description> </method> <method name="remove_track"> @@ -312,6 +289,7 @@ <param index="1" name="time" type="float" /> <param index="2" name="rotation" type="Quaternion" /> <description> + Inserts a key in a given 3D rotation track. Returns the key index. </description> </method> <method name="scale_track_insert_key"> @@ -320,15 +298,16 @@ <param index="1" name="time" type="float" /> <param index="2" name="scale" type="Vector3" /> <description> + Inserts a key in a given 3D scale track. Returns the key index. </description> </method> <method name="track_find_key" qualifiers="const"> <return type="int" /> <param index="0" name="track_idx" type="int" /> <param index="1" name="time" type="float" /> - <param index="2" name="exact" type="bool" default="false" /> + <param index="2" name="find_mode" type="int" enum="Animation.FindMode" default="0" /> <description> - Finds the key index by time in a given track. Optionally, only find it if the exact time is given. + Finds the key index by time in a given track. Optionally, only find it if the approx/exact time is given. </description> </method> <method name="track_get_interpolation_loop_wrap" qualifiers="const"> @@ -349,7 +328,7 @@ <return type="int" /> <param index="0" name="track_idx" type="int" /> <description> - Returns the amount of keys in a given track. + Returns the number of keys in a given track. </description> </method> <method name="track_get_key_time" qualifiers="const"> @@ -404,6 +383,7 @@ <return type="bool" /> <param index="0" name="track_idx" type="int" /> <description> + Returns [code]true[/code] if the track is compressed, [code]false[/code] otherwise. See also [method compress]. </description> </method> <method name="track_is_enabled" qualifiers="const"> @@ -534,15 +514,6 @@ Swaps the track [param track_idx]'s index position with the track [param with_idx]. </description> </method> - <method name="value_track_get_key_indices" qualifiers="const"> - <return type="PackedInt32Array" /> - <param index="0" name="track_idx" type="int" /> - <param index="1" name="time_sec" type="float" /> - <param index="2" name="delta" type="float" /> - <description> - Returns all the key indices of a value track, given a position and delta time. - </description> - </method> <method name="value_track_get_update_mode" qualifiers="const"> <return type="int" enum="Animation.UpdateMode" /> <param index="0" name="track_idx" type="int" /> @@ -579,24 +550,21 @@ The animation step value. </member> </members> - <signals> - <signal name="tracks_changed"> - <description> - Emitted when there's a change in the list of tracks, e.g. tracks are added, moved or have changed paths. - </description> - </signal> - </signals> <constants> <constant name="TYPE_VALUE" value="0" enum="TrackType"> - Value tracks set values in node properties, but only those which can be Interpolated. + Value tracks set values in node properties, but only those which can be interpolated. For 3D position/rotation/scale, using the dedicated [constant TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] track types instead of [constant TYPE_VALUE] is recommended for performance reasons. </constant> <constant name="TYPE_POSITION_3D" value="1" enum="TrackType"> + 3D position track (values are stored in [Vector3]s). </constant> <constant name="TYPE_ROTATION_3D" value="2" enum="TrackType"> + 3D rotation track (values are stored in [Quaternion]s). </constant> <constant name="TYPE_SCALE_3D" value="3" enum="TrackType"> + 3D scale track (values are stored in [Vector3]s). </constant> <constant name="TYPE_BLEND_SHAPE" value="4" enum="TrackType"> + Blend shape track. </constant> <constant name="TYPE_METHOD" value="5" enum="TrackType"> Method tracks call functions with given arguments per key. @@ -617,18 +585,23 @@ Linear interpolation. </constant> <constant name="INTERPOLATION_CUBIC" value="2" enum="InterpolationType"> - Cubic interpolation. + Cubic interpolation. This looks smoother than linear interpolation, but is more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for complex 3D animations imported from external software, even if it requires using a higher animation framerate in return. + </constant> + <constant name="INTERPOLATION_LINEAR_ANGLE" value="3" enum="InterpolationType"> + Linear interpolation with shortest path rotation. + [b]Note:[/b] The result value is always normalized and may not match the key value. + </constant> + <constant name="INTERPOLATION_CUBIC_ANGLE" value="4" enum="InterpolationType"> + Cubic interpolation with shortest path rotation. + [b]Note:[/b] The result value is always normalized and may not match the key value. </constant> <constant name="UPDATE_CONTINUOUS" value="0" enum="UpdateMode"> - Update between keyframes. + Update between keyframes and hold the value. </constant> <constant name="UPDATE_DISCRETE" value="1" enum="UpdateMode"> - Update at the keyframes and hold the value. - </constant> - <constant name="UPDATE_TRIGGER" value="2" enum="UpdateMode"> Update at the keyframes. </constant> - <constant name="UPDATE_CAPTURE" value="3" enum="UpdateMode"> + <constant name="UPDATE_CAPTURE" value="2" enum="UpdateMode"> Same as linear interpolation, but also interpolates from the current value (i.e. dynamically at runtime) if the first key isn't at 0 seconds. </constant> <constant name="LOOP_NONE" value="0" enum="LoopMode"> @@ -640,11 +613,23 @@ <constant name="LOOP_PINGPONG" value="2" enum="LoopMode"> Repeats playback and reverse playback at both ends of the animation. </constant> - <constant name="HANDLE_MODE_FREE" value="0" enum="HandleMode"> - Assigning the free handle mode to a Bezier Track's keyframe allows you to edit the keyframe's left and right handles independently from one another. + <constant name="LOOPED_FLAG_NONE" value="0" enum="LoopedFlag"> + This flag indicates that the animation proceeds without any looping. + </constant> + <constant name="LOOPED_FLAG_END" value="1" enum="LoopedFlag"> + This flag indicates that the animation has reached the end of the animation and just after loop processed. + </constant> + <constant name="LOOPED_FLAG_START" value="2" enum="LoopedFlag"> + This flag indicates that the animation has reached the start of the animation and just after loop processed. + </constant> + <constant name="FIND_MODE_NEAREST" value="0" enum="FindMode"> + Finds the nearest time key. + </constant> + <constant name="FIND_MODE_APPROX" value="1" enum="FindMode"> + Finds only the key with approximating the time. </constant> - <constant name="HANDLE_MODE_BALANCED" value="1" enum="HandleMode"> - Assigning the balanced handle mode to a Bezier Track's keyframe makes it so the two handles of the keyframe always stay aligned when changing either the keyframe's left or right handle. + <constant name="FIND_MODE_EXACT" value="2" enum="FindMode"> + Finds only the key with matching the time. </constant> </constants> </class> diff --git a/doc/classes/AnimationLibrary.xml b/doc/classes/AnimationLibrary.xml index 015d306b41..9be4cda5d6 100644 --- a/doc/classes/AnimationLibrary.xml +++ b/doc/classes/AnimationLibrary.xml @@ -1,10 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AnimationLibrary" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Container for [Animation] resources. </brief_description> <description> + An animation library stores a set of animations accessible through [StringName] keys, for use with [AnimationPlayer] nodes. </description> <tutorials> + <link title="Animation tutorial index">$DOCS_URL/tutorials/animation/index.html</link> </tutorials> <methods> <method name="add_animation"> @@ -12,29 +15,34 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="animation" type="Animation" /> <description> + Adds the [param animation] to the library, accessible by the key [param name]. </description> </method> <method name="get_animation" qualifiers="const"> <return type="Animation" /> <param index="0" name="name" type="StringName" /> <description> + Returns the [Animation] with the key [param name]. If the animation does not exist, [code]null[/code] is returned and an error is logged. </description> </method> <method name="get_animation_list" qualifiers="const"> <return type="StringName[]" /> <description> + Returns the keys for the [Animation]s stored in the library. </description> </method> <method name="has_animation" qualifiers="const"> <return type="bool" /> <param index="0" name="name" type="StringName" /> <description> + Returns [code]true[/code] if the library stores an [Animation] with [param name] as the key. </description> </method> <method name="remove_animation"> <return type="void" /> <param index="0" name="name" type="StringName" /> <description> + Removes the [Animation] with the key [param name]. </description> </method> <method name="rename_animation"> @@ -42,6 +50,7 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="newname" type="StringName" /> <description> + Changes the key of the [Animation] associated with the key [param name] to [param newname]. </description> </method> </methods> @@ -53,17 +62,27 @@ <signal name="animation_added"> <param index="0" name="name" type="StringName" /> <description> + Emitted when an [Animation] is added, under the key [param name]. + </description> + </signal> + <signal name="animation_changed"> + <param index="0" name="name" type="StringName" /> + <description> + Emitted when there's a change in one of the animations, e.g. tracks are added, moved or have changed paths. [param name] is the key of the animation that was changed. + See also [signal Resource.changed], which this acts as a relay for. </description> </signal> <signal name="animation_removed"> <param index="0" name="name" type="StringName" /> <description> + Emitted when an [Animation] stored with the key [param name] is removed. </description> </signal> <signal name="animation_renamed"> <param index="0" name="name" type="StringName" /> <param index="1" name="to_name" type="StringName" /> <description> + Emitted when the key for an [Animation] is changed, from [param name] to [param to_name]. </description> </signal> </signals> diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index fefcc929cc..a33ec2f6dc 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -14,48 +14,48 @@ <method name="_get_caption" qualifiers="virtual const"> <return type="String" /> <description> - Gets the text caption for this node (used by some editors). + When inheriting from [AnimationRootNode], implement this virtual method to override the text caption for this node. </description> </method> <method name="_get_child_by_name" qualifiers="virtual const"> <return type="AnimationNode" /> <param index="0" name="name" type="StringName" /> <description> - Gets a child node by index (used by editors inheriting from [AnimationRootNode]). + When inheriting from [AnimationRootNode], implement this virtual method to return a child node by its [param name]. </description> </method> <method name="_get_child_nodes" qualifiers="virtual const"> <return type="Dictionary" /> <description> - Gets all children nodes in order as a [code]name: node[/code] dictionary. Only useful when inheriting [AnimationRootNode]. + When inheriting from [AnimationRootNode], implement this virtual method to return all children nodes in order as a [code]name: node[/code] dictionary. </description> </method> <method name="_get_parameter_default_value" qualifiers="virtual const"> <return type="Variant" /> <param index="0" name="parameter" type="StringName" /> <description> - Gets the default value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. + When inheriting from [AnimationRootNode], implement this virtual method to return the default value of a [param parameter]. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. </description> </method> <method name="_get_parameter_list" qualifiers="virtual const"> <return type="Array" /> <description> - Gets the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to [method Object.get_property_list]. + When inheriting from [AnimationRootNode], implement this virtual method to return a list of the properties on this node. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to [method Object.get_property_list]. </description> </method> <method name="_has_filter" qualifiers="virtual const"> <return type="bool" /> <description> - Returns whether you want the blend tree editor to display filter editing on this node. + When inheriting from [AnimationRootNode], implement this virtual method to return whether the blend tree editor should display filter editing on this node. </description> </method> <method name="_process" qualifiers="virtual const"> <return type="float" /> <param index="0" name="time" type="float" /> <param index="1" name="seek" type="bool" /> - <param index="2" name="seek_root" type="bool" /> + <param index="2" name="is_external_seeking" type="bool" /> <description> - User-defined callback called when a custom node is processed. The [param time] parameter is a relative delta, unless [param seek] is [code]true[/code], in which case it is absolute. + When inheriting from [AnimationRootNode], implement this virtual method to run some code when this node is processed. The [param time] parameter is a relative delta, unless [param seek] is [code]true[/code], in which case it is absolute. Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory. This function should return the time left for the current animation to finish (if unsure, pass the value from the main blend being called). </description> @@ -73,11 +73,12 @@ <param index="1" name="time" type="float" /> <param index="2" name="delta" type="float" /> <param index="3" name="seeked" type="bool" /> - <param index="4" name="seek_root" type="bool" /> + <param index="4" name="is_external_seeking" type="bool" /> <param index="5" name="blend" type="float" /> - <param index="6" name="pingponged" type="int" default="0" /> + <param index="6" name="looped_flag" type="int" enum="Animation.LoopedFlag" default="0" /> <description> Blend an animation by [param blend] amount (name must be valid in the linked [AnimationPlayer]). A [param time] and [param delta] may be passed, as well as whether [param seeked] happened. + A [param looped_flag] is used by internal processing immediately after the loop. See also [enum Animation.LoopedFlag]. </description> </method> <method name="blend_input"> @@ -85,7 +86,7 @@ <param index="0" name="input_index" type="int" /> <param index="1" name="time" type="float" /> <param index="2" name="seek" type="bool" /> - <param index="3" name="seek_root" type="bool" /> + <param index="3" name="is_external_seeking" type="bool" /> <param index="4" name="blend" type="float" /> <param index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> <param index="6" name="sync" type="bool" default="true" /> @@ -99,7 +100,7 @@ <param index="1" name="node" type="AnimationNode" /> <param index="2" name="time" type="float" /> <param index="3" name="seek" type="bool" /> - <param index="4" name="seek_root" type="bool" /> + <param index="4" name="is_external_seeking" type="bool" /> <param index="5" name="blend" type="float" /> <param index="6" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> <param index="7" name="sync" type="bool" default="true" /> @@ -164,11 +165,6 @@ </member> </members> <signals> - <signal name="removed_from_graph"> - <description> - Emitted when the node was removed from the graph. - </description> - </signal> <signal name="tree_changed"> <description> Emitted by nodes that inherit from this class and that have an internal tree when one of their nodes changes. The nodes that emit this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and [AnimationNodeBlendTree]. diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml index 4c7943ece3..2a765ac8d6 100644 --- a/doc/classes/AnimationNodeBlendTree.xml +++ b/doc/classes/AnimationNodeBlendTree.xml @@ -87,6 +87,14 @@ The global offset of all sub-nodes. </member> </members> + <signals> + <signal name="node_changed"> + <param index="0" name="node_name" type="StringName" /> + <description> + Emitted when the input port information is changed. + </description> + </signal> + </signals> <constants> <constant name="CONNECTION_OK" value="0"> The connection was successful. diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index 0badb831de..814b2d0052 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -9,7 +9,7 @@ </tutorials> <members> <member name="advance_condition" type="StringName" setter="set_advance_condition" getter="get_advance_condition" default="&"""> - Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: + Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code]Using AnimationTree[/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: [codeblocks] [gdscript] $animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0)) @@ -22,21 +22,18 @@ <member name="advance_expression" type="String" setter="set_advance_expression" getter="get_advance_expression" default=""""> Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code. </member> - <member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath("")"> - The path to the [Node] used to evaluate an [Expression] if one is not explicitly specified internally. - </member> - <member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false"> - Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END]. - </member> - <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false"> - Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance]. + <member name="advance_mode" type="int" setter="set_advance_mode" getter="get_advance_mode" enum="AnimationNodeStateMachineTransition.AdvanceMode" default="1"> + Determines whether the transition should disabled, enabled when using [method AnimationNodeStateMachinePlayback.travel], or traversed automatically if the [member advance_condition] and [member advance_expression] checks are true (if assigned). </member> <member name="priority" type="int" setter="set_priority" getter="get_priority" default="1"> - Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance]. + Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is set to [constant ADVANCE_MODE_AUTO]. </member> <member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode" default="0"> The transition type. </member> + <member name="xfade_curve" type="Curve" setter="set_xfade_curve" getter="get_xfade_curve"> + Ease curve for better control over cross-fade between this state and the next. + </member> <member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time" default="0.0"> The time to cross-fade between this state and the next. </member> @@ -58,5 +55,14 @@ <constant name="SWITCH_MODE_AT_END" value="2" enum="SwitchMode"> Wait for the current state playback to end, then switch to the beginning of the next state animation. </constant> + <constant name="ADVANCE_MODE_DISABLED" value="0" enum="AdvanceMode"> + Don't use this transition. + </constant> + <constant name="ADVANCE_MODE_ENABLED" value="1" enum="AdvanceMode"> + Only use this transition during [method AnimationNodeStateMachinePlayback.travel]. + </constant> + <constant name="ADVANCE_MODE_AUTO" value="2" enum="AdvanceMode"> + Automatically use this transition if the [member advance_condition] and [member advance_expression] checks are true (if assigned). + </constant> </constants> </class> diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index a5de170ccd..f6e2fc5eb2 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -40,13 +40,15 @@ </method> </methods> <members> + <member name="enabled_inputs" type="int" setter="set_enabled_inputs" getter="get_enabled_inputs" default="0"> + The number of enabled input ports for this node. + </member> <member name="from_start" type="bool" setter="set_from_start" getter="is_from_start" default="true"> If [code]true[/code], the destination animation is played back from the beginning when switched. </member> - <member name="input_count" type="int" setter="set_enabled_inputs" getter="get_enabled_inputs" default="0"> - The number of available input ports for this node. + <member name="xfade_curve" type="Curve" setter="set_xfade_curve" getter="get_xfade_curve"> </member> - <member name="xfade_time" type="float" setter="set_cross_fade_time" getter="get_cross_fade_time" default="0.0"> + <member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time" default="0.0"> Cross-fading time (in seconds) between each animation connected to the inputs. </member> </members> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index d771206cc2..9efd3ac939 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -5,7 +5,7 @@ </brief_description> <description> An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of [AnimationLibrary] resources and custom blend times between animation transitions. - Some methods and properties use a single key to refence an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation whithin the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library. + Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library. [AnimationPlayer] is more suited than [Tween] for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween], but it requires doing everything by code. Updating the target properties of animations occurs at process time. </description> @@ -75,7 +75,7 @@ <return type="Animation" /> <param index="0" name="name" type="StringName" /> <description> - Returns the [Animation] with key [param name] or [code]null[/code] if not found. + Returns the [Animation] with the key [param name]. If the animation does not exist, [code]null[/code] is returned and an error is logged. </description> </method> <method name="get_animation_library" qualifiers="const"> @@ -170,7 +170,7 @@ <return type="void" /> <param index="0" name="name" type="StringName" /> <description> - Removes the [AnimationLibrary] assosiated with the key [param name]. + Removes the [AnimationLibrary] associated with the key [param name]. </description> </method> <method name="rename_animation_library"> @@ -217,7 +217,7 @@ </member> <member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default=""""> The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations. - [b]Note:[/b] while this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation]. + [b]Note:[/b] While this property appears in the Inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation]. </member> <member name="current_animation_length" type="float" setter="" getter="get_current_animation_length"> The length (in seconds) of the currently playing animation. @@ -242,7 +242,7 @@ The process notification in which to update animations. </member> <member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0"> - The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed. + The speed scaling ratio. For example, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed. </member> <member name="reset_on_save" type="bool" setter="set_reset_on_save_enabled" getter="is_reset_on_save_enabled" default="true"> This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation (the animation with the key [code]"RESET"[/code]) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving. @@ -268,6 +268,16 @@ [b]Note:[/b] This signal is not emitted if an animation is looping. </description> </signal> + <signal name="animation_libraries_updated"> + <description> + Notifies when the animation libraries have changed. + </description> + </signal> + <signal name="animation_list_changed"> + <description> + Notifies when an animation list is changed. + </description> + </signal> <signal name="animation_started"> <param index="0" name="anim_name" type="StringName" /> <description> diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index f2bf74f495..a17a727d7e 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -19,10 +19,66 @@ Manually advance the animations by the specified time (in seconds). </description> </method> - <method name="get_root_motion_transform" qualifiers="const"> - <return type="Transform3D" /> + <method name="get_root_motion_position" qualifiers="const"> + <return type="Vector3" /> <description> - Retrieve the motion of the [member root_motion_track] as a [Transform3D] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_SCALE_3D] or [constant Animation.TYPE_ROTATION_3D], returns an identity transformation. See also [member root_motion_track] and [RootMotionView]. + Retrieve the motion of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere. + If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code]. + See also [member root_motion_track] and [RootMotionView]. + The most basic example is applying position to [CharacterBody3D]: + [codeblocks] + [gdscript] + var current_rotation: Quaternion + + func _process(delta): + if Input.is_action_just_pressed("animate"): + current_rotation = get_quaternion() + state_machine.travel("Animate") + var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta + set_velocity(velocity) + move_and_slide() + [/gdscript] + [/codeblocks] + </description> + </method> + <method name="get_root_motion_rotation" qualifiers="const"> + <return type="Quaternion" /> + <description> + Retrieve the motion of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere. + If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code]. + See also [member root_motion_track] and [RootMotionView]. + The most basic example is applying rotation to [CharacterBody3D]: + [codeblocks] + [gdscript] + func _process(delta): + if Input.is_action_just_pressed("animate"): + state_machine.travel("Animate") + set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation()) + [/gdscript] + [/codeblocks] + </description> + </method> + <method name="get_root_motion_scale" qualifiers="const"> + <return type="Vector3" /> + <description> + Retrieve the motion of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere. + If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code]. + See also [member root_motion_track] and [RootMotionView]. + The most basic example is applying scale to [CharacterBody3D]: + [codeblocks] + [gdscript] + var current_scale: Vector3 = Vector3(1, 1, 1) + var scale_accum: Vector3 = Vector3(1, 1, 1) + + func _process(delta): + if Input.is_action_just_pressed("animate"): + current_scale = get_scale() + scale_accum = Vector3(1, 1, 1) + state_machine.travel("Animate") + scale_accum += animation_tree.get_root_motion_scale() + set_scale(current_scale * scale_accum) + [/gdscript] + [/codeblocks] </description> </method> <method name="rename_parameter"> @@ -48,12 +104,33 @@ </member> <member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")"> The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code]. - If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView]. + If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView]. </member> <member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root"> The root animation node of this [AnimationTree]. See [AnimationNode]. </member> </members> + <signals> + <signal name="animation_finished"> + <param index="0" name="anim_name" type="StringName" /> + <description> + Notifies when an animation finished playing. + [b]Note:[/b] This signal is not emitted if an animation is looping or aborted. Also be aware of the possibility of unseen playback by sync and xfade. + </description> + </signal> + <signal name="animation_player_changed"> + <description> + Emitted when the [member anim_player] is changed. + </description> + </signal> + <signal name="animation_started"> + <param index="0" name="anim_name" type="StringName" /> + <description> + Notifies when an animation starts playing. + [b]Note:[/b] This signal is not emitted if an animation is looping or playbacked from the middle. Also be aware of the possibility of unseen playback by sync and xfade. + </description> + </signal> + </signals> <constants> <constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback"> The animations will progress during the physics frame (i.e. [method Node._physics_process]). diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index c61705505e..3f76cc16ec 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -4,7 +4,9 @@ 2D area for detection and physics and audio influence. </brief_description> <description> - 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus. + 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to custom audio buses. + To give the area its shape, add a [CollisionShape2D] or a [CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such nodes as direct children) of the area. + [b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly unexpected behavior when using that shape for an area. </description> <tutorials> <link title="Using Area2D">$DOCS_URL/tutorials/physics/using_area_2d.html</link> @@ -23,10 +25,24 @@ <method name="get_overlapping_bodies" qualifiers="const"> <return type="Node2D[]" /> <description> - Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected. + Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. </description> </method> + <method name="has_overlapping_areas" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns [code]false[/code]. The overlapping area's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected. + For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. + </description> + </method> + <method name="has_overlapping_bodies" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, otherwise returns [code]false[/code]. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected. + For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. + </description> + </method> <method name="overlaps_area" qualifiers="const"> <return type="bool" /> <param index="0" name="area" type="Node" /> @@ -98,15 +114,13 @@ <signal name="area_entered"> <param index="0" name="area" type="Area2D" /> <description> - Emitted when another Area2D enters this Area2D. Requires [member monitoring] to be set to [code]true[/code]. - [param area] the other Area2D. + Emitted when the received [param area] enters this area. Requires [member monitoring] to be set to [code]true[/code]. </description> </signal> <signal name="area_exited"> <param index="0" name="area" type="Area2D" /> <description> - Emitted when another Area2D exits this Area2D. Requires [member monitoring] to be set to [code]true[/code]. - [param area] the other Area2D. + Emitted when the received [param area] exits this area. Requires [member monitoring] to be set to [code]true[/code]. </description> </signal> <signal name="area_shape_entered"> @@ -115,11 +129,18 @@ <param index="2" name="area_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. - [param area_rid] the [RID] of the other Area2D's [CollisionObject2D] used by the [PhysicsServer2D]. - [param area] the other Area2D. - [param area_shape_index] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code]. - [param local_shape_index] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + Emitted when a [Shape2D] of the received [param area] enters a shape of this area. Requires [member monitoring] to be set to [code]true[/code]. + [param local_shape_index] and [param area_shape_index] contain indices of the interacting shapes from this area and the other area, respectively. [param area_rid] contains the [RID] of the other area. These values can be used with the [PhysicsServer2D]. + [b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:[/b] + [codeblocks] + [gdscript] + var other_shape_owner = area.shape_find_owner(area_shape_index) + var other_shape_node = area.shape_owner_get_owner(other_shape_owner) + + var local_shape_owner = shape_find_owner(local_shape_index) + var local_shape_node = shape_owner_get_owner(local_shape_owner) + [/gdscript] + [/codeblocks] </description> </signal> <signal name="area_shape_exited"> @@ -128,25 +149,20 @@ <param index="2" name="area_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. - [param area_rid] the [RID] of the other Area2D's [CollisionObject2D] used by the [PhysicsServer2D]. - [param area] the other Area2D. - [param area_shape_index] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code]. - [param local_shape_index] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + Emitted when a [Shape2D] of the received [param area] exits a shape of this area. Requires [member monitoring] to be set to [code]true[/code]. + See also [signal area_shape_entered]. </description> </signal> <signal name="body_entered"> <param index="0" name="body" type="Node2D" /> <description> - Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. - [param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. + Emitted when the received [param body] enters this area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code]. </description> </signal> <signal name="body_exited"> <param index="0" name="body" type="Node2D" /> <description> - Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. - [param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. + Emitted when the received [param body] exits this area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code]. </description> </signal> <signal name="body_shape_entered"> @@ -155,11 +171,18 @@ <param index="2" name="body_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. - [param body_rid] the [RID] of the [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. - [param body] the [Node], if it exists in the tree, of the [PhysicsBody2D] or [TileMap]. - [param body_shape_index] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. - [param local_shape_index] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + Emitted when a [Shape2D] of the received [param body] enters a shape of this area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code]. + [param local_shape_index] and [param body_shape_index] contain indices of the interacting shapes from this area and the interacting body, respectively. [param body_rid] contains the [RID] of the body. These values can be used with the [PhysicsServer2D]. + [b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:[/b] + [codeblocks] + [gdscript] + var body_shape_owner = body.shape_find_owner(body_shape_index) + var body_shape_node = body.shape_owner_get_owner(body_shape_owner) + + var local_shape_owner = shape_find_owner(local_shape_index) + var local_shape_node = shape_owner_get_owner(local_shape_owner) + [/gdscript] + [/codeblocks] </description> </signal> <signal name="body_shape_exited"> @@ -168,11 +191,8 @@ <param index="2" name="body_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. - [param body_rid] the [RID] of the [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. - [param body] the [Node], if it exists in the tree, of the [PhysicsBody2D] or [TileMap]. - [param body_shape_index] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. - [param local_shape_index] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + Emitted when a [Shape2D] of the received [param body] exits a shape of this area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code]. + See also [signal body_shape_entered]. </description> </signal> </signals> diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index 3c50a1ac05..8923ac8aae 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -5,6 +5,8 @@ </brief_description> <description> 3D area that detects [CollisionObject3D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to custom audio buses. + To give the area its shape, add a [CollisionShape3D] or a [CollisionPolygon3D] node as a [i]direct[/i] child (or add multiple such nodes as direct children) of the area. + [b]Warning:[/b] See [ConcavePolygonShape3D] (also called "trimesh") for a warning about possibly unexpected behavior when using that shape for an area. </description> <tutorials> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> @@ -21,10 +23,24 @@ <method name="get_overlapping_bodies" qualifiers="const"> <return type="Node3D[]" /> <description> - Returns a list of intersecting [PhysicsBody3D]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. + Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. </description> </method> + <method name="has_overlapping_areas" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns [code]false[/code]. The overlapping area's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. + For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. + </description> + </method> + <method name="has_overlapping_bodies" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, otherwise returns [code]false[/code]. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. + For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. + </description> + </method> <method name="overlaps_area" qualifiers="const"> <return type="bool" /> <param index="0" name="area" type="Node" /> @@ -94,11 +110,11 @@ <member name="reverb_bus_amount" type="float" setter="set_reverb_amount" getter="get_reverb_amount" default="0.0"> The degree to which this area applies reverb to its associated audio. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision. </member> - <member name="reverb_bus_enable" type="bool" setter="set_use_reverb_bus" getter="is_using_reverb_bus" default="false"> + <member name="reverb_bus_enabled" type="bool" setter="set_use_reverb_bus" getter="is_using_reverb_bus" default="false"> If [code]true[/code], the area applies reverb to its associated audio. </member> - <member name="reverb_bus_name" type="StringName" setter="set_reverb_bus" getter="get_reverb_bus" default="&"Master""> - The reverb bus name to use for this area's associated audio. + <member name="reverb_bus_name" type="StringName" setter="set_reverb_bus_name" getter="get_reverb_bus_name" default="&"Master""> + The name of the reverb bus to use for this area's associated audio. </member> <member name="reverb_bus_uniformity" type="float" setter="set_reverb_uniformity" getter="get_reverb_uniformity" default="0.0"> The degree to which this area's reverb is a uniform effect. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision. @@ -117,15 +133,13 @@ <signal name="area_entered"> <param index="0" name="area" type="Area3D" /> <description> - Emitted when another Area3D enters this Area3D. Requires [member monitoring] to be set to [code]true[/code]. - [param area] the other Area3D. + Emitted when the received [param area] enters this area. Requires [member monitoring] to be set to [code]true[/code]. </description> </signal> <signal name="area_exited"> <param index="0" name="area" type="Area3D" /> <description> - Emitted when another Area3D exits this Area3D. Requires [member monitoring] to be set to [code]true[/code]. - [param area] the other Area3D. + Emitted when the received [param area] exits this area. Requires [member monitoring] to be set to [code]true[/code]. </description> </signal> <signal name="area_shape_entered"> @@ -134,11 +148,18 @@ <param index="2" name="area_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when one of another Area3D's [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. - [param area_rid] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D]. - [param area] the other Area3D. - [param area_shape_index] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code]. - [param local_shape_index] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + Emitted when a [Shape3D] of the received [param area] enters a shape of this area. Requires [member monitoring] to be set to [code]true[/code]. + [param local_shape_index] and [param area_shape_index] contain indices of the interacting shapes from this area and the other area, respectively. [param area_rid] contains the [RID] of the other area. These values can be used with the [PhysicsServer3D]. + [b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:[/b] + [codeblocks] + [gdscript] + var other_shape_owner = area.shape_find_owner(area_shape_index) + var other_shape_node = area.shape_owner_get_owner(other_shape_owner) + + var local_shape_owner = shape_find_owner(local_shape_index) + var local_shape_node = shape_owner_get_owner(local_shape_owner) + [/gdscript] + [/codeblocks] </description> </signal> <signal name="area_shape_exited"> @@ -147,25 +168,20 @@ <param index="2" name="area_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when one of another Area3D's [Shape3D]s exits one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. - [param area_rid] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D]. - [param area] the other Area3D. - [param area_shape_index] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code]. - [param local_shape_index] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + Emitted when a [Shape3D] of the received [param area] exits a shape of this area. Requires [member monitoring] to be set to [code]true[/code]. + See also [signal area_shape_entered]. </description> </signal> <signal name="body_entered"> <param index="0" name="body" type="Node3D" /> <description> - Emitted when a [PhysicsBody3D] or [GridMap] enters this Area3D. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. - [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. + Emitted when the received [param body] enters this area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their [MeshLibrary] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code]. </description> </signal> <signal name="body_exited"> <param index="0" name="body" type="Node3D" /> <description> - Emitted when a [PhysicsBody3D] or [GridMap] exits this Area3D. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. - [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. + Emitted when the received [param body] exits this area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their [MeshLibrary] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code]. </description> </signal> <signal name="body_shape_entered"> @@ -174,11 +190,18 @@ <param index="2" name="body_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. - [param body_rid] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. - [param body] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap]. - [param body_shape_index] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. - [param local_shape_index] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + Emitted when a [Shape3D] of the received [param body] enters a shape of this area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their [MeshLibrary] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code]. + [param local_shape_index] and [param body_shape_index] contain indices of the interacting shapes from this area and the interacting body, respectively. [param body_rid] contains the [RID] of the body. These values can be used with the [PhysicsServer3D]. + [b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:[/b] + [codeblocks] + [gdscript] + var body_shape_owner = body.shape_find_owner(body_shape_index) + var body_shape_node = body.shape_owner_get_owner(body_shape_owner) + + var local_shape_owner = shape_find_owner(local_shape_index) + var local_shape_node = shape_owner_get_owner(local_shape_owner) + [/gdscript] + [/codeblocks] </description> </signal> <signal name="body_shape_exited"> @@ -187,11 +210,8 @@ <param index="2" name="body_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. - [param body_rid] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. - [param body] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap]. - [param body_shape_index] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. - [param local_shape_index] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + Emitted when a [Shape3D] of the received [param body] exits a shape of this area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their [MeshLibrary] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code]. + See also [signal body_shape_entered]. </description> </signal> </signals> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 35656dbd70..ee21493434 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -40,6 +40,7 @@ [/codeblocks] [b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a new array, which has a cost. If you want to append another array to an existing array, [method append_array] is more efficient. [b]Note:[/b] Arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [method duplicate]. + [b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] supported and will result in unpredictable behavior. [b]Note:[/b] When declaring an array with [code]const[/code], the array itself can still be mutated by defining the values at individual indices or pushing/removing elements. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized. </description> <tutorials> @@ -53,6 +54,16 @@ </constructor> <constructor name="Array"> <return type="Array" /> + <param index="0" name="base" type="Array" /> + <param index="1" name="type" type="int" /> + <param index="2" name="class_name" type="StringName" /> + <param index="3" name="script" type="Variant" /> + <description> + Creates a typed array from the [param base] array. The base array can't be already typed. See [method set_typed] for more details. + </description> + </constructor> + <constructor name="Array"> + <return type="Array" /> <param index="0" name="from" type="Array" /> <description> Constructs an [Array] as a copy of the given [Array]. @@ -243,6 +254,7 @@ Removes the first occurrence of a value from the array. If the value does not exist in the array, nothing happens. To remove an element by index, use [method remove_at] instead. [b]Note:[/b] This method acts in-place and doesn't return a value. [b]Note:[/b] On large arrays, this method will be slower if the removed element is close to the beginning of the array (index 0). This is because all elements placed after the removed element have to be reindexed. + [b]Note:[/b] Do not erase entries while iterating over the array. </description> </method> <method name="fill"> @@ -262,6 +274,7 @@ array.Fill(0); // Initialize the 10 elements to 0. [/csharp] [/codeblocks] + [b]Note:[/b] If [param value] is of a reference type ([Object]-derived, [Array], [Dictionary], etc.) then the array is filled with the references to the same object, i.e. no duplicates are created. </description> </method> <method name="filter" qualifiers="const"> @@ -289,18 +302,29 @@ Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. </description> </method> - <method name="find_last" qualifiers="const"> + <method name="front" qualifiers="const"> + <return type="Variant" /> + <description> + Returns the first element of the array. Prints an error and returns [code]null[/code] if the array is empty. + [b]Note:[/b] Calling this function is not the same as writing [code]array[0][/code]. If the array is empty, accessing by index will pause project execution when running from the editor. + </description> + </method> + <method name="get_typed_builtin" qualifiers="const"> <return type="int" /> - <param index="0" name="value" type="Variant" /> <description> - Searches the array in reverse order for a value and returns its index or [code]-1[/code] if not found. + Returns the [enum Variant.Type] constant for a typed array. If the [Array] is not typed, returns [constant TYPE_NIL]. </description> </method> - <method name="front" qualifiers="const"> + <method name="get_typed_class_name" qualifiers="const"> + <return type="StringName" /> + <description> + Returns a class name of a typed [Array] of type [constant TYPE_OBJECT]. + </description> + </method> + <method name="get_typed_script" qualifiers="const"> <return type="Variant" /> <description> - Returns the first element of the array. Prints an error and returns [code]null[/code] if the array is empty. - [b]Note:[/b] Calling this function is not the same as writing [code]array[0][/code]. If the array is empty, accessing by index will pause project execution when running from the editor. + Returns the script associated with a typed array tied to a class name. </description> </method> <method name="has" qualifiers="const"> @@ -324,7 +348,6 @@ GD.Print(arr.Contains("7")); // False [/csharp] [/codeblocks] - [b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows: [codeblocks] [gdscript] @@ -366,6 +389,18 @@ Returns [code]true[/code] if the array is empty. </description> </method> + <method name="is_read_only" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the array is read-only. See [method set_read_only]. Arrays are automatically read-only if declared with [code]const[/code] keyword. + </description> + </method> + <method name="is_typed" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the array is typed. Typed arrays can only store elements of their associated type and provide type safety for the [code][][/code] operator. Methods of typed array still return [Variant]. + </description> + </method> <method name="map" qualifiers="const"> <return type="Array" /> <param index="0" name="method" type="Callable" /> @@ -395,6 +430,16 @@ Returns the minimum value contained in the array if all elements are of comparable types. If the elements can't be compared, [code]null[/code] is returned. </description> </method> + <method name="pick_random" qualifiers="const"> + <return type="Variant" /> + <description> + Returns a random value from the target array. + [codeblock] + var array: Array[int] = [1, 2, 3, 4] + print(array.pick_random()) # Prints either of the four numbers. + [/codeblock] + </description> + </method> <method name="pop_at"> <return type="Variant" /> <param index="0" name="position" type="int" /> @@ -479,6 +524,23 @@ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. </description> </method> + <method name="set_read_only"> + <return type="void" /> + <param index="0" name="enable" type="bool" /> + <description> + Makes the [Array] read-only, i.e. disabled modifying of the array's elements. Does not apply to nested content, e.g. content of nested arrays. + </description> + </method> + <method name="set_typed"> + <return type="void" /> + <param index="0" name="type" type="int" /> + <param index="1" name="class_name" type="StringName" /> + <param index="2" name="script" type="Variant" /> + <description> + Makes the [Array] typed. The [param type] should be one of the [enum Variant.Type] constants. [param class_name] is optional and can only be provided for [constant TYPE_OBJECT]. [param script] can only be provided if [param class_name] is not empty. + The method fails if an array is already typed. + </description> + </method> <method name="shuffle"> <return type="void" /> <description> @@ -509,6 +571,7 @@ <return type="void" /> <description> Sorts the array. + [b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/wiki/Sorting_algorithm#Stability]stable[/url]. This means that values considered equal may have their order changed when using [method sort]. [b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural order). This may lead to unexpected behavior when sorting an array of strings ending with a sequence of numbers. Consider the following example: [codeblocks] [gdscript] @@ -533,7 +596,8 @@ <param index="0" name="func" type="Callable" /> <description> Sorts the array using a custom method. The custom method receives two arguments (a pair of elements from the array) and must return either [code]true[/code] or [code]false[/code]. For two elements [code]a[/code] and [code]b[/code], if the given method returns [code]true[/code], element [code]b[/code] will be after element [code]a[/code] in the array. - [b]Note:[/b] You cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior. + [b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/wiki/Sorting_algorithm#Stability]stable[/url]. This means that values considered equal may have their order changed when using [method sort_custom]. + [b]Note:[/b] You cannot randomize the return value as the heapsort algorithm expects a deterministic result. Randomizing the return value will result in unexpected behavior. [codeblocks] [gdscript] func sort_ascending(a, b): @@ -556,6 +620,13 @@ [/codeblocks] </description> </method> + <method name="typed_assign"> + <return type="bool" /> + <param index="0" name="array" type="Array" /> + <description> + Assigns a different [Array] to this array reference. It the array is typed, the new array's type must be compatible and its elements will be automatically converted. + </description> + </method> </methods> <operators> <operator name="operator !="> @@ -576,14 +647,14 @@ <return type="bool" /> <param index="0" name="right" type="Array" /> <description> - Performs a comparison for each index between the left operand [Array] and the [param right] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is less, or [code]false[/code] if the element is greater. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]false[/code] if the left operand [Array] has less elements, otherwise it returns [code]true[/code]. + Performs a comparison for each index between the left operand [Array] and the [param right] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is less, or [code]false[/code] if the element is greater. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]false[/code] if the left operand [Array] has fewer elements, otherwise it returns [code]true[/code]. </description> </operator> <operator name="operator <="> <return type="bool" /> <param index="0" name="right" type="Array" /> <description> - Performs a comparison for each index between the left operand [Array] and the [param right] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is less, or [code]false[/code] if the element is greater. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]true[/code] if the left operand [Array] has less or the same number of elements, otherwise it returns [code]false[/code]. + Performs a comparison for each index between the left operand [Array] and the [param right] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is less, or [code]false[/code] if the element is greater. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]true[/code] if the left operand [Array] has the same number of elements or fewer, otherwise it returns [code]false[/code]. </description> </operator> <operator name="operator =="> diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index c766becce2..70ce4ad516 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -25,10 +25,12 @@ m.mesh = arr_mesh [/gdscript] [csharp] - var vertices = new Godot.Collections.Array<Vector3>(); - vertices.Add(new Vector3(0, 1, 0)); - vertices.Add(new Vector3(1, 0, 0)); - vertices.Add(new Vector3(0, 0, 1)); + var vertices = new Vector3[] + { + new Vector3(0, 1, 0), + new Vector3(1, 0, 0), + new Vector3(0, 0, 1), + }; // Initialize the ArrayMesh. var arrMesh = new ArrayMesh(); @@ -38,7 +40,7 @@ // Create the Mesh. arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays); - var m = new MeshInstance(); + var m = new MeshInstance3D(); m.Mesh = arrMesh; [/csharp] [/codeblocks] @@ -61,7 +63,7 @@ <return type="void" /> <param index="0" name="primitive" type="int" enum="Mesh.PrimitiveType" /> <param index="1" name="arrays" type="Array" /> - <param index="2" name="blend_shapes" type="Array" default="[]" /> + <param index="2" name="blend_shapes" type="Array[]" default="[]" /> <param index="3" name="lods" type="Dictionary" default="{}" /> <param index="4" name="compress_flags" type="int" default="0" /> <description> @@ -100,13 +102,13 @@ <param index="0" name="transform" type="Transform3D" /> <param index="1" name="texel_size" type="float" /> <description> - Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping. + Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping. </description> </method> <method name="regen_normal_maps"> <return type="void" /> <description> - Will regenerate normal maps for the [ArrayMesh]. + Regenerates tangents for each of the [ArrayMesh]'s surfaces. </description> </method> <method name="set_blend_shape_name"> diff --git a/doc/classes/AtlasTexture.xml b/doc/classes/AtlasTexture.xml index 759acff773..fc75459e46 100644 --- a/doc/classes/AtlasTexture.xml +++ b/doc/classes/AtlasTexture.xml @@ -1,26 +1,28 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AtlasTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Crops out one part of a texture, such as a texture from a texture atlas. + A texture that crops out part of another Texture2D. </brief_description> <description> - [Texture2D] resource that crops out one part of the [member atlas] texture, defined by [member region]. The main use case is cropping out textures from a texture atlas, which is a big texture file that packs multiple smaller textures. Consists of a [Texture2D] for the [member atlas], a [member region] that defines the area of [member atlas] to use, and a [member margin] that defines the border width. - [AtlasTexture] cannot be used in an [AnimatedTexture], cannot be tiled in nodes such as [TextureRect], and does not work properly if used inside of other [AtlasTexture] resources. Multiple [AtlasTexture] resources can be used to crop multiple textures from the atlas. Using a texture atlas helps to optimize video memory costs and render calls compared to using multiple small files. + [Texture2D] resource that draws only part of its [member atlas] texture, as defined by the [member region]. An additional [member margin] can also be set, which is useful for small adjustments. + Multiple [AtlasTexture] resources can be cropped from the same [member atlas]. Packing many smaller textures into a singular large texture helps to optimize video memory costs and render calls. + [b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and may not tile properly in nodes such as [TextureRect], when inside other [AtlasTexture] resources. </description> <tutorials> </tutorials> <members> <member name="atlas" type="Texture2D" setter="set_atlas" getter="get_atlas"> - The texture that contains the atlas. Can be any [Texture2D] subtype. + The texture that contains the atlas. Can be any type inheriting from [Texture2D], including another [AtlasTexture]. </member> <member name="filter_clip" type="bool" setter="set_filter_clip" getter="has_filter_clip" default="false"> - If [code]true[/code], clips the area outside of the region to avoid bleeding of the surrounding texture pixels. + If [code]true[/code], the area outside of the [member region] is clipped to avoid bleeding of the surrounding texture pixels. </member> <member name="margin" type="Rect2" setter="set_margin" getter="get_margin" default="Rect2(0, 0, 0, 0)"> - The margin around the region. The [Rect2]'s [member Rect2.size] parameter ("w" and "h" in the editor) resizes the texture so it fits within the margin. + The margin around the [member region]. Useful for small adjustments. If the [member Rect2.size] of this property ("w" and "h" in the editor) is set, the drawn texture is resized to fit within the margin. </member> <member name="region" type="Rect2" setter="set_region" getter="get_region" default="Rect2(0, 0, 0, 0)"> - The AtlasTexture's used region. + The region used to draw the [member atlas]. </member> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> </members> </class> diff --git a/doc/classes/AudioEffectCapture.xml b/doc/classes/AudioEffectCapture.xml index c2a5ec3b45..bac9167223 100644 --- a/doc/classes/AudioEffectCapture.xml +++ b/doc/classes/AudioEffectCapture.xml @@ -5,10 +5,12 @@ </brief_description> <description> AudioEffectCapture is an AudioEffect which copies all audio frames from the attached audio effect bus into its internal ring buffer. - Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from a microphone, implement application defined effects, or to transmit audio over the network. When capturing audio data from a microphone, the format of the samples will be stereo 32-bit floating point PCM. + Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from an [AudioStreamMicrophone], implement application-defined effects, or to transmit audio over the network. When capturing audio data from a microphone, the format of the samples will be stereo 32-bit floating point PCM. + [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings. </description> <tutorials> <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link> + <link title="Audio Mic Record Demo">https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record</link> </tutorials> <methods> <method name="can_get_buffer" qualifiers="const"> diff --git a/doc/classes/AudioEffectChorus.xml b/doc/classes/AudioEffectChorus.xml index 83cbcff70c..de168cdfb0 100644 --- a/doc/classes/AudioEffectChorus.xml +++ b/doc/classes/AudioEffectChorus.xml @@ -166,7 +166,7 @@ The voice's filter rate. </member> <member name="voice_count" type="int" setter="set_voice_count" getter="get_voice_count" default="2"> - The amount of voices in the effect. + The number of voices in the effect. </member> <member name="wet" type="float" setter="set_wet" getter="get_wet" default="0.5"> The effect's processed signal. diff --git a/doc/classes/AudioEffectDelay.xml b/doc/classes/AudioEffectDelay.xml index 8223ccd6bd..b9ae12204e 100644 --- a/doc/classes/AudioEffectDelay.xml +++ b/doc/classes/AudioEffectDelay.xml @@ -14,40 +14,40 @@ <member name="dry" type="float" setter="set_dry" getter="get_dry" default="1.0"> Output percent of original sound. At 0, only delayed sounds are output. Value can range from 0 to 1. </member> - <member name="feedback/active" type="bool" setter="set_feedback_active" getter="is_feedback_active" default="false"> + <member name="feedback_active" type="bool" setter="set_feedback_active" getter="is_feedback_active" default="false"> If [code]true[/code], feedback is enabled. </member> - <member name="feedback/delay_ms" type="float" setter="set_feedback_delay_ms" getter="get_feedback_delay_ms" default="340.0"> + <member name="feedback_delay_ms" type="float" setter="set_feedback_delay_ms" getter="get_feedback_delay_ms" default="340.0"> Feedback delay time in milliseconds. </member> - <member name="feedback/level_db" type="float" setter="set_feedback_level_db" getter="get_feedback_level_db" default="-6.0"> + <member name="feedback_level_db" type="float" setter="set_feedback_level_db" getter="get_feedback_level_db" default="-6.0"> Sound level for [code]tap1[/code]. </member> - <member name="feedback/lowpass" type="float" setter="set_feedback_lowpass" getter="get_feedback_lowpass" default="16000.0"> + <member name="feedback_lowpass" type="float" setter="set_feedback_lowpass" getter="get_feedback_lowpass" default="16000.0"> Low-pass filter for feedback, in Hz. Frequencies below this value are filtered out of the source signal. </member> - <member name="tap1/active" type="bool" setter="set_tap1_active" getter="is_tap1_active" default="true"> + <member name="tap1_active" type="bool" setter="set_tap1_active" getter="is_tap1_active" default="true"> If [code]true[/code], [code]tap1[/code] will be enabled. </member> - <member name="tap1/delay_ms" type="float" setter="set_tap1_delay_ms" getter="get_tap1_delay_ms" default="250.0"> + <member name="tap1_delay_ms" type="float" setter="set_tap1_delay_ms" getter="get_tap1_delay_ms" default="250.0"> [code]tap1[/code] delay time in milliseconds. </member> - <member name="tap1/level_db" type="float" setter="set_tap1_level_db" getter="get_tap1_level_db" default="-6.0"> + <member name="tap1_level_db" type="float" setter="set_tap1_level_db" getter="get_tap1_level_db" default="-6.0"> Sound level for [code]tap1[/code]. </member> - <member name="tap1/pan" type="float" setter="set_tap1_pan" getter="get_tap1_pan" default="0.2"> + <member name="tap1_pan" type="float" setter="set_tap1_pan" getter="get_tap1_pan" default="0.2"> Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to 1 (fully right). </member> - <member name="tap2/active" type="bool" setter="set_tap2_active" getter="is_tap2_active" default="true"> + <member name="tap2_active" type="bool" setter="set_tap2_active" getter="is_tap2_active" default="true"> If [code]true[/code], [code]tap2[/code] will be enabled. </member> - <member name="tap2/delay_ms" type="float" setter="set_tap2_delay_ms" getter="get_tap2_delay_ms" default="500.0"> + <member name="tap2_delay_ms" type="float" setter="set_tap2_delay_ms" getter="get_tap2_delay_ms" default="500.0"> [b]Tap2[/b] delay time in milliseconds. </member> - <member name="tap2/level_db" type="float" setter="set_tap2_level_db" getter="get_tap2_level_db" default="-12.0"> + <member name="tap2_level_db" type="float" setter="set_tap2_level_db" getter="get_tap2_level_db" default="-12.0"> Sound level for [code]tap2[/code]. </member> - <member name="tap2/pan" type="float" setter="set_tap2_pan" getter="get_tap2_pan" default="-0.4"> + <member name="tap2_pan" type="float" setter="set_tap2_pan" getter="get_tap2_pan" default="-0.4"> Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to 1 (fully right). </member> </members> diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml index 6bd8522459..ef39a9c60e 100644 --- a/doc/classes/AudioEffectDistortion.xml +++ b/doc/classes/AudioEffectDistortion.xml @@ -2,11 +2,11 @@ <class name="AudioEffectDistortion" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Adds a distortion audio effect to an Audio bus. - Modify the sound to make it distorted. + Modifies the sound to make it distorted. </brief_description> <description> Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape. - By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. + By distorting the waveform the frequency content changes, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. </description> <tutorials> <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link> @@ -22,10 +22,10 @@ Distortion type. </member> <member name="post_gain" type="float" setter="set_post_gain" getter="get_post_gain" default="0.0"> - Increases or decreases the volume after the effect. Value can range from -80 to 24. + Increases or decreases the volume after the effect, in decibels. Value can range from -80 to 24. </member> <member name="pre_gain" type="float" setter="set_pre_gain" getter="get_pre_gain" default="0.0"> - Increases or decreases the volume before the effect. Value can range from -60 to 60. + Increases or decreases the volume before the effect, in decibels. Value can range from -60 to 60. </member> </members> <constants> @@ -35,10 +35,10 @@ <constant name="MODE_ATAN" value="1" enum="Mode"> </constant> <constant name="MODE_LOFI" value="2" enum="Mode"> - Low-resolution digital distortion effect. You can use it to emulate the sound of early digital audio devices. + Low-resolution digital distortion effect (bit depth reduction). You can use it to emulate the sound of early digital audio devices. </constant> <constant name="MODE_OVERDRIVE" value="3" enum="Mode"> - Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers. + Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers. The [member drive] property has no effect in this mode. </constant> <constant name="MODE_WAVESHAPE" value="4" enum="Mode"> Waveshaper distortions are used mainly by electronic musicians to achieve an extra-abrasive sound. diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 4ded906dc1..36f12dd5c4 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -30,9 +30,10 @@ </description> </method> <method name="capture_get_device_list"> - <return type="Array" /> + <return type="PackedStringArray" /> <description> Returns the names of all audio input devices detected on the system. + [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings. </description> </method> <method name="generate_bus_layout" qualifiers="const"> @@ -45,7 +46,7 @@ <return type="int" /> <param index="0" name="bus_idx" type="int" /> <description> - Returns the amount of channels of the bus at index [param bus_idx]. + Returns the number of channels of the bus at index [param bus_idx]. </description> </method> <method name="get_bus_effect"> @@ -117,7 +118,7 @@ </description> </method> <method name="get_device_list"> - <return type="Array" /> + <return type="PackedStringArray" /> <description> Returns the names of all audio devices detected on the system. </description> @@ -302,7 +303,8 @@ Number of available audio buses. </member> <member name="capture_device" type="String" setter="capture_set_device" getter="capture_get_device" default=""Default""> - Name of the current device for audio input (see [method get_device_list]). On systems with multiple audio inputs (such as analog, USB and HDMI audio), this can be used to select the audio input device. The value [code]"Default"[/code] will record audio on the system-wide default audio input. If an invalid device name is set, the value will be reverted back to [code]"Default"[/code]. + Name of the current device for audio input (see [method capture_get_device_list]). On systems with multiple audio inputs (such as analog, USB and HDMI audio), this can be used to select the audio input device. The value [code]"Default"[/code] will record audio on the system-wide default audio input. If an invalid device name is set, the value will be reverted back to [code]"Default"[/code]. + [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings. </member> <member name="device" type="String" setter="set_device" getter="get_device" default=""Default""> Name of the current device for audio output (see [method get_device_list]). On systems with multiple audio outputs (such as analog, USB and HDMI audio), this can be used to select the audio output device. The value [code]"Default"[/code] will play audio on the system-wide default audio output. If an invalid device name is set, the value will be reverted back to [code]"Default"[/code]. diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml index 1c02dbd3ce..c16198c5c6 100644 --- a/doc/classes/AudioStreamGeneratorPlayback.xml +++ b/doc/classes/AudioStreamGeneratorPlayback.xml @@ -27,7 +27,7 @@ <method name="get_frames_available" qualifiers="const"> <return type="int" /> <description> - Returns the number of audio data frames left to play. If this returned number reaches [code]0[/code], the audio will stop playing until frames are added again. Therefore, make sure your script can always generate and push new audio frames fast enough to avoid audio cracking. + Returns the number of frames that can be pushed to the audio sample data buffer without overflowing it. If the result is [code]0[/code], the buffer is full. </description> </method> <method name="get_skips" qualifiers="const"> diff --git a/doc/classes/AudioStreamMicrophone.xml b/doc/classes/AudioStreamMicrophone.xml index e760bd526a..be3e91e037 100644 --- a/doc/classes/AudioStreamMicrophone.xml +++ b/doc/classes/AudioStreamMicrophone.xml @@ -1,9 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AudioStreamMicrophone" inherits="AudioStream" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Plays real-time audio input data. </brief_description> <description> + When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] plays back microphone input in real-time. This can be used in conjunction with [AudioEffectCapture] to process the data or save it. + [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings. </description> <tutorials> + <link title="Audio Mic Record Demo">https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record</link> </tutorials> </class> diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index ae86fd0e66..81755b580f 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -29,7 +29,7 @@ <return type="void" /> <param index="0" name="from_position" type="float" default="0.0" /> <description> - Plays the audio from the given position [param from_position], in seconds. + Queues the audio to play on the next physics frame, from the given position [param from_position], in seconds. </description> </method> <method name="seek"> @@ -73,7 +73,7 @@ The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate. </member> <member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false"> - If [code]true[/code], audio is playing. + If [code]true[/code], audio is playing or is queued to be played (see [method play]). </member> <member name="stream" type="AudioStream" setter="set_stream" getter="get_stream"> The [AudioStream] object to be played. diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index 02192a9b7c..f711210ca1 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -7,7 +7,7 @@ Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. For greater realism, a low-pass filter is automatically applied to distant sounds. This can be disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/code]. By default, audio is heard from the camera position. This can be changed by adding an [AudioListener3D] node to the scene and enabling it by calling [method AudioListener3D.make_current] on it. See also [AudioStreamPlayer] to play a sound non-positionally. - [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). + [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). </description> <tutorials> <link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link> @@ -29,7 +29,7 @@ <return type="void" /> <param index="0" name="from_position" type="float" default="0.0" /> <description> - Plays the audio from the given position [param from_position], in seconds. + Queues the audio to play on the next physics frame, from the given position [param from_position], in seconds. </description> </method> <method name="seek"> @@ -94,7 +94,7 @@ The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate. </member> <member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false"> - If [code]true[/code], audio is playing. + If [code]true[/code], audio is playing or is queued to be played (see [method play]). </member> <member name="stream" type="AudioStream" setter="set_stream" getter="get_stream"> The [AudioStream] resource to be played. @@ -102,12 +102,12 @@ <member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false"> If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code]. </member> - <member name="unit_db" type="float" setter="set_unit_db" getter="get_unit_db" default="0.0"> - The base sound level unaffected by dampening, in decibels. - </member> <member name="unit_size" type="float" setter="set_unit_size" getter="get_unit_size" default="10.0"> The factor for the attenuation effect. Higher values make the sound audible over a larger distance. </member> + <member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0"> + The base sound level unaffected by dampening, in decibels. + </member> </members> <signals> <signal name="finished"> diff --git a/doc/classes/AudioStreamRandomizer.xml b/doc/classes/AudioStreamRandomizer.xml index 5490770b7d..d93f853c89 100644 --- a/doc/classes/AudioStreamRandomizer.xml +++ b/doc/classes/AudioStreamRandomizer.xml @@ -12,8 +12,10 @@ <method name="add_stream"> <return type="void" /> <param index="0" name="index" type="int" /> + <param index="1" name="stream" type="AudioStream" /> + <param index="2" name="weight" type="float" default="1.0" /> <description> - Insert a stream at the specified index. + Insert a stream at the specified index. If the index is less than zero, the insertion occurs at the end of the underlying pool. </description> </method> <method name="get_stream" qualifiers="const"> @@ -78,13 +80,13 @@ </members> <constants> <constant name="PLAYBACK_RANDOM_NO_REPEATS" value="0" enum="PlaybackMode"> - Pick a stream at random according to the probability weights chosen for each stream, but avoid playing the same stream twice in a row whenever possible. + Pick a stream at random according to the probability weights chosen for each stream, but avoid playing the same stream twice in a row whenever possible. If only 1 sound is present in the pool, the same sound will always play, effectively allowing repeats to occur. </constant> <constant name="PLAYBACK_RANDOM" value="1" enum="PlaybackMode"> - Pick a stream at random according to the probability weights chosen for each stream. + Pick a stream at random according to the probability weights chosen for each stream. If only 1 sound is present in the pool, the same sound will always play. </constant> <constant name="PLAYBACK_SEQUENTIAL" value="2" enum="PlaybackMode"> - Play streams in the order they appear in the stream pool. + Play streams in the order they appear in the stream pool. If only 1 sound is present in the pool, the same sound will always play. </constant> </constants> </class> diff --git a/doc/classes/BackBufferCopy.xml b/doc/classes/BackBufferCopy.xml index 3c811e6226..b2c5a1756f 100644 --- a/doc/classes/BackBufferCopy.xml +++ b/doc/classes/BackBufferCopy.xml @@ -4,8 +4,8 @@ Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the [code]texture(SCREEN_TEXTURE, ...)[/code] function. </brief_description> <description> - Node for back-buffering the currently-displayed screen. The region defined in the BackBufferCopy node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer. - [b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of adding them as children. + Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer. + [b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them as children. </description> <tutorials> </tutorials> @@ -14,18 +14,18 @@ Buffer mode. See [enum CopyMode] constants. </member> <member name="rect" type="Rect2" setter="set_rect" getter="get_rect" default="Rect2(-100, -100, 200, 200)"> - The area covered by the BackBufferCopy. Only used if [member copy_mode] is [constant COPY_MODE_RECT]. + The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is [constant COPY_MODE_RECT]. </member> </members> <constants> <constant name="COPY_MODE_DISABLED" value="0" enum="CopyMode"> - Disables the buffering mode. This means the BackBufferCopy node will directly use the portion of screen it covers. + Disables the buffering mode. This means the [BackBufferCopy] node will directly use the portion of screen it covers. </constant> <constant name="COPY_MODE_RECT" value="1" enum="CopyMode"> - BackBufferCopy buffers a rectangular region. + [BackBufferCopy] buffers a rectangular region. </constant> <constant name="COPY_MODE_VIEWPORT" value="2" enum="CopyMode"> - BackBufferCopy buffers the entire screen. + [BackBufferCopy] buffers the entire screen. </constant> </constants> </class> diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml index 629675132a..c92e39e08a 100644 --- a/doc/classes/BaseButton.xml +++ b/doc/classes/BaseButton.xml @@ -44,37 +44,38 @@ </method> </methods> <members> - <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode"> + <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode" default="1"> Determines when the button is considered clicked, one of the [enum ActionMode] constants. </member> <member name="button_group" type="ButtonGroup" setter="set_button_group" getter="get_button_group"> The [ButtonGroup] associated with the button. Not to be confused with node groups. </member> - <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton"> + <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton" default="1"> Binary mask to choose which mouse buttons this button will respond to. To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code]. </member> - <member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed"> + <member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false"> If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code]. [b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal]. </member> - <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled"> + <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false"> If [code]true[/code], the button is in disabled state and can't be clicked or toggled. </member> - <member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside"> + <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" /> + <member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside" default="false"> If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it. [b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value. </member> <member name="shortcut" type="Shortcut" setter="set_shortcut" getter="get_shortcut"> [Shortcut] associated to the button. </member> - <member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context"> - The [Node] which must be a parent of the focused GUI [Control] for the shortcut to be activated. If [code]null[/code], the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused. + <member name="shortcut_feedback" type="bool" setter="set_shortcut_feedback" getter="is_shortcut_feedback" default="true"> + If [code]true[/code], the button will appear pressed when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate the button without appearing to press the button. </member> - <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled"> + <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled" default="true"> If [code]true[/code], the button will add information about its shortcut in the tooltip. </member> - <member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode"> + <member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode" default="false"> If [code]true[/code], the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked. </member> </members> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index d2425313f7..60225275f3 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -28,7 +28,7 @@ <return type="Texture2D" /> <param index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam" /> <description> - Returns the [Texture] associated with the specified [enum TextureParam]. + Returns the [Texture2D] associated with the specified [enum TextureParam]. </description> </method> <method name="set_feature"> @@ -82,7 +82,7 @@ The hashing scale for Alpha Hash. Recommended values between [code]0[/code] and [code]2[/code]. </member> <member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold"> - Threshold at which the alpha scissor will discard values. + Threshold at which the alpha scissor will discard values. Higher values will result in more pixels being discarded. If the material becomes too opaque at a distance, try increasing [member alpha_scissor_threshold]. If the material disappears at a distance, try decreasing [member alpha_scissor_threshold]. </member> <member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy" default="0.0"> The strength of the anisotropy effect. This is multiplied by [member anisotropy_flowmap]'s alpha channel if a texture is defined there and the texture contains an alpha channel. @@ -115,7 +115,7 @@ The color used by the backlight effect. Represents the light passing through an object. </member> <member name="backlight_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], the backlight effect is enabled. + If [code]true[/code], the backlight effect is enabled. See also [member subsurf_scatter_transmittance_enabled]. </member> <member name="backlight_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture used to control the backlight effect per-pixel. Added to [member backlight]. @@ -194,10 +194,13 @@ The emitted light's color. See [member emission_enabled]. </member> <member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [VoxelGI] is used and this object is used in baked lighting. + If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [VoxelGI], SDFGI, or [LightmapGI] is used and this object is used in baked lighting. </member> - <member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0"> - The emitted light's strength. See [member emission_enabled]. + <member name="emission_energy_multiplier" type="float" setter="set_emission_energy_multiplier" getter="get_emission_energy_multiplier" default="1.0"> + Multiplier for emitted light. See [member emission_enabled]. + </member> + <member name="emission_intensity" type="float" setter="set_emission_intensity" getter="get_emission_intensity"> + Luminance of emitted light, measured in nits (candela per square meter). Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. The default is roughly equivalent to an indoor lightbulb. </member> <member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag" default="false"> Use [code]UV2[/code] to read from the [member emission_texture]. @@ -286,6 +289,7 @@ [b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead. </member> <member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + The Occlusion/Roughness/Metallic texture to use. This is a more efficient replacement of [member ao_texture], [member roughness_texture] and [member metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red channel. Roughness map is stored in the green channel. Metallic map is stored in the blue channel. The alpha channel is ignored. </member> <member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames"> The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]. @@ -302,7 +306,7 @@ <member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance" default="1.0"> Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade. </member> - <member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled" default="false"> + <member name="proximity_fade_enabled" type="bool" setter="set_proximity_fade_enabled" getter="is_proximity_fade_enabled" default="false"> If [code]true[/code], the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object. </member> <member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> @@ -315,7 +319,7 @@ Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale]. </member> <member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0"> - Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. + Specifies the channel of the [member refraction_texture] in which the refraction information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored refraction in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="rim" type="float" setter="set_rim" getter="get_rim" default="1.0"> Sets the strength of the rim lighting effect. @@ -337,7 +341,7 @@ Texture used to control the roughness per-pixel. Multiplied by [member roughness]. </member> <member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0"> - Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. + Specifies the channel of the [member roughness_texture] in which the roughness information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1"> Sets whether the shading takes place per-pixel or per-vertex. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. @@ -347,13 +351,13 @@ </member> <member name="specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="BaseMaterial3D.SpecularMode" default="0"> The method for rendering the specular blob. See [enum SpecularMode]. - [b]Note:[/b] Only applies to the specular blob. Does not affect specular reflections from the Sky, SSR, or ReflectionProbes. + [b]Note:[/b] [member specular_mode] only applies to the specular blob. It does not affect specular reflections from the sky, screen-space reflections, [VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these sources as well, set [member metallic_specular] to [code]0.0[/code] instead. </member> <member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. </member> <member name="subsurf_scatter_skin_mode" type="bool" setter="set_flag" getter="get_flag" default="false"> - If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin. + If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin, such as boosting the intensity of the red channel in subsurface scattering. </member> <member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength" default="0.0"> The strength of the subsurface scattering effect. @@ -362,14 +366,19 @@ Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength]. </member> <member name="subsurf_scatter_transmittance_boost" type="float" setter="set_transmittance_boost" getter="get_transmittance_boost" default="0.0"> + The intensity of the subsurface scattering transmittance effect. </member> <member name="subsurf_scatter_transmittance_color" type="Color" setter="set_transmittance_color" getter="get_transmittance_color" default="Color(1, 1, 1, 1)"> + The color to multiply the subsurface scattering transmittance effect with. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]. </member> <member name="subsurf_scatter_transmittance_depth" type="float" setter="set_transmittance_depth" getter="get_transmittance_depth" default="0.1"> + The depth of the subsurface scattering transmittance effect. </member> <member name="subsurf_scatter_transmittance_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], enables subsurface scattering transmittance. Only effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also [member backlight_enabled]. </member> <member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + The texture to use for multiplying the intensity of the subsurface scattering transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]. </member> <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3"> Filter flags for the texture. See [enum TextureFilter] for options. @@ -382,6 +391,7 @@ If [code]true[/code], transparency is enabled on the body. See also [member blend_mode]. </member> <member name="use_particle_trails" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering. </member> <member name="use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], render point size can be changed. @@ -398,6 +408,7 @@ </member> <member name="uv1_triplanar_sharpness" type="float" setter="set_uv1_triplanar_blend_sharpness" getter="get_uv1_triplanar_blend_sharpness" default="1.0"> A lower number blends the texture more softly while a higher number blends the texture more sharply. + [b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh. </member> <member name="uv1_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in world space rather than object local space. See also [member uv1_triplanar]. @@ -413,6 +424,7 @@ </member> <member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness" default="1.0"> A lower number blends the texture more softly while a higher number blends the texture more sharply. + [b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh. </member> <member name="uv2_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in world space rather than object local space. See also [member uv2_triplanar]. @@ -496,10 +508,10 @@ The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth out pixels that are far from the camera. </constant> <constant name="TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC" value="4" enum="TextureFilter"> - The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. + The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. </constant> <constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC" value="5" enum="TextureFilter"> - The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. + The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. </constant> <constant name="TEXTURE_FILTER_MAX" value="6" enum="TextureFilter"> Represents the size of the [enum TextureFilter] enum. @@ -517,13 +529,13 @@ The material will use the texture's alpha values for transparency. </constant> <constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency"> - The material will cut off all values below a threshold, the rest will remain opaque. + The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass. </constant> <constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency"> The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. </constant> <constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="4" enum="Transparency"> - The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass. + The material will use the texture's alpha value for transparency, but will discard fragments with an alpha of less than 0.99 during the depth prepass and fragments with an alpha less than 0.1 during the shadow pass. </constant> <constant name="TRANSPARENCY_MAX" value="5" enum="Transparency"> Represents the size of the [enum Transparency] enum. @@ -601,13 +613,14 @@ Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask. </constant> <constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode"> - Default depth draw mode. Depth is drawn only for opaque objects. + Default depth draw mode. Depth is drawn only for opaque objects during the opaque prepass (if any) and during the opaque pass. </constant> <constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode"> - Depth draw is calculated for both opaque and transparent objects. + Objects will write to depth during the opaque and the transparent passes. Transparent objects that are close to the camera may obscure other transparent objects behind them. + [b]Note:[/b] This does not influence whether transparent objects are included in the depth prepass or not. For that, see [enum Transparency]. </constant> <constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode"> - No depth draw. + Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled). </constant> <constant name="CULL_BACK" value="0" enum="CullMode"> Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible. @@ -619,7 +632,7 @@ No culling is performed. </constant> <constant name="FLAG_DISABLE_DEPTH_TEST" value="0" enum="Flags"> - Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it. + Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth. </constant> <constant name="FLAG_ALBEDO_FROM_VERTEX_COLOR" value="1" enum="Flags"> Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh. @@ -677,6 +690,7 @@ Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin. </constant> <constant name="FLAG_PARTICLE_TRAILS_MODE" value="19" enum="Flags"> + Enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering. </constant> <constant name="FLAG_ALBEDO_TEXTURE_MSDF" value="20" enum="Flags"> Enables multichannel signed distance field rendering shader. @@ -716,7 +730,7 @@ </constant> <constant name="BILLBOARD_PARTICLES" value="3" enum="BillboardMode"> Used for particle systems when assigned to [GPUParticles3D] and [CPUParticles3D] nodes. Enables [code]particles_anim_*[/code] properties. - The [member ParticlesMaterial.anim_speed_min] or [member CPUParticles3D.anim_speed_min] should also be set to a value bigger than zero for the animation to play. + The [member ParticleProcessMaterial.anim_speed_min] or [member CPUParticles3D.anim_speed_min] should also be set to a value bigger than zero for the animation to play. </constant> <constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel"> Used to read from the red channel of a texture. diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 8aa6278296..acc2fd34dd 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -70,6 +70,7 @@ <param index="0" name="euler" type="Vector3" /> <param index="1" name="order" type="int" default="2" /> <description> + Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common). See the [enum EulerOrder] enum for possible values. </description> </method> <method name="from_scale" qualifiers="static"> @@ -83,16 +84,10 @@ <return type="Vector3" /> <param index="0" name="order" type="int" default="2" /> <description> - Returns the basis's rotation in the form of Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last). The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). + Returns the basis's rotation in the form of Euler angles. The Euler order depends on the [param order] parameter, by default it uses the YXZ convention: when decomposing, first Z, then X, and Y last. The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). Consider using the [method get_rotation_quaternion] method instead, which returns a [Quaternion] quaternion instead of Euler angles. </description> </method> - <method name="get_orthogonal_index" qualifiers="const"> - <return type="int" /> - <description> - This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the [GridMap] editor. For further details, refer to the Godot source code. - </description> - </method> <method name="get_rotation_quaternion" qualifiers="const"> <return type="Quaternion" /> <description> @@ -118,6 +113,12 @@ Returns [code]true[/code] if this basis and [param b] are approximately equal, by calling [code]is_equal_approx[/code] on each component. </description> </method> + <method name="is_finite" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this basis is finite, by calling [method @GlobalScope.is_finite] on each component. + </description> + </method> <method name="looking_at" qualifiers="static"> <return type="Basis" /> <param index="0" name="target" type="Vector3" /> @@ -196,18 +197,6 @@ </member> </members> <constants> - <constant name="EULER_ORDER_XYZ" value="0"> - </constant> - <constant name="EULER_ORDER_XZY" value="1"> - </constant> - <constant name="EULER_ORDER_YXZ" value="2"> - </constant> - <constant name="EULER_ORDER_YZX" value="3"> - </constant> - <constant name="EULER_ORDER_ZXY" value="4"> - </constant> - <constant name="EULER_ORDER_ZYX" value="5"> - </constant> <constant name="IDENTITY" value="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)"> The identity basis, with no rotation or scaling applied. This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer, and for consistency with C#. diff --git a/doc/classes/BitMap.xml b/doc/classes/BitMap.xml index b286a66f34..e9774ef485 100644 --- a/doc/classes/BitMap.xml +++ b/doc/classes/BitMap.xml @@ -12,12 +12,12 @@ <method name="convert_to_image" qualifiers="const"> <return type="Image" /> <description> - Returns an image of the same size as the bitmap and with a [enum Image.Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap are being converted into white pixels, and [code]false[/code] bits into black. + Returns an image of the same size as the bitmap and with a [enum Image.Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of the bitmap are being converted into white pixels, and [code]false[/code] bits into black. </description> </method> <method name="create"> <return type="void" /> - <param index="0" name="size" type="Vector2" /> + <param index="0" name="size" type="Vector2i" /> <description> Creates a bitmap with the specified size, filled with [code]false[/code]. </description> @@ -32,13 +32,21 @@ </method> <method name="get_bit" qualifiers="const"> <return type="bool" /> - <param index="0" name="position" type="Vector2" /> + <param index="0" name="x" type="int" /> + <param index="1" name="y" type="int" /> + <description> + Returns bitmap's value at the specified position. + </description> + </method> + <method name="get_bitv" qualifiers="const"> + <return type="bool" /> + <param index="0" name="position" type="Vector2i" /> <description> Returns bitmap's value at the specified position. </description> </method> <method name="get_size" qualifiers="const"> - <return type="Vector2" /> + <return type="Vector2i" /> <description> Returns bitmap's dimensions. </description> @@ -46,20 +54,20 @@ <method name="get_true_bit_count" qualifiers="const"> <return type="int" /> <description> - Returns the amount of bitmap elements that are set to [code]true[/code]. + Returns the number of bitmap elements that are set to [code]true[/code]. </description> </method> <method name="grow_mask"> <return type="void" /> <param index="0" name="pixels" type="int" /> - <param index="1" name="rect" type="Rect2" /> + <param index="1" name="rect" type="Rect2i" /> <description> Applies morphological dilation or erosion to the bitmap. If [param pixels] is positive, dilation is applied to the bitmap. If [param pixels] is negative, erosion is applied to the bitmap. [param rect] defines the area where the morphological operation is applied. Pixels located outside the [param rect] are unaffected by [method grow_mask]. </description> </method> <method name="opaque_to_polygons" qualifiers="const"> - <return type="Array" /> - <param index="0" name="rect" type="Rect2" /> + <return type="PackedVector2Array[]" /> + <param index="0" name="rect" type="Rect2i" /> <param index="1" name="epsilon" type="float" default="2.0" /> <description> Creates an [Array] of polygons covering a rectangular portion of the bitmap. It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker (RDP) reduction of the number of vertices. Each polygon is described as a [PackedVector2Array] of its vertices. @@ -72,26 +80,35 @@ </method> <method name="resize"> <return type="void" /> - <param index="0" name="new_size" type="Vector2" /> + <param index="0" name="new_size" type="Vector2i" /> <description> Resizes the image to [param new_size]. </description> </method> <method name="set_bit"> <return type="void" /> - <param index="0" name="position" type="Vector2" /> - <param index="1" name="bit" type="bool" /> + <param index="0" name="x" type="int" /> + <param index="1" name="y" type="int" /> + <param index="2" name="bit" type="bool" /> <description> Sets the bitmap's element at the specified position, to the specified value. </description> </method> <method name="set_bit_rect"> <return type="void" /> - <param index="0" name="rect" type="Rect2" /> + <param index="0" name="rect" type="Rect2i" /> <param index="1" name="bit" type="bool" /> <description> Sets a rectangular portion of the bitmap to the specified value. </description> </method> + <method name="set_bitv"> + <return type="void" /> + <param index="0" name="position" type="Vector2i" /> + <param index="1" name="bit" type="bool" /> + <description> + Sets the bitmap's element at the specified position, to the specified value. + </description> + </method> </methods> </class> diff --git a/doc/classes/BoneAttachment3D.xml b/doc/classes/BoneAttachment3D.xml index dc3d448621..f29525038e 100644 --- a/doc/classes/BoneAttachment3D.xml +++ b/doc/classes/BoneAttachment3D.xml @@ -16,10 +16,11 @@ Returns the [NodePath] to the external [Skeleton3D] node, if one has been set. </description> </method> - <method name="get_override_mode" qualifiers="const"> + <method name="get_override_mode" qualifiers="const" is_deprecated="true"> <return type="int" /> <description> - Returns the override mode for the BoneAttachment3D node. + Deprecated. Local pose overrides will be removed. + Returns the override mode for the BoneAttachment3D node (0=global / 1=local). </description> </method> <method name="get_override_pose" qualifiers="const"> @@ -48,11 +49,12 @@ Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. The external [Skeleton3D] node is only used when [code]use_external_skeleton[/code] is set to [code]true[/code]. </description> </method> - <method name="set_override_mode"> + <method name="set_override_mode" is_deprecated="true"> <return type="void" /> <param index="0" name="override_mode" type="int" /> <description> - Sets the override mode for the BoneAttachment3D node. The override mode defines which of the bone poses the BoneAttachment3D node will override. + Deprecated. Local pose overrides will be removed. + Sets the override mode for the BoneAttachment3D node (0=global / 1=local). The override mode defines which of the bone poses the BoneAttachment3D node will override. </description> </method> <method name="set_override_pose"> diff --git a/doc/classes/BoneMap.xml b/doc/classes/BoneMap.xml index f7a4845b7d..7135406d3c 100644 --- a/doc/classes/BoneMap.xml +++ b/doc/classes/BoneMap.xml @@ -8,6 +8,7 @@ By assigning the actual [Skeleton3D] bone name as the key value, it maps the [Skeleton3D] to the [SkeletonProfile]. </description> <tutorials> + <link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link> </tutorials> <methods> <method name="find_profile_bone_name" qualifiers="const"> diff --git a/doc/classes/BoxContainer.xml b/doc/classes/BoxContainer.xml index 65ceab3e30..a06b0e9c4b 100644 --- a/doc/classes/BoxContainer.xml +++ b/doc/classes/BoxContainer.xml @@ -22,13 +22,25 @@ <member name="alignment" type="int" setter="set_alignment" getter="get_alignment" enum="BoxContainer.AlignmentMode" default="0"> The alignment of the container's children (must be one of [constant ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END]). </member> + <member name="vertical" type="bool" setter="set_vertical" getter="is_vertical" default="false"> + If [code]true[/code], the [BoxContainer] will arrange its children vertically, rather than horizontally. + Can't be changed when using [HBoxContainer] and [VBoxContainer]. + </member> </members> <constants> <constant name="ALIGNMENT_BEGIN" value="0" enum="AlignmentMode"> + The child controls will be arranged at the beginning of the container, i.e. top if orientation is vertical, left if orientation is horizontal (right for RTL layout). </constant> <constant name="ALIGNMENT_CENTER" value="1" enum="AlignmentMode"> + The child controls will be centered in the container. </constant> <constant name="ALIGNMENT_END" value="2" enum="AlignmentMode"> + The child controls will be arranged at the end of the container, i.e. bottom if orientation is vertical, right if orientation is horizontal (left for RTL layout). </constant> </constants> + <theme_items> + <theme_item name="separation" data_type="constant" type="int" default="4"> + The space between the [BoxContainer]'s elements, in pixels. + </theme_item> + </theme_items> </class> diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml index 1cd9ca0afb..961f3c495a 100644 --- a/doc/classes/Button.xml +++ b/doc/classes/Button.xml @@ -11,7 +11,7 @@ func _ready(): var button = Button.new() button.text = "Click me" - button.connect("pressed", self, "_button_pressed") + button.pressed.connect(self._button_pressed) add_child(button) func _button_pressed(): @@ -22,7 +22,7 @@ { var button = new Button(); button.Text = "Click me"; - button.Connect("pressed", this, nameof(ButtonPressed)); + button.Pressed += ButtonPressed; AddChild(button); } @@ -42,7 +42,7 @@ </tutorials> <members> <member name="alignment" type="int" setter="set_text_alignment" getter="get_text_alignment" enum="HorizontalAlignment" default="1"> - Text alignment policy for the button's text, use one of the [enum @GlobalScope.HorizontalAlignment] constants. + Text alignment policy for the button's text, use one of the [enum HorizontalAlignment] constants. </member> <member name="clip_text" type="bool" setter="set_clip_text" getter="get_clip_text" default="false"> When this property is enabled, text that is too large to fit the button is clipped, when disabled the Button will always be wide enough to hold the text. @@ -58,7 +58,7 @@ To edit margin and spacing of the icon, use [theme_item h_separation] theme property and [code]content_margin_*[/code] properties of the used [StyleBox]es. </member> <member name="icon_alignment" type="int" setter="set_icon_alignment" getter="get_icon_alignment" enum="HorizontalAlignment" default="0"> - Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum @GlobalScope.HorizontalAlignment] constants as the text alignment. If centered, text will draw on top of the icon. + Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum HorizontalAlignment] constants as the text alignment. If centered, text will draw on top of the icon. </member> <member name="language" type="String" setter="set_language" getter="get_language" default=""""> Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. @@ -114,10 +114,11 @@ Icon modulate [Color] used when the [Button] is being pressed. </theme_item> <theme_item name="h_separation" data_type="constant" type="int" default="2"> - The horizontal space between [Button]'s icon and text. + The horizontal space between [Button]'s icon and text. Negative values will be treated as [code]0[/code] when used. </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="font" data_type="font" type="Font"> [Font] of the [Button]'s text. diff --git a/doc/classes/ButtonGroup.xml b/doc/classes/ButtonGroup.xml index 8bedb5a1ac..8195669b10 100644 --- a/doc/classes/ButtonGroup.xml +++ b/doc/classes/ButtonGroup.xml @@ -4,14 +4,14 @@ Group of Buttons. </brief_description> <description> - Group of [Button]. All direct and indirect children buttons become radios. Only one allows being pressed. - [member BaseButton.toggle_mode] should be [code]true[/code]. + Group of [BaseButton]. The members of this group are treated like radio buttons in the sense that only one button can be pressed at the same time. + Every member of the ButtonGroup should have [member BaseButton.toggle_mode] set to [code]true[/code]. </description> <tutorials> </tutorials> <methods> <method name="get_buttons"> - <return type="Array" /> + <return type="BaseButton[]" /> <description> Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see [member BaseButton.button_group]). </description> diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index 64e9310181..314e46d9d0 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -15,7 +15,7 @@ <return type="void" /> <param index="0" name="particles" type="Node" /> <description> - Sets this node's properties to match a given [GPUParticles2D] node with an assigned [ParticlesMaterial]. + Sets this node's properties to match a given [GPUParticles2D] node with an assigned [ParticleProcessMaterial]. </description> </method> <method name="get_param_curve" qualifiers="const"> @@ -29,12 +29,14 @@ <return type="float" /> <param index="0" name="param" type="int" enum="CPUParticles2D.Parameter" /> <description> + Returns the maximum value range for the given parameter. </description> </method> <method name="get_param_min" qualifiers="const"> <return type="float" /> <param index="0" name="param" type="int" enum="CPUParticles2D.Parameter" /> <description> + Returns the minimum value range for the given parameter. </description> </method> <method name="get_particle_flag" qualifiers="const"> @@ -63,6 +65,7 @@ <param index="0" name="param" type="int" enum="CPUParticles2D.Parameter" /> <param index="1" name="value" type="float" /> <description> + Sets the maximum value for the given parameter. </description> </method> <method name="set_param_min"> @@ -70,6 +73,7 @@ <param index="0" name="param" type="int" enum="CPUParticles2D.Parameter" /> <param index="1" name="value" type="float" /> <description> + Sets the minimum value for the given parameter. </description> </method> <method name="set_particle_flag"> @@ -89,29 +93,38 @@ Each particle's rotation will be animated along this [Curve]. </member> <member name="angle_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + Maximum initial rotation applied to each particle, in degrees. </member> <member name="angle_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> + Minimum equivalent of [member angle_max]. </member> <member name="angular_velocity_curve" type="Curve" setter="set_param_curve" getter="get_param_curve"> Each particle's angular velocity will vary along this [Curve]. </member> <member name="angular_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second. </member> <member name="angular_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> + Minimum equivalent of [member angular_velocity_max]. </member> <member name="anim_offset_curve" type="Curve" setter="set_param_curve" getter="get_param_curve"> Each particle's animation offset will vary along this [Curve]. </member> <member name="anim_offset_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + Maximum animation offset that corresponds to frame index in the texture. [code]0[/code] is the first frame, [code]1[/code] is the last one. See [member CanvasItemMaterial.particles_animation]. </member> <member name="anim_offset_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> + Minimum equivalent of [member anim_offset_max]. </member> <member name="anim_speed_curve" type="Curve" setter="set_param_curve" getter="get_param_curve"> Each particle's animation speed will vary along this [Curve]. </member> <member name="anim_speed_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + 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 equivalent of [member anim_speed_max]. </member> <member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)"> Each particle's initial color. If [member texture] is defined, it will be multiplied by this color. @@ -126,8 +139,10 @@ Damping will vary along this [Curve]. </member> <member name="damping_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + The maximum rate at which particles lose velocity. For example value of [code]100[/code] means that the particle will go from [code]100[/code] velocity to [code]0[/code] in [code]1[/code] second. </member> <member name="damping_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> + Minimum equivalent of [member damping_max]. </member> <member name="direction" type="Vector2" setter="set_direction" getter="get_direction" default="Vector2(1, 0)"> Unit vector specifying the particles' emission direction. @@ -160,7 +175,7 @@ How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins. </member> <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0"> - The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. + The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. </member> <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true"> If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. @@ -172,12 +187,16 @@ Each particle's hue will vary along this [Curve]. </member> <member name="hue_variation_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + Maximum initial hue variation applied to each particle. It will shift the particle color's hue. </member> <member name="hue_variation_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> + Minimum equivalent of [member hue_variation_max]. </member> <member name="initial_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + Maximum initial velocity magnitude for each particle. Direction comes from [member direction] and [member spread]. </member> <member name="initial_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> + Minimum equivalent of [member initial_velocity_max]. </member> <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0"> Amount of time each particle will exist. @@ -189,8 +208,10 @@ Each particle's linear acceleration will vary along this [Curve]. </member> <member name="linear_accel_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + Maximum linear acceleration applied to each particle in the direction of motion. </member> <member name="linear_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> + Minimum equivalent of [member linear_accel_max]. </member> <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. @@ -202,8 +223,10 @@ Each particle's orbital velocity will vary along this [Curve]. </member> <member name="orbit_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second. </member> <member name="orbit_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> + Minimum equivalent of [member orbit_velocity_max]. </member> <member name="particle_flag_align_y" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> Align Y axis of particle with the direction of its velocity. @@ -215,8 +238,10 @@ Each particle's radial acceleration will vary along this [Curve]. </member> <member name="radial_accel_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative. </member> <member name="radial_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> + Minimum equivalent of [member radial_accel_max]. </member> <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0"> Emission lifetime randomness ratio. @@ -225,17 +250,24 @@ Each particle's scale will vary along this [Curve]. </member> <member name="scale_amount_max" type="float" setter="set_param_max" getter="get_param_max" default="1.0"> + Maximum initial scale applied to each particle. </member> <member name="scale_amount_min" type="float" setter="set_param_min" getter="get_param_min" default="1.0"> + Minimum equivalent of [member scale_amount_max]. </member> <member name="scale_curve_x" type="Curve" setter="set_scale_curve_x" getter="get_scale_curve_x"> + Each particle's horizontal scale will vary along this [Curve]. + [member split_scale] must be enabled. </member> <member name="scale_curve_y" type="Curve" setter="set_scale_curve_y" getter="get_scale_curve_y"> + Each particle's vertical scale will vary along this [Curve]. + [member split_scale] must be enabled. </member> <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0"> Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles. </member> <member name="split_scale" type="bool" setter="set_split_scale" getter="get_split_scale" default="false"> + If [code]true[/code], the scale curve will be split into x and y components. See [member scale_curve_x] and [member scale_curve_y]. </member> <member name="spread" type="float" setter="set_spread" getter="get_spread" default="45.0"> Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees. @@ -244,8 +276,10 @@ Each particle's tangential acceleration will vary along this [Curve]. </member> <member name="tangential_accel_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion. </member> <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="texture" type="Texture2D" setter="set_texture" getter="get_texture"> Particle texture. If [code]null[/code], particles will be squares. diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml index bb1dcd322f..3a15a117f5 100644 --- a/doc/classes/CPUParticles3D.xml +++ b/doc/classes/CPUParticles3D.xml @@ -14,7 +14,7 @@ <return type="void" /> <param index="0" name="particles" type="Node" /> <description> - Sets this node's properties to match a given [GPUParticles3D] node with an assigned [ParticlesMaterial]. + Sets this node's properties to match a given [GPUParticles3D] node with an assigned [ParticleProcessMaterial]. </description> </method> <method name="get_param_curve" qualifiers="const"> @@ -28,12 +28,14 @@ <return type="float" /> <param index="0" name="param" type="int" enum="CPUParticles3D.Parameter" /> <description> + Returns the maximum value range for the given parameter. </description> </method> <method name="get_param_min" qualifiers="const"> <return type="float" /> <param index="0" name="param" type="int" enum="CPUParticles3D.Parameter" /> <description> + Returns the minimum value range for the given parameter. </description> </method> <method name="get_particle_flag" qualifiers="const"> @@ -62,7 +64,7 @@ <param index="0" name="param" type="int" enum="CPUParticles3D.Parameter" /> <param index="1" name="value" type="float" /> <description> - Sets the maximum value for the given parameter + Sets the maximum value for the given parameter. </description> </method> <method name="set_param_min"> @@ -70,7 +72,7 @@ <param index="0" name="param" type="int" enum="CPUParticles3D.Parameter" /> <param index="1" name="value" type="float" /> <description> - Sets the minimum value for the given parameter + Sets the minimum value for the given parameter. </description> </method> <method name="set_particle_flag"> @@ -123,13 +125,16 @@ Minimum particle animation speed. </member> <member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)"> - Each particle's initial color. To have particle display color in a [BaseMaterial3D] make sure to set [member BaseMaterial3D.vertex_color_use_as_albedo] to [code]true[/code]. + Each particle's initial color. + [b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect. </member> <member name="color_initial_ramp" type="Gradient" setter="set_color_initial_ramp" getter="get_color_initial_ramp"> Each particle's initial color will vary along this [GradientTexture1D] (multiplied with [member color]). + [b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_initial_ramp] will have no visible effect. </member> <member name="color_ramp" type="Gradient" setter="set_color_ramp" getter="get_color_ramp"> Each particle's color will vary along this [GradientTexture1D] over its lifetime (multiplied with [member color]). + [b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] will have no visible effect. </member> <member name="damping_curve" type="Curve" setter="set_param_curve" getter="get_param_curve"> Damping will vary along this [Curve]. @@ -151,6 +156,7 @@ </member> <member name="emission_colors" type="PackedColorArray" setter="set_emission_colors" getter="get_emission_colors" default="PackedColorArray()"> Sets the [Color]s to modulate particles by when using [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]. + [b]Note:[/b] [member emission_colors] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member emission_colors] will have no visible effect. </member> <member name="emission_normals" type="PackedVector3Array" setter="set_emission_normals" getter="get_emission_normals"> Sets the direction the particles will be emitted in when using [constant EMISSION_SHAPE_DIRECTED_POINTS]. @@ -183,7 +189,7 @@ How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins. </member> <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0"> - The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the particle system itself. + The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the particle system itself. </member> <member name="flatness" type="float" setter="set_flatness" getter="get_flatness" default="0.0"> Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts particles to X/Z plane. diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml index 6838bdeb70..5c845ba57e 100644 --- a/doc/classes/Callable.xml +++ b/doc/classes/Callable.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Callable" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - An object representing a method in a certain object that can be called. + Built-in type representing a method in an object instance or a standalone function. </brief_description> <description> - [Callable] is a first class object which can be held in variables and passed to functions. It represents a given method in an [Object], and is typically used for signal callbacks. + [Callable] is a built-in [Variant] type that represents a function. It can either be a method within an [Object] instance, or a standalone function not related to any object, like a lambda function. Like all [Variant] types, it can be stored in variables and passed to other functions. It is most commonly used for signal callbacks. [b]Example:[/b] [codeblocks] [gdscript] @@ -32,6 +32,18 @@ } [/csharp] [/codeblocks] + In GDScript, it's possible to create lambda functions within a method. Lambda functions are custom callables that are not associated with an [Object] instance. Optionally, lambda functions can also be named. The name will be displayed in the debugger, or when calling [method get_method]. + [codeblock] + func _init(): + var my_lambda = func (message): + print(message) + + # Prints Hello everyone! + my_lambda.call("Hello everyone!") + + # Prints "Attack!", when the button_pressed signal is emitted. + button_pressed.connect(func(): print("Attack!")) + [/codeblock] </description> <tutorials> </tutorials> @@ -39,7 +51,7 @@ <constructor name="Callable"> <return type="Callable" /> <description> - Constructs a null [Callable] with no object nor method bound. + Constructs an empty [Callable], with no object nor method bound. </description> </constructor> <constructor name="Callable"> @@ -54,7 +66,7 @@ <param index="0" name="object" type="Object" /> <param index="1" name="method" type="StringName" /> <description> - Creates a new [Callable] for the method called [param method] in the specified [param object]. + Creates a new [Callable] for the method named [param method] in the specified [param object]. </description> </constructor> </constructors> @@ -62,7 +74,14 @@ <method name="bind" qualifiers="vararg const"> <return type="Callable" /> <description> - Returns a copy of this [Callable] with the arguments bound. Bound arguments are passed after the arguments supplied by [method call]. + Returns a copy of this [Callable] with one or more arguments bound. When called, the bound arguments are passed [i]after[/i] the arguments supplied by [method call]. + </description> + </method> + <method name="bindv"> + <return type="Callable" /> + <param index="0" name="arguments" type="Array" /> + <description> + Returns a copy of this [Callable] with one or more arguments bound, reading them from an array. When called, the bound arguments are passed [i]after[/i] the arguments supplied by [method call]. </description> </method> <method name="call" qualifiers="vararg const"> @@ -75,12 +94,23 @@ <return type="void" /> <description> Calls the method represented by this [Callable] in deferred mode, i.e. during the idle frame. Arguments can be passed and should match the method's signature. + [codeblock] + func _ready(): + grab_focus.call_deferred() + [/codeblock] + </description> + </method> + <method name="callv" qualifiers="const"> + <return type="Variant" /> + <param index="0" name="arguments" type="Array" /> + <description> + Calls the method represented by this [Callable]. Unlike [method call], this method expects all arguments to be contained inside the [param arguments] [Array]. </description> </method> <method name="get_method" qualifiers="const"> <return type="StringName" /> <description> - Returns the name of the method represented by this [Callable]. + Returns the name of the method represented by this [Callable]. If the callable is a lambda function, returns the function's name. </description> </method> <method name="get_object" qualifiers="const"> @@ -105,7 +135,7 @@ <method name="is_custom" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if this [Callable] is a custom callable whose behavior differs based on implementation details. Custom callables are used in the engine for various reasons. If [code]true[/code], you can't use [method get_method]. + Returns [code]true[/code] if this [Callable] is a custom callable. Custom callables are created from [method bind] or [method unbind]. In GDScript, lambda functions are also custom callables. </description> </method> <method name="is_null" qualifiers="const"> @@ -117,33 +147,33 @@ <method name="is_standard" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if this [Callable] is a standard callable, referencing an object and a method using a [StringName]. + Returns [code]true[/code] if this [Callable] is a standard callable. This method is the opposite of [method is_custom]. Returns [code]false[/code] if this callable is a lambda function. </description> </method> <method name="is_valid" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the object exists and has a valid function assigned, or is a custom callable. + Returns [code]true[/code] if the callable's object exists and has a valid method name assigned, or is a custom callable. </description> </method> <method name="rpc" qualifiers="vararg const"> <return type="void" /> <description> - Perform an RPC (Remote Procedure Call). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling it on unsupported functions will result in an error. + Perform an RPC (Remote Procedure Call). This is used for multiplayer and is normally not available, unless the function being called has been marked as [i]RPC[/i]. Calling this method on unsupported functions will result in an error. </description> </method> <method name="rpc_id" qualifiers="vararg const"> <return type="void" /> <param index="0" name="peer_id" type="int" /> <description> - Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer documentation for reference). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling it on unsupported functions will result in an error. + Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer documentation for reference). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling this method on unsupported functions will result in an error. </description> </method> <method name="unbind" qualifiers="const"> <return type="Callable" /> <param index="0" name="argcount" type="int" /> <description> - Returns a copy of this [Callable] with the arguments unbound. Calling the returned [Callable] will call the method without the extra arguments that are supplied in the [Callable] on which you are calling this method. + Returns a copy of this [Callable] with the arguments unbound, as defined by [param argcount]. Calling the returned [Callable] will call the method without the extra arguments that are supplied in the [Callable] on which you are calling this method. </description> </method> </methods> diff --git a/doc/classes/CallbackTweener.xml b/doc/classes/CallbackTweener.xml index 6e4ee0380e..626405bc8e 100644 --- a/doc/classes/CallbackTweener.xml +++ b/doc/classes/CallbackTweener.xml @@ -14,7 +14,8 @@ <return type="CallbackTweener" /> <param index="0" name="delay" type="float" /> <description> - Makes the callback call delayed by given time in seconds. Example: + Makes the callback call delayed by given time in seconds. + [b]Example:[/b] [codeblock] var tween = get_tree().create_tween() tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() after 2 seconds diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml index edb5235b75..9315a85e1f 100644 --- a/doc/classes/Camera2D.xml +++ b/doc/classes/Camera2D.xml @@ -7,7 +7,7 @@ Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of [CanvasItem]-based nodes. Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. This node is intended to be a simple helper to get things going quickly, but more functionality may be desired to change how the camera works. To make your own custom camera node, inherit it from [Node2D] and change the transform of the canvas by setting [member Viewport.canvas_transform] in [Viewport] (you can obtain the current [Viewport] by using [method Node.get_viewport]). - Note that the [Camera2D] node's [code]position[/code] doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use [method get_camera_screen_center] to get the real position. + Note that the [Camera2D] node's [code]position[/code] doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use [method get_screen_center_position] to get the real position. </description> <tutorials> <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> @@ -27,20 +27,6 @@ Forces the camera to update scroll immediately. </description> </method> - <method name="get_camera_position" qualifiers="const"> - <return type="Vector2" /> - <description> - Returns the camera's [code]position[/code] (the tracked point the camera attempts to follow), relative to the origin. - [b]Note:[/b] The returned value is not the same as [member Node2D.position] or [member Node2D.global_position], as it is affected by the [code]drag[/code] properties. - </description> - </method> - <method name="get_camera_screen_center" qualifiers="const"> - <return type="Vector2" /> - <description> - Returns the location of the [Camera2D]'s screen-center, relative to the origin. - [b]Note:[/b] The real [code]position[/code] of the camera may be different, see [method get_camera_position]. - </description> - </method> <method name="get_drag_margin" qualifiers="const"> <return type="float" /> <param index="0" name="margin" type="int" enum="Side" /> @@ -55,11 +41,25 @@ Returns the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right]. </description> </method> + <method name="get_screen_center_position" qualifiers="const"> + <return type="Vector2" /> + <description> + Returns the center of the screen from this camera's point of view, in global coordinates. + [b]Note:[/b] The exact targeted position of the camera may be different. See [method get_target_position]. + </description> + </method> + <method name="get_target_position" qualifiers="const"> + <return type="Vector2" /> + <description> + Returns this camera's target position, in global coordinates. + [b]Note:[/b] The returned value is not the same as [member Node2D.global_position], as it is affected by the drag properties. It is also not the same as the current position if [member position_smoothing_enabled] is [code]true[/code] (see [method get_screen_center_position]). + </description> + </method> <method name="reset_smoothing"> <return type="void" /> <description> Sets the camera's position immediately to its current smoothing destination. - This method has no effect if [member smoothing_enabled] is [code]false[/code]. + This method has no effect if [member position_smoothing_enabled] is [code]false[/code]. </description> </method> <method name="set_drag_margin"> @@ -124,6 +124,9 @@ <member name="editor_draw_screen" type="bool" setter="set_screen_drawing_enabled" getter="is_screen_drawing_enabled" default="true"> If [code]true[/code], draws the camera's screen rectangle in the editor. </member> + <member name="ignore_rotation" type="bool" setter="set_ignore_rotation" getter="is_ignoring_rotation" default="true"> + If [code]true[/code], the camera's rendered view is not affected by its [member Node2D.rotation] and [member Node2D.global_rotation]. + </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, but [member offset] can push the view past the limit. </member> @@ -135,7 +138,7 @@ </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. - This property has no effect if [member smoothing_enabled] is [code]false[/code]. + This property has no effect if [member position_smoothing_enabled] is [code]false[/code]. [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"> @@ -144,17 +147,21 @@ <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)"> The camera's relative offset. Useful for looking around or camera shake animations. The offsetted camera can go past the limits defined in [member limit_top], [member limit_bottom], [member limit_left] and [member limit_right]. </member> + <member name="position_smoothing_enabled" type="bool" setter="set_position_smoothing_enabled" getter="is_position_smoothing_enabled" default="false"> + If [code]true[/code], the camera's view smoothly moves towards its target position at [member position_smoothing_speed]. + </member> + <member name="position_smoothing_speed" type="float" setter="set_position_smoothing_speed" getter="get_position_smoothing_speed" default="5.0"> + Speed in pixels per second of the camera's smoothing effect when [member position_smoothing_enabled] is [code]true[/code]. + </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]. </member> - <member name="rotating" type="bool" setter="set_rotating" getter="is_rotating" default="false"> - If [code]true[/code], the camera view rotates with the target. - </member> - <member name="smoothing_enabled" type="bool" setter="set_enable_follow_smoothing" getter="is_follow_smoothing_enabled" default="false"> - If [code]true[/code], the camera smoothly moves towards the target at [member smoothing_speed]. + <member name="rotation_smoothing_enabled" type="bool" setter="set_rotation_smoothing_enabled" getter="is_rotation_smoothing_enabled" default="false"> + If [code]true[/code], the camera's view smoothly rotates, via asymptotic smoothing, to align with its target rotation at [member rotation_smoothing_speed]. + [b]Note:[/b] This property has no effect if [member ignore_rotation] is [code]true[/code]. </member> - <member name="smoothing_speed" type="float" setter="set_follow_smoothing" getter="get_follow_smoothing" default="5.0"> - Speed in pixels per second of the camera's smoothing effect when [member smoothing_enabled] is [code]true[/code]. + <member name="rotation_smoothing_speed" type="float" setter="set_rotation_smoothing_speed" getter="get_rotation_smoothing_speed" default="5.0"> + The angular, asymptotic speed of the camera's rotation smoothing effect when [member rotation_smoothing_enabled] is [code]true[/code]. </member> <member name="zoom" type="Vector2" setter="set_zoom" getter="get_zoom" default="Vector2(1, 1)"> The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen in the viewport. diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index 984ad85ff1..322c4f0bf4 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -37,7 +37,7 @@ </description> </method> <method name="get_frustum" qualifiers="const"> - <return type="Array" /> + <return type="Plane[]" /> <description> Returns the camera's frustum planes in world space units as an array of [Plane]s in the following order: near, far, left, top, right, bottom. Not to be confused with [member frustum_offset]. </description> @@ -150,6 +150,9 @@ </method> </methods> <members> + <member name="attributes" type="CameraAttributes" setter="set_attributes" getter="get_attributes"> + The [CameraAttributes] to use for this camera. + </member> <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="1048575"> The culling mask that describes which 3D render layers are rendered by this camera. </member> @@ -160,9 +163,6 @@ <member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="Camera3D.DopplerTracking" default="0"> If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. See [enum DopplerTracking] for possible values. </member> - <member name="effects" type="CameraEffects" setter="set_effects" getter="get_effects"> - The [CameraEffects] to use for this camera. - </member> <member name="environment" type="Environment" setter="set_environment" getter="get_environment"> The [Environment] to use for this camera. </member> @@ -194,7 +194,7 @@ The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, objects' Z distance from the camera's local space scales their perceived size. </member> <member name="size" type="float" setter="set_size" getter="get_size" default="1.0"> - The camera's size measured as 1/2 the width or height. Only applicable in orthogonal and frustum modes. Since [member keep_aspect] locks on axis, [code]size[/code] sets the other axis' size length. + The camera's size in meters measured as the diameter of the width or height, depending on [member keep_aspect]. Only applicable in orthogonal and frustum modes. </member> <member name="v_offset" type="float" setter="set_v_offset" getter="get_v_offset" default="0.0"> The vertical (Y) offset of the camera viewport. diff --git a/doc/classes/CameraAttributes.xml b/doc/classes/CameraAttributes.xml new file mode 100644 index 0000000000..23dc212069 --- /dev/null +++ b/doc/classes/CameraAttributes.xml @@ -0,0 +1,31 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="CameraAttributes" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Parent class for camera settings. + </brief_description> + <description> + Controls camera-specific attributes such as depth of field and exposure override. + When used in a [WorldEnvironment] it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own [CameraAttributes], including the editor camera. When used in a [Camera3D] it will override any [CameraAttributes] set in the [WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure settings will be used. + See also [Environment] for general 3D environment settings. + This is a pure virtual class that is inherited by [CameraAttributesPhysical] and [CameraAttributesPractical]. + </description> + <tutorials> + </tutorials> + <members> + <member name="auto_exposure_enabled" type="bool" setter="set_auto_exposure_enabled" getter="is_auto_exposure_enabled" default="false"> + If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light. + </member> + <member name="auto_exposure_scale" type="float" setter="set_auto_exposure_scale" getter="get_auto_exposure_scale" default="0.4"> + The scale of the auto exposure effect. Affects the intensity of auto exposure. + </member> + <member name="auto_exposure_speed" type="float" setter="set_auto_exposure_speed" getter="get_auto_exposure_speed" default="0.5"> + The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure. + </member> + <member name="exposure_multiplier" type="float" setter="set_exposure_multiplier" getter="get_exposure_multiplier" default="1.0"> + Multiplier for the exposure amount. A higher value results in a brighter image. + </member> + <member name="exposure_sensitivity" type="float" setter="set_exposure_sensitivity" getter="get_exposure_sensitivity" default="100.0"> + Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image. Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. When [member auto_exposure_enabled] this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop. + </member> + </members> +</class> diff --git a/doc/classes/CameraAttributesPhysical.xml b/doc/classes/CameraAttributesPhysical.xml new file mode 100644 index 0000000000..a61e735932 --- /dev/null +++ b/doc/classes/CameraAttributesPhysical.xml @@ -0,0 +1,49 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="CameraAttributesPhysical" inherits="CameraAttributes" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Physically-based camera settings. + </brief_description> + <description> + [CameraAttributesPhysical] is used to set rendering settings based on a physically-based camera's settings. It is responsible for exposure, auto-exposure, and depth of field. + When used in a [WorldEnvironment] it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own [CameraAttributes], including the editor camera. When used in a [Camera3D] it will override any [CameraAttributes] set in the [WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], [member Camera3D.near], [member Camera3D.fov], and [member Camera3D.keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the exposure settings will be used. + The default settings are intended for use in an outdoor environment, tips for settings for use in an indoor environment can be found in each setting's documentation. + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_fov" qualifiers="const"> + <return type="float" /> + <description> + Returns the vertical field of view that corresponds to the [member frustum_focal_length]. This value is calculated internally whenever [member frustum_focal_length] is changed. + </description> + </method> + </methods> + <members> + <member name="auto_exposure_max_exposure_value" type="float" setter="set_auto_exposure_max_exposure_value" getter="get_auto_exposure_max_exposure_value" default="10.0"> + The maximum luminance (in EV100) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright. + </member> + <member name="auto_exposure_min_exposure_value" type="float" setter="set_auto_exposure_min_exposure_value" getter="get_auto_exposure_min_exposure_value" default="-8.0"> + The minimum luminance luminance (in EV100) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark. + </member> + <member name="exposure_aperture" type="float" setter="set_aperture" getter="get_aperture" default="16.0"> + Size of the aperture of the camera, measured in f-stops. An f-stop is a unitless ratio between the focal length of the camera and the diameter of the aperture. A high aperture setting will result in a smaller aperture which leads to a dimmer image and sharper focus. A low aperture results in a wide aperture which lets in more light resulting in a brighter, less-focused image. Default is appropriate for outdoors at daytime (i.e. for use with a default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 is more appropriate. + Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. + </member> + <member name="exposure_shutter_speed" type="float" setter="set_shutter_speed" getter="get_shutter_speed" default="100.0"> + Time for shutter to open and close, measured in seconds. A higher value will let in more light leading to a brighter image, while a lower amount will let in less light leading to a darker image. + Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. + </member> + <member name="frustum_far" type="float" setter="set_far" getter="get_far" default="4000.0"> + Override value for [member Camera3D.far]. Used internally when calculating depth of field. When attached to a [Camera3D] as its [member Camera3D.attributes], it will override the [member Camera3D.far] property. + </member> + <member name="frustum_focal_length" type="float" setter="set_focal_length" getter="get_focal_length" default="35.0"> + Distance between camera lens and camera aperture, measured in millimeters. Controls field of view and depth of field. A larger focal length will result in a smaller field of view and a narrower depth of field meaning fewer objects will be in focus. A smaller focal length will result in a wider field of view and a larger depth of field meaning more objects will be in focus. When attached to a [Camera3D] as its [member Camera3D.attributes], it will override the [member Camera3D.fov] property and the [member Camera3D.keep_aspect] property. + </member> + <member name="frustum_focus_distance" type="float" setter="set_focus_distance" getter="get_focus_distance" default="10.0"> + Distance from camera of object that will be in focus, measured in meters. Internally this will be clamped to be at least 1 millimeter larger than [member frustum_focal_length]. + </member> + <member name="frustum_near" type="float" setter="set_near" getter="get_near" default="0.05"> + Override value for [member Camera3D.near]. Used internally when calculating depth of field. When attached to a [Camera3D] as its [member Camera3D.attributes], it will override the [member Camera3D.near] property. + </member> + </members> +</class> diff --git a/doc/classes/CameraAttributesPractical.xml b/doc/classes/CameraAttributesPractical.xml new file mode 100644 index 0000000000..924b02fc79 --- /dev/null +++ b/doc/classes/CameraAttributesPractical.xml @@ -0,0 +1,41 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="CameraAttributesPractical" inherits="CameraAttributes" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Camera settings in an easy to use format. + </brief_description> + <description> + Controls camera-specific attributes such as auto-exposure, depth of field, and exposure override. + When used in a [WorldEnvironment] it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own [CameraAttributes], including the editor camera. When used in a [Camera3D] it will override any [CameraAttributes] set in the [WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure settings will be used. + </description> + <tutorials> + </tutorials> + <members> + <member name="auto_exposure_max_sensitivity" type="float" setter="set_auto_exposure_max_sensitivity" getter="get_auto_exposure_max_sensitivity" default="800.0"> + The maximum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright. + </member> + <member name="auto_exposure_min_sensitivity" type="float" setter="set_auto_exposure_min_sensitivity" getter="get_auto_exposure_min_sensitivity" default="0.0"> + The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark. + </member> + <member name="dof_blur_amount" type="float" setter="set_dof_blur_amount" getter="get_dof_blur_amount" default="0.1"> + Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of bluriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style. + </member> + <member name="dof_blur_far_distance" type="float" setter="set_dof_blur_far_distance" getter="get_dof_blur_far_distance" default="10.0"> + Objects further from the [Camera3D] by this amount will be blurred by the depth of field effect. Measured in meters. + </member> + <member name="dof_blur_far_enabled" type="bool" setter="set_dof_blur_far_enabled" getter="is_dof_blur_far_enabled" default="false"> + Enables depth of field blur for objects further than [member dof_blur_far_distance]. Strength of blur is controlled by [member dof_blur_amount] and modulated by [member dof_blur_far_transition]. + </member> + <member name="dof_blur_far_transition" type="float" setter="set_dof_blur_far_transition" getter="get_dof_blur_far_transition" default="5.0"> + When positive, distance over which (starting from [member dof_blur_far_distance]) blur effect will scale from 0 to [member dof_blur_amount]. When negative, uses physically-based scaling so depth of field effect will scale from 0 at [member dof_blur_far_distance] and will increase in a physically accurate way as objects get further from the [Camera3D]. + </member> + <member name="dof_blur_near_distance" type="float" setter="set_dof_blur_near_distance" getter="get_dof_blur_near_distance" default="2.0"> + Objects closer from the [Camera3D] by this amount will be blurred by the depth of field effect. Measured in meters. + </member> + <member name="dof_blur_near_enabled" type="bool" setter="set_dof_blur_near_enabled" getter="is_dof_blur_near_enabled" default="false"> + Enables depth of field blur for objects closer than [member dof_blur_near_distance]. Strength of blur is controlled by [member dof_blur_amount] and modulated by [member dof_blur_near_transition]. + </member> + <member name="dof_blur_near_transition" type="float" setter="set_dof_blur_near_transition" getter="get_dof_blur_near_transition" default="1.0"> + When positive, distance over which blur effect will scale from 0 to [member dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, uses physically-based scaling so depth of field effect will scale from 0 at [member dof_blur_near_distance] and will increase in a physically accurate way as objects get closer to the [Camera3D]. + </member> + </members> +</class> diff --git a/doc/classes/CameraEffects.xml b/doc/classes/CameraEffects.xml deleted file mode 100644 index c108b30f23..0000000000 --- a/doc/classes/CameraEffects.xml +++ /dev/null @@ -1,41 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="CameraEffects" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - Contains camera-specific effects such as depth of field and exposure override. - </brief_description> - <description> - Contains camera-specific effects such as depth of field and exposure override. - See also [Environment] for general 3D environment settings. - </description> - <tutorials> - </tutorials> - <members> - <member name="dof_blur_amount" type="float" setter="set_dof_blur_amount" getter="get_dof_blur_amount" default="0.1"> - The amount of blur for both near and far depth-of-field effects. The amount of blur increases the radius of the blur effect, making the affected area blurrier. However, If the amount is too high, you might start to see lines appearing, especially when using a low quality blur. - </member> - <member name="dof_blur_far_distance" type="float" setter="set_dof_blur_far_distance" getter="get_dof_blur_far_distance" default="10.0"> - The distance from the camera where the far blur effect affects the rendering. - </member> - <member name="dof_blur_far_enabled" type="bool" setter="set_dof_blur_far_enabled" getter="is_dof_blur_far_enabled" default="false"> - If [code]true[/code], enables the depth-of-field far blur effect. This has a significant performance cost. Consider disabling it in scenes where there are no far away objects. - </member> - <member name="dof_blur_far_transition" type="float" setter="set_dof_blur_far_transition" getter="get_dof_blur_far_transition" default="5.0"> - The length of the transition between the no-blur area and far blur. - </member> - <member name="dof_blur_near_distance" type="float" setter="set_dof_blur_near_distance" getter="get_dof_blur_near_distance" default="2.0"> - Distance from the camera where the near blur effect affects the rendering. - </member> - <member name="dof_blur_near_enabled" type="bool" setter="set_dof_blur_near_enabled" getter="is_dof_blur_near_enabled" default="false"> - If [code]true[/code], enables the depth-of-field near blur effect. This has a significant performance cost. Consider disabling it in scenes where there are no nearby objects. - </member> - <member name="dof_blur_near_transition" type="float" setter="set_dof_blur_near_transition" getter="get_dof_blur_near_transition" default="1.0"> - The length of the transition between the near blur and no-blur area. - </member> - <member name="override_exposure" type="float" setter="set_override_exposure" getter="get_override_exposure" default="1.0"> - The exposure override value to use. Higher values will result in a brighter scene. Only effective if [member override_exposure_enabled] is [code]true[/code]. - </member> - <member name="override_exposure_enabled" type="bool" setter="set_override_exposure_enabled" getter="is_override_exposure_enabled" default="false"> - If [code]true[/code], overrides the manual or automatic exposure defined in the [Environment] with the value in [member override_exposure]. - </member> - </members> -</class> diff --git a/doc/classes/CameraServer.xml b/doc/classes/CameraServer.xml index d7a9888fac..d346fbde4f 100644 --- a/doc/classes/CameraServer.xml +++ b/doc/classes/CameraServer.xml @@ -19,7 +19,7 @@ </description> </method> <method name="feeds"> - <return type="Array" /> + <return type="CameraFeed[]" /> <description> Returns an array of [CameraFeed]s. </description> diff --git a/doc/classes/CameraTexture.xml b/doc/classes/CameraTexture.xml index 8eedfe3580..e7020c869e 100644 --- a/doc/classes/CameraTexture.xml +++ b/doc/classes/CameraTexture.xml @@ -16,6 +16,7 @@ <member name="camera_is_active" type="bool" setter="set_camera_active" getter="get_camera_active" default="false"> Convenience property that gives access to the active property of the [CameraFeed]. </member> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> <member name="which_feed" type="int" setter="set_which_feed" getter="get_which_feed" enum="CameraServer.FeedImage" default="0"> Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component. </member> diff --git a/doc/classes/CanvasGroup.xml b/doc/classes/CanvasGroup.xml index 3bea8cde21..37827defec 100644 --- a/doc/classes/CanvasGroup.xml +++ b/doc/classes/CanvasGroup.xml @@ -1,17 +1,37 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CanvasGroup" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Merges several 2D nodes into a single draw operation. </brief_description> <description> + Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It allows to e.g. draw overlapping translucent 2D nodes without blending (set [member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this effect). + [b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] overrides the builtin shader. To duplicate the behavior of the builtin shader in a custom [Shader] use the following: + [codeblock] + shader_type canvas_item; + + void fragment() { + vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + + if (c.a > 0.0001) { + c.rgb /= c.a; + } + + COLOR *= c; + } + [/codeblock] + [b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both utilize the backbuffer, children of a [CanvasGroup] who have their [member CanvasItem.clip_children] set to anything other than [constant CanvasItem.CLIP_CHILDREN_DISABLED] will not function correctly. </description> <tutorials> </tutorials> <members> <member name="clear_margin" type="float" setter="set_clear_margin" getter="get_clear_margin" default="10.0"> + Sets the size of the margin used to expand the clearing rect of this [CanvasGroup]. This expands the area of the backbuffer that will be used by the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer used which can increase performance, however if [member use_mipmaps] is enabled, a small margin may result in mipmap errors at the edge of the [CanvasGroup]. Accordingly, this should be left as small as possible, but should be increased if artifacts appear along the edges of the canvas group. </member> <member name="fit_margin" type="float" setter="set_fit_margin" getter="get_fit_margin" default="10.0"> + Sets the size of a margin used to expand the drawable rect of this [CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect around its children then expanding that rect by [member fit_margin]. This increases both the backbuffer area used and the area covered by the [CanvasGroup] both of which can reduce performance. This should be kept as small as possible and should only be expanded when an increased size is needed (e.g. for custom shader effects). </member> <member name="use_mipmaps" type="bool" setter="set_use_mipmaps" getter="is_using_mipmaps" default="false"> + If [code]true[/code], calculates mipmaps for the backbuffer before drawing the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] attached to the [CanvasGroup]. Generating mipmaps has a performance cost so this should not be enabled unless required. </member> </members> </class> diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 1423b39e4a..5171e0acbe 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -5,11 +5,11 @@ </brief_description> <description> Base class of anything 2D. Canvas items are laid out in a tree; children inherit and extend their parent's transform. [CanvasItem] is extended by [Control] for anything GUI-related, and by [Node2D] for anything related to the 2D engine. - Any [CanvasItem] can draw. For this, [method update] must be called, then [constant NOTIFICATION_DRAW] will be received on idle time to request redraw. Because of this, canvas items don't need to be redrawn on every frame, improving the performance significantly. Several functions for drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). However, they can only be used inside the [method Object._notification], signal or [method _draw] virtual functions. + Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the engine, then [constant NOTIFICATION_DRAW] will be received on idle time to request redraw. Because of this, canvas items don't need to be redrawn on every frame, improving the performance significantly. Several functions for drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). However, they can only be used inside [method _draw], its corresponding [method Object._notification] or methods connected to the [signal draw] signal. Canvas items are drawn in tree order. By default, children are on top of their parents so a root [CanvasItem] will be drawn behind everything. This behavior can be changed on a per-item basis. A [CanvasItem] can also be hidden, which will also hide its children. It provides many ways to change parameters such as modulation (for itself and its children) and self modulation (only for itself), as well as its blend mode. Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed. - [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. + [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg_to_rad]. </description> <tutorials> <link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link> @@ -20,7 +20,8 @@ <method name="_draw" qualifiers="virtual"> <return type="void" /> <description> - Overridable function called by the engine (if defined) to draw the canvas item. + Called when [CanvasItem] has been requested to redraw (after [method queue_redraw] is called, either manually or by the engine). + Corresponds to the [constant NOTIFICATION_DRAW] notification in [method Object._notification]. </description> </method> <method name="draw_animation_slice"> @@ -86,7 +87,7 @@ <param index="2" name="uvs" type="PackedVector2Array" default="PackedVector2Array()" /> <param index="3" name="texture" type="Texture2D" default="null" /> <description> - Draws a colored polygon of any amount of points, convex or concave. Unlike [method draw_polygon], a single color must be specified for the whole polygon. + Draws a colored polygon of any number of points, convex or concave. Unlike [method draw_polygon], a single color must be specified for the whole polygon. </description> </method> <method name="draw_dashed_line"> @@ -106,6 +107,23 @@ After submitting all animations slices via [method draw_animation_slice], this function can be used to revert drawing to its default state (all subsequent drawing commands will be visible). If you don't care about this particular use case, usage of this function after submitting the slices is not required. </description> </method> + <method name="draw_lcd_texture_rect_region"> + <return type="void" /> + <param index="0" name="texture" type="Texture2D" /> + <param index="1" name="rect" type="Rect2" /> + <param index="2" name="src_rect" type="Rect2" /> + <param index="3" name="modulate" type="Color" default="Color(1, 1, 1, 1)" /> + <description> + Draws a textured rectangle region of the font texture with LCD subpixel anti-aliasing at a given position, optionally modulated by a color. + Texture is drawn using the following blend operation, blend mode of the [CanvasItemMaterial] is ignored: + [codeblock] + dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * modulate.a); + dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * modulate.a); + dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * modulate.a); + dst.a = modulate.a + dst.a * (1.0 - modulate.a); + [/codeblock] + </description> + </method> <method name="draw_line"> <return type="void" /> <param index="0" name="from" type="Vector2" /> @@ -135,6 +153,7 @@ <param index="3" name="modulate" type="Color" default="Color(1, 1, 1, 1)" /> <param index="4" name="outline" type="float" default="0.0" /> <param index="5" name="pixel_range" type="float" default="4.0" /> + <param index="6" name="scale" type="float" default="1.0" /> <description> Draws a textured rectangle region of the multi-channel signed distance field texture at a given position, optionally modulated by a color. See [member FontFile.multichannel_signed_distance_field] for more information and caveats about MSDF font rendering. If [param outline] is positive, each alpha channel value of pixel in region is set to maximum value of true distance in the [param outline] radius. @@ -211,7 +230,7 @@ <param index="2" name="uvs" type="PackedVector2Array" default="PackedVector2Array()" /> <param index="3" name="texture" type="Texture2D" default="null" /> <description> - Draws a solid polygon of any amount of points, convex or concave. Unlike [method draw_colored_polygon], each point's color can be changed individually. See also [method draw_polyline] and [method draw_polyline_colors]. + Draws a solid polygon of any number of points, convex or concave. Unlike [method draw_colored_polygon], each point's color can be changed individually. See also [method draw_polyline] and [method draw_polyline_colors]. </description> </method> <method name="draw_polyline"> @@ -292,16 +311,16 @@ # If using this method in a script that redraws constantly, move the # `default_font` declaration to a member variable assigned in `_ready()` # so the Control is only created once. - var default_font = Control.new().get_font("font") - var default_font_size = Control.new().get_font_size("font_size") - draw_string(default_font, Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size) + var default_font = ThemeDB.fallback_font + var default_font_size = ThemeDB.fallback_font_size + draw_string(default_font, Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size) [/gdscript] [csharp] // If using this method in a script that redraws constantly, move the - // `default_font` declaration to a member variable assigned in `_ready()` + // `default_font` declaration to a member variable assigned in `_Ready()` // so the Control is only created once. - Font defaultFont = new Control().GetFont("font"); - int defaultFontSize = new Control().GetFontSize("font_size"); + Font defaultFont = ThemeDB.FallbackFont; + int defaultFontSize = ThemeDB.FallbackFontSize; DrawString(defaultFont, new Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize); [/csharp] [/codeblocks] @@ -386,7 +405,7 @@ <method name="get_canvas_transform" qualifiers="const"> <return type="Transform2D" /> <description> - Returns the transform matrix of this item's canvas. + Returns the transform from the coordinate system of the canvas, this item is in, to the [Viewport]s coordinate system. </description> </method> <method name="get_global_mouse_position" qualifiers="const"> @@ -398,13 +417,13 @@ <method name="get_global_transform" qualifiers="const"> <return type="Transform2D" /> <description> - Returns the global transform matrix of this item. + Returns the global transform matrix of this item, i.e. the combined transform up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that either has no parent, has non-[CanvasItem] parent or it has [member top_level] enabled. </description> </method> <method name="get_global_transform_with_canvas" qualifiers="const"> <return type="Transform2D" /> <description> - Returns the global transform matrix of this item in relation to the canvas. + Returns the transform from the local coordinate system of this [CanvasItem] to the [Viewport]s coordinate system. </description> </method> <method name="get_local_mouse_position" qualifiers="const"> @@ -435,7 +454,14 @@ <method name="get_viewport_transform" qualifiers="const"> <return type="Transform2D" /> <description> - Returns this item's transform in relation to the viewport. + Returns the transform from the coordinate system of the canvas, this item is in, to the [Viewport]s embedders coordinate system. + </description> + </method> + <method name="get_visibility_layer_bit" qualifiers="const"> + <return type="bool" /> + <param index="0" name="layer" type="int" /> + <description> + Returns an individual bit on the rendering visibility layer. </description> </method> <method name="get_world_2d" qualifiers="const"> @@ -465,7 +491,7 @@ <method name="is_visible_in_tree" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree. + Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree, and is consequently not drawn (see [method _draw]). </description> </method> <method name="make_canvas_position_local" qualifiers="const"> @@ -482,6 +508,19 @@ Transformations issued by [param event]'s inputs are applied in local space instead of global space. </description> </method> + <method name="move_to_front"> + <return type="void" /> + <description> + Moves this node to display on top of its siblings. + Internally, the node is moved to the bottom of parent's children list. The method has no effect on nodes without a parent. + </description> + </method> + <method name="queue_redraw"> + <return type="void" /> + <description> + Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. This only occurs [b]once[/b] per frame, even if this method has been called multiple times. + </description> + </method> <method name="set_notify_local_transform"> <return type="void" /> <param index="0" name="enable" type="bool" /> @@ -496,21 +535,24 @@ If [param enable] is [code]true[/code], this node will receive [constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes. </description> </method> - <method name="show"> + <method name="set_visibility_layer_bit"> <return type="void" /> + <param index="0" name="layer" type="int" /> + <param index="1" name="enabled" type="bool" /> <description> - Show the [CanvasItem] if it's currently hidden. This is equivalent to setting [member visible] to [code]true[/code]. For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. + Set/clear individual bits on the rendering visibility layer. This simplifies editing this [CanvasItem]'s visibility layer. </description> </method> - <method name="update"> + <method name="show"> <return type="void" /> <description> - Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be called on idle time to request redraw. + Show the [CanvasItem] if it's currently hidden. This is equivalent to setting [member visible] to [code]true[/code]. For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. </description> </method> </methods> <members> - <member name="clip_children" type="bool" setter="set_clip_children" getter="is_clipping_children" default="false"> + <member name="clip_children" type="int" setter="set_clip_children_mode" getter="get_clip_children_mode" enum="CanvasItem.ClipChildrenMode" default="0"> + Allows the current node to clip children nodes, essentially acting as a mask. </member> <member name="light_mask" type="int" setter="set_light_mask" getter="get_light_mask" default="1"> The rendering layers in which this [CanvasItem] responds to [Light2D] nodes. @@ -539,15 +581,30 @@ <member name="use_parent_material" type="bool" setter="set_use_parent_material" getter="get_use_parent_material" default="false"> If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material. </member> + <member name="visibility_layer" type="int" setter="set_visibility_layer" getter="get_visibility_layer" default="1"> + The rendering layer in which this [CanvasItem] is rendered by [Viewport] nodes. A [Viewport] will render a [CanvasItem] if it and all its parents share a layer with the [Viewport]'s canvas cull mask. + </member> <member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true"> If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]). [b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. </member> + <member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false"> + If [code]true[/code], child nodes with the lowest Y position are drawn before those with a higher Y position. If [code]false[/code], Y-sorting is disabled. Y-sorting only affects children that inherit from [CanvasItem]. + You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the same space as the parent Y-sort. This feature allows you to organize a scene better or divide it into multiple ones without changing your scene tree. + </member> + <member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true"> + If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5. + </member> + <member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0"> + Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between [constant RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive). + [b]Note:[/b] Changing the Z index of a [Control] only affects the drawing order, not the order in which input events are handled. This can be useful to implement certain UI animations, e.g. a menu where hovered items are scaled and should overlap others. + </member> </members> <signals> <signal name="draw"> <description> - Emitted when the [CanvasItem] must redraw. This can only be connected realtime, as deferred will not allow drawing. + Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called. + [b]Note:[/b] Deferred connections do not allow drawing through the [code]draw_*[/code] methods. </description> </signal> <signal name="hidden"> @@ -574,7 +631,7 @@ The [CanvasItem]'s local transform has changed. This notification is only received if enabled by [method set_notify_local_transform]. </constant> <constant name="NOTIFICATION_DRAW" value="30"> - The [CanvasItem] is requested to draw. + The [CanvasItem] is requested to draw (see [method _draw]). </constant> <constant name="NOTIFICATION_VISIBILITY_CHANGED" value="31"> The [CanvasItem]'s visibility has changed. @@ -601,11 +658,11 @@ The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. </constant> <constant name="TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC" value="5" enum="TextureFilter"> - The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. + The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate. </constant> <constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC" value="6" enum="TextureFilter"> - The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. + The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate. </constant> <constant name="TEXTURE_FILTER_MAX" value="7" enum="TextureFilter"> @@ -626,5 +683,17 @@ <constant name="TEXTURE_REPEAT_MAX" value="4" enum="TextureRepeat"> Represents the size of the [enum TextureRepeat] enum. </constant> + <constant name="CLIP_CHILDREN_DISABLED" value="0" enum="ClipChildrenMode"> + Child draws over parent and is not clipped. + </constant> + <constant name="CLIP_CHILDREN_ONLY" value="1" enum="ClipChildrenMode"> + Parent is used for the purposes of clipping only. Child is clipped to the parent's visible area, parent is not drawn. + </constant> + <constant name="CLIP_CHILDREN_AND_DRAW" value="2" enum="ClipChildrenMode"> + Parent is used for clipping child, but parent is also drawn underneath child as normal before clipping child to its visible area. + </constant> + <constant name="CLIP_CHILDREN_MAX" value="3" enum="ClipChildrenMode"> + Represents the size of the [enum ClipChildrenMode] enum. + </constant> </constants> </class> diff --git a/doc/classes/CanvasItemMaterial.xml b/doc/classes/CanvasItemMaterial.xml index 22daf79074..59226840bc 100644 --- a/doc/classes/CanvasItemMaterial.xml +++ b/doc/classes/CanvasItemMaterial.xml @@ -28,7 +28,7 @@ [b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code]. </member> <member name="particles_animation" type="bool" setter="set_particles_animation" getter="get_particles_animation" default="false"> - If [code]true[/code], enable spritesheet-based animation features when assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed_max] or [member CPUParticles2D.anim_speed_max] should also be set to a positive value for the animation to play. + If [code]true[/code], enable spritesheet-based animation features when assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member ParticleProcessMaterial.anim_speed_max] or [member CPUParticles2D.anim_speed_max] should also be set to a positive value for the animation to play. This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes. </member> </members> diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index ff2c3a8855..ce999c06d3 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -5,6 +5,7 @@ </brief_description> <description> Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). + Embedded [Window]s are placed in layer 1024. CanvasItems in layer 1025 or above appear in front of embedded windows, CanvasItems in layer 1023 or below appear behind embedded windows. </description> <tutorials> <link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link> @@ -18,6 +19,12 @@ Returns the RID of the canvas used by this layer. </description> </method> + <method name="get_final_transform" qualifiers="const"> + <return type="Transform2D" /> + <description> + Returns the transform from the [CanvasLayer]s coordinate system to the [Viewport]s coordinate system. + </description> + </method> <method name="hide"> <return type="void" /> <description> @@ -35,11 +42,12 @@ <member name="custom_viewport" type="Node" setter="set_custom_viewport" getter="get_custom_viewport"> The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/code], uses the default viewport instead. </member> - <member name="follow_viewport_enable" type="bool" setter="set_follow_viewport" getter="is_following_viewport" default="false"> - Sets the layer to follow the viewport in order to simulate a pseudo 3D effect. + <member name="follow_viewport_enabled" type="bool" setter="set_follow_viewport" getter="is_following_viewport" default="false"> + If enabled, the [CanvasLayer] will use the viewport's transform, so it will move when camera moves instead of being anchored in a fixed position on the screen. + Together with [member follow_viewport_scale] it can be used for a pseudo 3D effect. </member> <member name="follow_viewport_scale" type="float" setter="set_follow_viewport_scale" getter="get_follow_viewport_scale" default="1.0"> - Scales the layer when using [member follow_viewport_enable]. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales. + Scales the layer when using [member follow_viewport_enabled]. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales. </member> <member name="layer" type="int" setter="set_layer" getter="get_layer" default="1"> Layer index for draw order. Lower values are drawn first. diff --git a/doc/classes/CanvasTexture.xml b/doc/classes/CanvasTexture.xml index ac18c2d474..d5bf65835f 100644 --- a/doc/classes/CanvasTexture.xml +++ b/doc/classes/CanvasTexture.xml @@ -1,25 +1,37 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CanvasTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Texture with optional normal and specular maps for use in 2D rendering. </brief_description> <description> + [CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It allows using normal maps and specular maps in any node that inherits from [CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and repeat mode independently of the node's properties (or the project settings). + [b]Note:[/b] [CanvasTexture] cannot be used in 3D rendering. For physically-based materials in 3D, use [BaseMaterial3D] instead. </description> <tutorials> </tutorials> <members> <member name="diffuse_texture" type="Texture2D" setter="set_diffuse_texture" getter="get_diffuse_texture"> + The diffuse (color) texture to use. This is the main texture you want to set in most cases. </member> <member name="normal_texture" type="Texture2D" setter="set_normal_texture" getter="get_normal_texture"> + The normal map texture to use. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture]. + [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> <member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color(1, 1, 1, 1)"> + The multiplier for specular reflection colors. The [Light2D]'s color is also taken into account when determining the reflection color. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture]. </member> <member name="specular_shininess" type="float" setter="set_specular_shininess" getter="get_specular_shininess" default="1.0"> + The specular exponent for [Light2D] specular reflections. Higher values result in a more glossy/"wet" look, with reflections becoming more localized and less visible overall. The default value of [code]1.0[/code] disables specular reflections entirely. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture]. </member> <member name="specular_texture" type="Texture2D" setter="set_specular_texture" getter="get_specular_texture"> + The specular map to use for [Light2D] specular reflections. This should be a grayscale or colored texture, with brighter areas resulting in a higher [member specular_shininess] value. Using a colored [member specular_texture] allows controlling specular shininess on a per-channel basis. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture]. </member> <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="CanvasItem.TextureFilter" default="0"> + The texture filtering mode to use when drawing this [CanvasTexture]. </member> <member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="CanvasItem.TextureRepeat" default="0"> + The texture repeat mode to use when drawing this [CanvasTexture]. </member> </members> </class> diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index c98b194a4d..a6f707383f 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -46,6 +46,9 @@ <member name="range" type="Vector2i" setter="set_range" getter="get_range" default="Vector2i(0, 0)"> Absolute character range in the string, corresponding to the glyph. Setting this property won't affect drawing. </member> + <member name="relative_index" type="int" setter="set_relative_index" getter="get_relative_index" default="0"> + The character offset of the glyph, relative to the current [RichTextEffect] custom block. Setting this property won't affect drawing. + </member> <member name="visible" type="bool" setter="set_visibility" getter="is_visible" default="true"> If [code]true[/code], the character will be drawn. If [code]false[/code], the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their [member color] to [code]Color(1, 1, 1, 0)[/code] instead. </member> diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index 95612de284..7395556d05 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -10,7 +10,7 @@ </description> <tutorials> <link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link> - <link title="Using KinematicBody2D">$DOCS_URL/tutorials/physics/using_kinematic_body_2d.html</link> + <link title="Using CharacterBody2D">$DOCS_URL/tutorials/physics/using_character_body_2d.html</link> <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link> <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> </tutorials> @@ -131,7 +131,7 @@ <method name="move_and_slide"> <return type="bool" /> <description> - Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. + Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision]. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions. The general behavior and available properties change according to the [member motion_mode]. @@ -140,12 +140,6 @@ </method> </methods> <members> - <member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08"> - Extra margin used for collision recovery when calling [method move_and_slide]. - If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion. - A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors. - A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies. - </member> <member name="floor_block_on_wall" type="bool" setter="set_floor_block_on_wall_enabled" getter="is_floor_block_on_wall_enabled" default="true"> If [code]true[/code], the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them. </member> @@ -158,7 +152,7 @@ </member> <member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="1.0"> Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction]. - As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping. + As long as the snapping vector is in contact with the ground and the body moves against [member up_direction], the body will remain attached to the surface. Snapping is not applied if the body moves along [member up_direction], so it will be able to detach from the ground when jumping. </member> <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true"> If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still. @@ -170,15 +164,21 @@ <member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0"> Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes. </member> - <member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody2D.MovingPlatformApplyVelocityOnLeave" default="0"> - Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. - </member> - <member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295"> + <member name="platform_floor_layers" type="int" setter="set_platform_floor_layers" getter="get_platform_floor_layers" default="4294967295"> Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity. </member> - <member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0"> + <member name="platform_on_leave" type="int" setter="set_platform_on_leave" getter="get_platform_on_leave" enum="CharacterBody2D.PlatformOnLeave" default="0"> + Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum PlatformOnLeave] constants for available behavior. + </member> + <member name="platform_wall_layers" type="int" setter="set_platform_wall_layers" getter="get_platform_wall_layers" default="0"> Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored. </member> + <member name="safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08"> + Extra margin used for collision recovery when calling [method move_and_slide]. + If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion. + A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors. + A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies. + </member> <member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true"> If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically. </member> @@ -199,13 +199,13 @@ <constant name="MOTION_MODE_FLOATING" value="1" enum="MotionMode"> Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games. </constant> - <constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave"> + <constant name="PLATFORM_ON_LEAVE_ADD_VELOCITY" value="0" enum="PlatformOnLeave"> Add the last platform velocity to the [member velocity] when you leave a moving platform. </constant> - <constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave"> + <constant name="PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY" value="1" enum="PlatformOnLeave"> Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down. </constant> - <constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave"> + <constant name="PLATFORM_ON_LEAVE_DO_NOTHING" value="2" enum="PlatformOnLeave"> Do nothing when leaving a platform. </constant> </constants> diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index deb93253ea..821117122c 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -41,10 +41,16 @@ Returns a [KinematicCollision3D], which contains information about the latest collision that occurred during the last call to [method move_and_slide]. </description> </method> + <method name="get_platform_angular_velocity" qualifiers="const"> + <return type="Vector3" /> + <description> + Returns the angular velocity of the platform at the last collision point. Only valid after calling [method move_and_slide]. + </description> + </method> <method name="get_platform_velocity" qualifiers="const"> <return type="Vector3" /> <description> - Returns the linear velocity of the floor at the last collision point. Only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code]. + Returns the linear velocity of the platform at the last collision point. Only valid after calling [method move_and_slide]. </description> </method> <method name="get_position_delta" qualifiers="const"> @@ -117,7 +123,7 @@ <method name="move_and_slide"> <return type="bool" /> <description> - Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. + Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision]. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions. Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code]. @@ -125,12 +131,6 @@ </method> </methods> <members> - <member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001"> - Extra margin used for collision recovery when calling [method move_and_slide]. - If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion. - A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors. - A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies. - </member> <member name="floor_block_on_wall" type="bool" setter="set_floor_block_on_wall_enabled" getter="is_floor_block_on_wall_enabled" default="true"> If [code]true[/code], the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them. </member> @@ -143,7 +143,7 @@ </member> <member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="0.1"> Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction]. - As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping. + As long as the snapping vector is in contact with the ground and the body moves against [member up_direction], the body will remain attached to the surface. Snapping is not applied if the body moves along [member up_direction], so it will be able to detach from the ground when jumping. </member> <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true"> If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still. @@ -155,15 +155,21 @@ <member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody3D.MotionMode" default="0"> Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes. </member> - <member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody3D.MovingPlatformApplyVelocityOnLeave" default="0"> - Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. - </member> - <member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295"> + <member name="platform_floor_layers" type="int" setter="set_platform_floor_layers" getter="get_platform_floor_layers" default="4294967295"> Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all floor bodies are detected and propagate their velocity. </member> - <member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0"> + <member name="platform_on_leave" type="int" setter="set_platform_on_leave" getter="get_platform_on_leave" enum="CharacterBody3D.PlatformOnLeave" default="0"> + Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum PlatformOnLeave] constants for available behavior. + </member> + <member name="platform_wall_layers" type="int" setter="set_platform_wall_layers" getter="get_platform_wall_layers" default="0"> Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all wall bodies are ignored. </member> + <member name="safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001"> + Extra margin used for collision recovery when calling [method move_and_slide]. + If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion. + A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors. + A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies. + </member> <member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true"> If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically. </member> @@ -184,13 +190,13 @@ <constant name="MOTION_MODE_FLOATING" value="1" enum="MotionMode"> Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games. </constant> - <constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave"> + <constant name="PLATFORM_ON_LEAVE_ADD_VELOCITY" value="0" enum="PlatformOnLeave"> Add the last platform velocity to the [member velocity] when you leave a moving platform. </constant> - <constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave"> + <constant name="PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY" value="1" enum="PlatformOnLeave"> Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down. </constant> - <constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave"> + <constant name="PLATFORM_ON_LEAVE_DO_NOTHING" value="2" enum="PlatformOnLeave"> Do nothing when leaving a platform. </constant> </constants> diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml index 6483faf763..3ee18cf351 100644 --- a/doc/classes/CheckBox.xml +++ b/doc/classes/CheckBox.xml @@ -4,7 +4,7 @@ Binary choice user interface widget. See also [CheckButton]. </brief_description> <description> - A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to [CheckButton] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has [b]no[/b] immediate effect on something. For instance, it should be used when toggling it will only do something once a confirmation button is pressed. + A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to [CheckButton] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has [b]no[/b] immediate effect on something. For example, it could be used when toggling it will only do something once a confirmation button is pressed. See also [BaseButton] which contains common properties and methods associated with this node. </description> <tutorials> @@ -35,14 +35,15 @@ <theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> The [CheckBox] text's font color when it's pressed. </theme_item> - <theme_item name="check_v_adjust" data_type="constant" type="int" default="0"> + <theme_item name="check_v_offset" data_type="constant" type="int" default="0"> The vertical offset used when rendering the check icons (in pixels). </theme_item> <theme_item name="h_separation" data_type="constant" type="int" default="4"> - The separation between the check icon and the text (in pixels). + The separation between the check icon and the text (in pixels). Negative values will be treated as [code]0[/code] when used. </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="font" data_type="font" type="Font"> The [Font] to use for the [CheckBox] text. diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml index 51b0411f4e..03578cafd0 100644 --- a/doc/classes/CheckButton.xml +++ b/doc/classes/CheckButton.xml @@ -4,7 +4,7 @@ Checkable button. See also [CheckBox]. </brief_description> <description> - CheckButton is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an [b]immediate[/b] effect on something. For instance, it should be used if toggling it enables/disables a setting without requiring the user to press a confirmation button. + CheckButton is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an [b]immediate[/b] effect on something. For example, it could be used if toggling it enables/disables a setting without requiring the user to press a confirmation button. See also [BaseButton] which contains common properties and methods associated with this node. </description> <tutorials> @@ -35,14 +35,15 @@ <theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> The [CheckButton] text's font color when it's pressed. </theme_item> - <theme_item name="check_v_adjust" data_type="constant" type="int" default="0"> + <theme_item name="check_v_offset" data_type="constant" type="int" default="0"> The vertical offset used when rendering the toggle icons (in pixels). </theme_item> <theme_item name="h_separation" data_type="constant" type="int" default="4"> - The separation between the toggle icon and the text (in pixels). + The separation between the toggle icon and the text (in pixels). Negative values will be treated as [code]0[/code] when used. </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="font" data_type="font" type="Font"> The [Font] to use for the [CheckButton] text. @@ -50,30 +51,30 @@ <theme_item name="font_size" data_type="font_size" type="int"> Font size of the [CheckButton]'s text. </theme_item> - <theme_item name="off" data_type="icon" type="Texture2D"> - The icon to display when the [CheckButton] is unchecked (for left-to-right layouts). - </theme_item> - <theme_item name="off_disabled" data_type="icon" type="Texture2D"> - The icon to display when the [CheckButton] is unchecked and disabled (for left-to-right layouts). - </theme_item> - <theme_item name="off_disabled_mirrored" data_type="icon" type="Texture2D"> - The icon to display when the [CheckButton] is unchecked and disabled (for right-to-left layouts). - </theme_item> - <theme_item name="off_mirrored" data_type="icon" type="Texture2D"> - The icon to display when the [CheckButton] is unchecked (for right-to-left layouts). - </theme_item> - <theme_item name="on" data_type="icon" type="Texture2D"> + <theme_item name="checked" data_type="icon" type="Texture2D"> The icon to display when the [CheckButton] is checked (for left-to-right layouts). </theme_item> - <theme_item name="on_disabled" data_type="icon" type="Texture2D"> + <theme_item name="checked_disabled" data_type="icon" type="Texture2D"> The icon to display when the [CheckButton] is checked and disabled (for left-to-right layouts). </theme_item> - <theme_item name="on_disabled_mirrored" data_type="icon" type="Texture2D"> + <theme_item name="checked_disabled_mirrored" data_type="icon" type="Texture2D"> The icon to display when the [CheckButton] is checked and disabled (for right-to-left layouts). </theme_item> - <theme_item name="on_mirrored" data_type="icon" type="Texture2D"> + <theme_item name="checked_mirrored" data_type="icon" type="Texture2D"> The icon to display when the [CheckButton] is checked (for right-to-left layouts). </theme_item> + <theme_item name="unchecked" data_type="icon" type="Texture2D"> + The icon to display when the [CheckButton] is unchecked (for left-to-right layouts). + </theme_item> + <theme_item name="unchecked_disabled" data_type="icon" type="Texture2D"> + The icon to display when the [CheckButton] is unchecked and disabled (for left-to-right layouts). + </theme_item> + <theme_item name="unchecked_disabled_mirrored" data_type="icon" type="Texture2D"> + The icon to display when the [CheckButton] is unchecked and disabled (for right-to-left layouts). + </theme_item> + <theme_item name="unchecked_mirrored" data_type="icon" type="Texture2D"> + The icon to display when the [CheckButton] is unchecked (for right-to-left layouts). + </theme_item> <theme_item name="disabled" data_type="style" type="StyleBox"> The [StyleBox] to display as a background when the [CheckButton] is disabled. </theme_item> diff --git a/doc/classes/ClassDB.xml b/doc/classes/ClassDB.xml index 90ce52fdb0..5d3c6210f6 100644 --- a/doc/classes/ClassDB.xml +++ b/doc/classes/ClassDB.xml @@ -13,7 +13,7 @@ <return type="bool" /> <param index="0" name="class" type="StringName" /> <description> - Returns [code]true[/code] if you can instance objects from the specified [param class], [code]false[/code] in other case. + Returns [code]true[/code] if objects can be instantiated from the specified [param class], otherwise returns [code]false[/code]. </description> </method> <method name="class_exists" qualifiers="const"> @@ -66,7 +66,7 @@ </description> </method> <method name="class_get_method_list" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="class" type="StringName" /> <param index="1" name="no_inheritance" type="bool" default="false" /> <description> @@ -83,7 +83,7 @@ </description> </method> <method name="class_get_property_list" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="class" type="StringName" /> <param index="1" name="no_inheritance" type="bool" default="false" /> <description> @@ -99,7 +99,7 @@ </description> </method> <method name="class_get_signal_list" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="class" type="StringName" /> <param index="1" name="no_inheritance" type="bool" default="false" /> <description> diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml index 5277df399e..3ceb8967a0 100644 --- a/doc/classes/CodeEdit.xml +++ b/doc/classes/CodeEdit.xml @@ -4,7 +4,7 @@ Multiline text control intended for editing code. </brief_description> <description> - CodeEdit is a specialised [TextEdit] designed for editing plain text code files. It contains a bunch of features commonly found in code editors such as line numbers, line folding, code completion, indent management and string / comment management. + CodeEdit is a specialized [TextEdit] designed for editing plain text code files. It contains a bunch of features commonly found in code editors such as line numbers, line folding, code completion, indent management and string / comment management. [b]Note:[/b] By default [CodeEdit] always use left-to-right text direction to correctly display source code. </description> <tutorials> @@ -18,7 +18,7 @@ </description> </method> <method name="_filter_code_completion_candidates" qualifiers="virtual const"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="candidates" type="Dictionary[]" /> <description> Override this method to define what items in [param candidates] should be displayed. @@ -159,13 +159,13 @@ </description> </method> <method name="get_bookmarked_lines" qualifiers="const"> - <return type="Array" /> + <return type="PackedInt32Array" /> <description> Gets all bookmarked lines. </description> </method> <method name="get_breakpointed_lines" qualifiers="const"> - <return type="Array" /> + <return type="PackedInt32Array" /> <description> Gets all breakpointed lines. </description> @@ -226,7 +226,7 @@ </description> </method> <method name="get_executing_lines" qualifiers="const"> - <return type="Array" /> + <return type="PackedInt32Array" /> <description> Gets all executing lines. </description> @@ -448,7 +448,7 @@ <member name="code_completion_enabled" type="bool" setter="set_code_completion_enabled" getter="is_code_completion_enabled" default="false"> Sets whether code completion is allowed. </member> - <member name="code_completion_prefixes" type="String[]" setter="set_code_completion_prefixes" getter="get_code_comletion_prefixes" default="[]"> + <member name="code_completion_prefixes" type="String[]" setter="set_code_completion_prefixes" getter="get_code_completion_prefixes" default="[]"> Sets prefixes that will trigger code completion. </member> <member name="delimiter_comments" type="String[]" setter="set_comment_delimiters" getter="get_comment_delimiters" default="[]"> @@ -482,7 +482,7 @@ Prefixes to trigger an automatic indent. </member> <member name="indent_size" type="int" setter="set_indent_size" getter="get_indent_size" default="4"> - Size of tabs, if [code]indent_use_spaces[/code] is enabled the amount of spaces to use. + Size of tabs, if [code]indent_use_spaces[/code] is enabled the number of spaces to use. </member> <member name="indent_use_spaces" type="bool" setter="set_indent_using_spaces" getter="is_indent_using_spaces" default="false"> Use spaces instead of tabs for indentation. @@ -616,8 +616,8 @@ <theme_item name="font_readonly_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 0.5)"> Sets the font [Color] when [member TextEdit.editable] is disabled. </theme_item> - <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(0, 0, 0, 1)"> - Sets the [Color] of the selected text. [member TextEdit.override_selected_font_color] has to be enabled. + <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)"> + Sets the [Color] of the selected text. If equal to [code]Color(0, 0, 0, 0)[/code], it will be ignored. </theme_item> <theme_item name="line_length_guideline_color" data_type="color" type="Color" default="Color(0.3, 0.5, 0.8, 0.1)"> [Color] of the main line length guideline, secondary guidelines will have 50% alpha applied. @@ -651,6 +651,7 @@ </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="font" data_type="font" type="Font"> Sets the default [Font]. diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index 4353d97597..3ed2c9d3de 100644 --- a/doc/classes/CollisionObject2D.xml +++ b/doc/classes/CollisionObject2D.xml @@ -20,6 +20,32 @@ [b]Note:[/b] [method _input_event] requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. </description> </method> + <method name="_mouse_enter" qualifiers="virtual"> + <return type="void" /> + <description> + Called when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this function to be called. + </description> + </method> + <method name="_mouse_exit" qualifiers="virtual"> + <return type="void" /> + <description> + Called when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this function to be called. + </description> + </method> + <method name="_mouse_shape_enter" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="shape_idx" type="int" /> + <description> + Called when the mouse pointer enters any of this object's shapes or moves from one shape to another. [param shape_idx] is the child index of the newly entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be called. + </description> + </method> + <method name="_mouse_shape_exit" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="shape_idx" type="int" /> + <description> + Called when the mouse pointer exits any of this object's shapes. [param shape_idx] is the child index of the exited [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be called. + </description> + </method> <method name="create_shape_owner"> <return type="int" /> <param index="0" name="owner" type="Object" /> @@ -55,7 +81,7 @@ </description> </method> <method name="get_shape_owners"> - <return type="Array" /> + <return type="PackedInt32Array" /> <description> Returns an [Array] of [code]owner_id[/code] identifiers. You can use these ids in other methods that take [code]owner_id[/code] as an argument. </description> @@ -131,7 +157,7 @@ <param index="0" name="owner_id" type="int" /> <param index="1" name="shape_id" type="int" /> <description> - Returns the [Shape2D] with the given id from the given shape owner. + Returns the [Shape2D] with the given ID from the given shape owner. </description> </method> <method name="shape_owner_get_shape_count" qualifiers="const"> @@ -146,7 +172,7 @@ <param index="0" name="owner_id" type="int" /> <param index="1" name="shape_id" type="int" /> <description> - Returns the child index of the [Shape2D] with the given id from the given shape owner. + Returns the child index of the [Shape2D] with the given ID from the given shape owner. </description> </method> <method name="shape_owner_get_transform" qualifiers="const"> @@ -206,6 +232,9 @@ The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> + <member name="collision_priority" type="float" setter="set_collision_priority" getter="get_collision_priority" default="1.0"> + The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level. + </member> <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject2D.DisableMode" default="0"> Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. </member> diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index f9e28824df..c302963b92 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -21,6 +21,18 @@ [b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. </description> </method> + <method name="_mouse_enter" qualifiers="virtual"> + <return type="void" /> + <description> + Called when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject3D] won't cause this function to be called. + </description> + </method> + <method name="_mouse_exit" qualifiers="virtual"> + <return type="void" /> + <description> + Called when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject3D] won't cause this function to be called. + </description> + </method> <method name="create_shape_owner"> <return type="int" /> <param index="0" name="owner" type="Object" /> @@ -49,7 +61,7 @@ </description> </method> <method name="get_shape_owners"> - <return type="Array" /> + <return type="PackedInt32Array" /> <description> Returns an [Array] of [code]owner_id[/code] identifiers. You can use these ids in other methods that take [code]owner_id[/code] as an argument. </description> @@ -118,7 +130,7 @@ <param index="0" name="owner_id" type="int" /> <param index="1" name="shape_id" type="int" /> <description> - Returns the [Shape3D] with the given id from the given shape owner. + Returns the [Shape3D] with the given ID from the given shape owner. </description> </method> <method name="shape_owner_get_shape_count" qualifiers="const"> @@ -133,7 +145,7 @@ <param index="0" name="owner_id" type="int" /> <param index="1" name="shape_id" type="int" /> <description> - Returns the child index of the [Shape3D] with the given id from the given shape owner. + Returns the child index of the [Shape3D] with the given ID from the given shape owner. </description> </method> <method name="shape_owner_get_transform" qualifiers="const"> @@ -177,6 +189,9 @@ The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> + <member name="collision_priority" type="float" setter="set_collision_priority" getter="get_collision_priority" default="1.0"> + The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level. + </member> <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject3D.DisableMode" default="0"> Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. </member> diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index 246e0e8663..75530370bc 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -4,7 +4,8 @@ Node that represents collision shape data in 2D space. </brief_description> <description> - Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. + Editor facility for creating and editing collision shapes in 2D space. Set the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. + You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> @@ -13,6 +14,10 @@ <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link> </tutorials> <members> + <member name="debug_color" type="Color" setter="set_debug_color" getter="get_debug_color" default="Color(0, 0, 0, 1)"> + The collision shape debug color. + [b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/collision/shape_color]. The [code]Color(0, 0, 0, 1)[/code] value documented here is a placeholder, and not the actual default debug color. + </member> <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false"> A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred]. </member> diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml index c8423dac9e..304b46ba27 100644 --- a/doc/classes/CollisionShape3D.xml +++ b/doc/classes/CollisionShape3D.xml @@ -4,7 +4,8 @@ Node that represents collision shape data in 3D space. </brief_description> <description> - Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. + Editor facility for creating and editing collision shapes in 3D space. Set the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. + You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 3a3803c1da..d1387d088d 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -1,12 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Color" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Color in RGBA format using floats on the range of 0 to 1. + Color built-in type, in RGBA format. </brief_description> <description> - A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for opacity. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors). - You can also create a color from standardized color names by using the string constructor or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url]. - If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8]. + A color represented in RGBA format by red ([member r]), green ([member g]), blue ([member b]), and alpha ([member a]) components. Each component is a 16-bit floating-point value, usually ranging from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may support values greater than 1, for overbright or High Dynamic Range colors. If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8]. + Colors can also be created by name from a set of standardized colors, through the [String] constructor, [method from_string], or by directly fetching the color constants documented here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url], with the addition of [constant TRANSPARENT]. [b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code]. [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png]Color constants cheatsheet[/url] </description> @@ -19,7 +18,8 @@ <constructor name="Color"> <return type="Color" /> <description> - Constructs a default-initialized [Color] with all components set to [code]0[/code]. + Constructs a default [Color] from opaque black. This is the same as [constant BLACK]. + [b]Note:[/b] in C#, constructs an empty color with all of its components set to [code]0.0[/code] (transparent black). </description> </constructor> <constructor name="Color"> @@ -27,10 +27,10 @@ <param index="0" name="from" type="Color" /> <param index="1" name="alpha" type="float" /> <description> - Constructs a [Color] from an existing color, but with a custom alpha value. + Constructs a [Color] from the existing color, with [member a] set to the given [param alpha] value. [codeblocks] [gdscript] - var red = Color(Color.red, 0.2) # 20% opaque red. + var red = Color(Color.RED, 0.2) # 20% opaque red. [/gdscript] [csharp] var red = new Color(Colors.Red, 0.2f); // 20% opaque red. @@ -49,7 +49,7 @@ <return type="Color" /> <param index="0" name="code" type="String" /> <description> - Constructs a [Color] either from an HTML color code or from a standardized color name. Supported color names are the same as the constants. + Constructs a [Color] either from an HTML color code or from a standardized color name. The supported color names are the same as the constants. </description> </constructor> <constructor name="Color"> @@ -57,7 +57,7 @@ <param index="0" name="code" type="String" /> <param index="1" name="alpha" type="float" /> <description> - Constructs a [Color] either from an HTML color code or from a standardized color name, with [param alpha] on the range of 0 to 1. Supported color names are the same as the constants. + Constructs a [Color] either from an HTML color code or from a standardized color name, with [param alpha] on the range of 0.0 to 1.0. The supported color names are the same as the constants. </description> </constructor> <constructor name="Color"> @@ -66,7 +66,7 @@ <param index="1" name="g" type="float" /> <param index="2" name="b" type="float" /> <description> - Constructs a [Color] from RGB values, typically between 0 and 1. Alpha will be 1. + Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member a] is set to 1.0. [codeblocks] [gdscript] var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)` @@ -84,7 +84,7 @@ <param index="2" name="b" type="float" /> <param index="3" name="a" type="float" /> <description> - Constructs a [Color] from RGBA values, typically between 0 and 1. + Constructs a [Color] from RGBA values, typically between 0.0 and 1.0. [codeblocks] [gdscript] var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, 204)` @@ -101,7 +101,7 @@ <return type="Color" /> <param index="0" name="over" type="Color" /> <description> - Returns a new color resulting from blending this color over another. If the color is opaque, the result is also opaque. The second color may have a range of alpha values. + Returns a new color resulting from overlaying this color over the given color. In a painting program, you can imagine it as the [param over] color painted over this colour (including alpha). [codeblocks] [gdscript] var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50% @@ -128,7 +128,7 @@ <return type="Color" /> <param index="0" name="amount" type="float" /> <description> - Returns a new color resulting from making this color darker by the specified percentage (ratio from 0 to 1). + Returns a new color resulting from making this color darker by the specified [param amount] (ratio from 0.0 to 1.0). See also [method lightened]. [codeblocks] [gdscript] var green = Color(0.0, 1.0, 0.0) @@ -141,12 +141,6 @@ [/codeblocks] </description> </method> - <method name="find_named_color" qualifiers="static"> - <return type="int" /> - <param index="0" name="name" type="String" /> - <description> - </description> - </method> <method name="from_hsv" qualifiers="static"> <return type="Color" /> <param index="0" name="h" type="float" /> @@ -154,7 +148,7 @@ <param index="2" name="v" type="float" /> <param index="3" name="alpha" type="float" default="1.0" /> <description> - Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV profile[/url]. [param h] (hue), [param s] (saturation), and [param v] (value) are typically between 0 and 1. + Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV profile[/url]. The hue ([param h]), saturation ([param s]), and value ([param v]) are typically between 0.0 and 1.0. [codeblocks] [gdscript] var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) @@ -172,7 +166,7 @@ <param index="2" name="l" type="float" /> <param index="3" name="alpha" type="float" default="1.0" /> <description> - Constructs a color from an [url=https://bottosson.github.io/posts/colorpicker/]OK HSL profile[/url]. [param h] (hue), [param s] (saturation), and [param l] (lightness) are typically between 0 and 1. + Constructs a color from an [url=https://bottosson.github.io/posts/colorpicker/]OK HSL profile[/url]. The hue ([param h]), saturation ([param s]), and lightness ([param l]) are typically between 0.0 and 1.0. [codeblocks] [gdscript] var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8) @@ -187,6 +181,7 @@ <return type="Color" /> <param index="0" name="rgbe" type="int" /> <description> + Encodes a [Color] from a RGBE9995 format integer. See [constant Image.FORMAT_RGBE9995]. </description> </method> <method name="from_string" qualifiers="static"> @@ -194,61 +189,61 @@ <param index="0" name="str" type="String" /> <param index="1" name="default" type="Color" /> <description> + Creates a [Color] from the given string, which can be either an HTML color code or a named color (case-insensitive). Returns [param default] if the color cannot be inferred from the string. </description> </method> <method name="get_luminance" qualifiers="const"> <return type="float" /> <description> - Returns the luminance of the color in the [code][0.0, 1.0][/code] range. - This is useful when determining light or dark color. Colors with a luminance smaller than 0.5 can be generally considered dark. - [b]Note:[/b] [method get_luminance] relies on the colour being in the linear color space to return an accurate relative luminance value. If the color is in the sRGB color space, use [method srgb_to_linear] to convert it to the linear color space first. - </description> - </method> - <method name="get_named_color" qualifiers="static"> - <return type="Color" /> - <param index="0" name="idx" type="int" /> - <description> - </description> - </method> - <method name="get_named_color_count" qualifiers="static"> - <return type="int" /> - <description> - </description> - </method> - <method name="get_named_color_name" qualifiers="static"> - <return type="String" /> - <param index="0" name="idx" type="int" /> - <description> + Returns the light intensity of the color, as a value between 0.0 and 1.0 (inclusive). This is useful when determining light or dark color. Colors with a luminance smaller than 0.5 can be generally considered dark. + [b]Note:[/b] [method get_luminance] relies on the color being in the linear color space to return an accurate relative luminance value. If the color is in the sRGB color space, use [method srgb_to_linear] to convert it to the linear color space first. </description> </method> <method name="hex" qualifiers="static"> <return type="Color" /> <param index="0" name="hex" type="int" /> <description> + Returns the [Color] associated with the provided [param hex] integer in 32-bit ARGB format (8 bits per channel, alpha channel first). + In GDScript and C#, the [int] is best visualized with hexadecimal notation ([code]"0x"[/code] prefix). + [codeblocks] + [gdscript] + var red = Color.hex(0xffff0000) + var dark_cyan = Color.hex(0xff008b8b) + var my_color = Color.hex(0xa4bbefd2) + [/gdscript] + [csharp] + var red = new Color(0xffff0000); + var dark_cyan = new Color(0xff008b8b); + var my_color = new Color(0xa4bbefd2); + [/csharp] + [/codeblocks] </description> </method> <method name="hex64" qualifiers="static"> <return type="Color" /> <param index="0" name="hex" type="int" /> <description> + Returns the [Color] associated with the provided [param hex] integer in 64-bit ARGB format (16 bits per channel, alpha channel first). + In GDScript and C#, the [int] is best visualized with hexadecimal notation ([code]"0x"[/code] prefix). </description> </method> <method name="html" qualifiers="static"> <return type="Color" /> <param index="0" name="rgba" type="String" /> <description> - Returns a new color from [param rgba], an HTML hexadecimal color string. [param rgba] is not case sensitive, and may be prefixed with a '#' character. - [param rgba] must be a valid three-digit or six-digit hexadecimal color string, and may contain an alpha channel value. If [param rgba] does not contain an alpha channel value, an alpha channel value of 1.0 is applied. - If [param rgba] is invalid a Color(0.0, 0.0, 0.0, 1.0) is returned. - [b]Note:[/b] This method is not implemented in C#, but the same functionality is provided in the class constructor. + Returns a new color from [param rgba], an HTML hexadecimal color string. [param rgba] is not case-sensitive, and may be prefixed by a hash sign ([code]#[/code]). + [param rgba] must be a valid three-digit or six-digit hexadecimal color string, and may contain an alpha channel value. If [param rgba] does not contain an alpha channel value, an alpha channel value of 1.0 is applied. If [param rgba] is invalid, returns an empty color. + [b]Note:[/b] In C#, this method is not implemented. The same functionality is provided by the Color constructor. [codeblocks] [gdscript] - var green = Color.html("#00FF00FF") # set green to Color(0.0, 1.0, 0.0, 1.0) - var blue = Color.html("#0000FF") # set blue to Color(0.0, 0.0, 1.0, 1.0) + var blue = Color.html("#0000ff") # blue is Color(0.0, 0.0, 1.0, 1.0) + var green = Color.html("#0F0") # green is Color(0.0, 1.0, 0.0, 1.0) + var col = Color.html("663399cc") # col is Color(0.4, 0.2, 0.6, 0.8) [/gdscript] [csharp] - var green = new Color("#00FF00FF"); // set green to Color(0.0, 1.0, 0.0, 1.0) - var blue = new Color("#0000FF"); // set blue to Color(0.0, 0.0, 1.0, 1.0) + var blue = Color.FromHtml("#0000ff"); // blue is Color(0.0, 0.0, 1.0, 1.0) + var green = Color.FromHtml("#0F0"); // green is Color(0.0, 1.0, 0.0, 1.0) + var col = Color.FromHtml("663399cc"); // col is Color(0.4, 0.2, 0.6, 0.8) [/csharp] [/codeblocks] </description> @@ -257,24 +252,25 @@ <return type="bool" /> <param index="0" name="color" type="String" /> <description> - Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color string. [param color] is not case sensitive, and may be prefixed with a '#' character. - For a string to be valid it must be three-digit or six-digit hexadecimal, and may contain an alpha channel value. + Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color string. The string must be a hexadecimal value (case-insensitive) of either 3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). This method is identical to [method String.is_valid_html_color]. [codeblocks] [gdscript] - var result = Color.html_is_valid("#55aaFF") # result is true - result = Color.html_is_valid("#55AAFF20") # result is true - result = Color.html_is_valid("55AAFF") # result is true - result = Color.html_is_valid("#F2C") # result is true - result = Color.html_is_valid("#AABBC) # result is false - result = Color.html_is_valid("#55aaFF5") # result is false + Color.html_is_valid("#55aaFF") # Returns true + Color.html_is_valid("#55AAFF20") # Returns true + Color.html_is_valid("55AAFF") # Returns true + Color.html_is_valid("#F2C") # Returns true + + Color.html_is_valid("#AABBC) # Returns false + Color.html_is_valid("#55aaFF5") # Returns false [/gdscript] [csharp] - var result = Color.HtmlIsValid("#55AAFF"); // result is true - result = Color.HtmlIsValid("#55AAFF20"); // result is true - result = Color.HtmlIsValid("55AAFF); // result is true - result = Color.HtmlIsValid("#F2C"); // result is true - result = Color.HtmlIsValid("#AABBC"); // result is false - result = Color.HtmlIsValid("#55aaFF5"); // result is false + Color.IsHtmlValid("#55AAFF"); // Returns true + Color.IsHtmlValid("#55AAFF20"); // Returns true + Color.IsHtmlValid("55AAFF"); // Returns true + Color.IsHtmlValid("#F2C"); // Returns true + + Color.IsHtmlValid("#AABBC"); // Returns false + Color.IsHtmlValid("#55aaFF5"); // Returns false [/csharp] [/codeblocks] </description> @@ -282,13 +278,15 @@ <method name="inverted" qualifiers="const"> <return type="Color" /> <description> - Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code]. + Returns the color with its [member r], [member g], and [member b] components inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]). [codeblocks] [gdscript] + var black = Color.WHITE.inverted() var color = Color(0.3, 0.4, 0.9) var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)` [/gdscript] [csharp] + var black = Colors.White.Inverted(); var color = new Color(0.3f, 0.4f, 0.9f); Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, 0.6f, 0.1f)` [/csharp] @@ -307,17 +305,23 @@ <param index="0" name="to" type="Color" /> <param index="1" name="weight" type="float" /> <description> - Returns the linear interpolation with another color. The interpolation factor [param weight] is between 0 and 1. + Returns the linear interpolation between this color's components and [param to]'s components. The interpolation factor [param weight] should be between 0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp]. [codeblocks] [gdscript] - var c1 = Color(1.0, 0.0, 0.0) - var c2 = Color(0.0, 1.0, 0.0) - var lerp_color = c1.lerp(c2, 0.5) # Equivalent to `Color(0.5, 0.5, 0.0)` + var red = Color(1.0, 0.0, 0.0) + var aqua = Color(0.0, 1.0, 0.8) + + red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16) + red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4) + red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8) [/gdscript] [csharp] - var c1 = new Color(1.0f, 0.0f, 0.0f); - var c2 = new Color(0.0f, 1.0f, 0.0f); - Color lerpColor = c1.Lerp(c2, 0.5f); // Equivalent to `new Color(0.5f, 0.5f, 0.0f)` + var red = new Color(1.0f, 0.0f, 0.0f); + var aqua = new Color(0.0f, 1.0f, 0.8f); + + red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f) + red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f) + red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f) [/csharp] [/codeblocks] </description> @@ -326,15 +330,15 @@ <return type="Color" /> <param index="0" name="amount" type="float" /> <description> - Returns a new color resulting from making this color lighter by the specified percentage (ratio from 0 to 1). + Returns a new color resulting from making this color lighter by the specified [param amount], which should be a ratio from 0.0 to 1.0. See also [method darkened]. [codeblocks] [gdscript] var green = Color(0.0, 1.0, 0.0) - var lightgreen = green.lightened(0.2) # 20% lighter than regular green + var light_green = green.lightened(0.2) # 20% lighter than regular green [/gdscript] [csharp] var green = new Color(0.0f, 1.0f, 0.0f); - Color lightgreen = green.Lightened(0.2f); // 20% lighter than regular green + Color lightGreen = green.Lightened(0.2f); // 20% lighter than regular green [/csharp] [/codeblocks] </description> @@ -342,19 +346,19 @@ <method name="linear_to_srgb" qualifiers="const"> <return type="Color" /> <description> - Returns the color converted to the [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] color space. This assumes the original color is in the linear color space. See also [method srgb_to_linear] which performs the opposite operation. + Returns the color converted to the [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] color space. This method assumes the original color is in the linear color space. See also [method srgb_to_linear] which performs the opposite operation. </description> </method> <method name="srgb_to_linear" qualifiers="const"> <return type="Color" /> <description> - Returns the color converted to the linear color space. This assumes the original color is in the sRGB color space. See also [method linear_to_srgb] which performs the opposite operation. + Returns the color converted to the linear color space. This method assumes the original color already is in the sRGB color space. See also [method linear_to_srgb] which performs the opposite operation. </description> </method> <method name="to_abgr32" qualifiers="const"> <return type="int" /> <description> - Returns the color converted to a 32-bit integer in ABGR format (each byte represents a color channel). ABGR is the reversed version of the default format. + Returns the color converted to a 32-bit integer in ABGR format (each component is 8 bits). ABGR is the reversed version of the default RGBA format. [codeblocks] [gdscript] var color = Color(1, 0.5, 0.2) @@ -370,7 +374,7 @@ <method name="to_abgr64" qualifiers="const"> <return type="int" /> <description> - Returns the color converted to a 64-bit integer in ABGR format (each word represents a color channel). ABGR is the reversed version of the default format. + Returns the color converted to a 64-bit integer in ABGR format (each component is 16 bits). ABGR is the reversed version of the default RGBA format. [codeblocks] [gdscript] var color = Color(1, 0.5, 0.2) @@ -386,7 +390,7 @@ <method name="to_argb32" qualifiers="const"> <return type="int" /> <description> - Returns the color converted to a 32-bit integer in ARGB format (each byte represents a color channel). ARGB is more compatible with DirectX. + Returns the color converted to a 32-bit integer in ARGB format (each component is 8 bits). ARGB is more compatible with DirectX. [codeblocks] [gdscript] var color = Color(1, 0.5, 0.2) @@ -402,7 +406,7 @@ <method name="to_argb64" qualifiers="const"> <return type="int" /> <description> - Returns the color converted to a 64-bit integer in ARGB format (each word represents a color channel). ARGB is more compatible with DirectX. + Returns the color converted to a 64-bit integer in ARGB format (each component is 16 bits). ARGB is more compatible with DirectX. [codeblocks] [gdscript] var color = Color(1, 0.5, 0.2) @@ -419,18 +423,18 @@ <return type="String" /> <param index="0" name="with_alpha" type="bool" default="true" /> <description> - Returns the color converted to an HTML hexadecimal color string in RGBA format (ex: [code]ff34f822[/code]). - Setting [param with_alpha] to [code]false[/code] excludes alpha from the hexadecimal string (and uses RGB instead of RGBA format). + Returns the color converted to an HTML hexadecimal color [String] in RGBA format, without the hash ([code]#[/code]) prefix. + Setting [param with_alpha] to [code]false[/code], excludes alpha from the hexadecimal string, using RGB format instead of RGBA format. [codeblocks] [gdscript] - var color = Color(1, 1, 1, 0.5) - var with_alpha = color.to_html() # Returns "ffffff7f" - var without_alpha = color.to_html(false) # Returns "ffffff" + var white = Color(1, 1, 1, 0.5) + var with_alpha = white.to_html() # Returns "ffffff7f" + var without_alpha = white.to_html(false) # Returns "ffffff" [/gdscript] [csharp] - var color = new Color(1, 1, 1, 0.5f); - String withAlpha = color.ToHtml(); // Returns "ffffff7f" - String withoutAlpha = color.ToHtml(false); // Returns "ffffff" + var white = new Color(1, 1, 1, 0.5f); + string withAlpha = white.ToHtml(); // Returns "ffffff7f" + string withoutAlpha = white.ToHtml(false); // Returns "ffffff" [/csharp] [/codeblocks] </description> @@ -438,7 +442,7 @@ <method name="to_rgba32" qualifiers="const"> <return type="int" /> <description> - Returns the color converted to a 32-bit integer in RGBA format (each byte represents a color channel). RGBA is Godot's default format. + Returns the color converted to a 32-bit integer in RGBA format (each component is 8 bits). RGBA is Godot's default format. [codeblocks] [gdscript] var color = Color(1, 0.5, 0.2) @@ -454,7 +458,7 @@ <method name="to_rgba64" qualifiers="const"> <return type="int" /> <description> - Returns the color converted to a 64-bit integer in RGBA format (each word represents a color channel). RGBA is Godot's default format. + Returns the color converted to a 64-bit integer in RGBA format (each component is 16 bits). RGBA is Godot's default format. [codeblocks] [gdscript] var color = Color(1, 0.5, 0.2) @@ -473,19 +477,19 @@ The color's alpha component, typically on the range of 0 to 1. A value of 0 means that the color is fully transparent. A value of 1 means that the color is fully opaque. </member> <member name="a8" type="int" setter="" getter="" default="255"> - Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1. + Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1. </member> <member name="b" type="float" setter="" getter="" default="0.0"> The color's blue component, typically on the range of 0 to 1. </member> <member name="b8" type="int" setter="" getter="" default="0"> - Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1. + Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1. </member> <member name="g" type="float" setter="" getter="" default="0.0"> The color's green component, typically on the range of 0 to 1. </member> <member name="g8" type="int" setter="" getter="" default="0"> - Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1. + Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1. </member> <member name="h" type="float" setter="" getter="" default="0.0"> The HSV hue of this color, on the range 0 to 1. @@ -494,7 +498,7 @@ The color's red component, typically on the range of 0 to 1. </member> <member name="r8" type="int" setter="" getter="" default="0"> - Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1. + Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1. </member> <member name="s" type="float" setter="" getter="" default="0.0"> The HSV saturation of this color, on the range 0 to 1. @@ -526,7 +530,7 @@ Bisque color. </constant> <constant name="BLACK" value="Color(0, 0, 0, 1)"> - Black color. + Black color. In GDScript, this is the default value of any color. </constant> <constant name="BLANCHED_ALMOND" value="Color(1, 0.921569, 0.803922, 1)"> Blanched almond color. @@ -948,7 +952,7 @@ <return type="bool" /> <param index="0" name="right" type="Color" /> <description> - Returns [code]true[/code] if the colors are not equal. + Returns [code]true[/code] if the colors are not exactly equal. [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> @@ -1020,7 +1024,7 @@ <return type="float" /> <param index="0" name="index" type="int" /> <description> - Access color components using their index. [code]c[0][/code] is equivalent to [code]c.r[/code], [code]c[1][/code] is equivalent to [code]c.g[/code], [code]c[2][/code] is equivalent to [code]c.b[/code], and [code]c[3][/code] is equivalent to [code]c.a[/code]. + Access color components using their index. [code][0][/code] is equivalent to [member r], [code][1][/code] is equivalent to [member g], [code][2][/code] is equivalent to [member b], and [code][3][/code] is equivalent to [member a]. </description> </operator> <operator name="operator unary+"> @@ -1032,7 +1036,7 @@ <operator name="operator unary-"> <return type="Color" /> <description> - Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. + Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with [method inverted], the [member a] component is inverted, too. </description> </operator> </operators> diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml index 705d2282c1..823433c2df 100644 --- a/doc/classes/ColorPicker.xml +++ b/doc/classes/ColorPicker.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="ColorPicker" inherits="BoxContainer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="ColorPicker" inherits="VBoxContainer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Color picker control. </brief_description> @@ -19,6 +19,14 @@ [b]Note:[/b] The presets list is only for [i]this[/i] color picker. </description> </method> + <method name="add_recent_preset"> + <return type="void" /> + <param index="0" name="color" type="Color" /> + <description> + Adds the given color to a list of color recent presets so that it can be picked later. Recent presets are the colors that were picked recently, a new preset is automatically created and added to recent presets when you pick a new color. + [b]Note:[/b] The recent presets list is only for [i]this[/i] color picker. + </description> + </method> <method name="erase_preset"> <return type="void" /> <param index="0" name="color" type="Color" /> @@ -26,34 +34,59 @@ Removes the given color from the list of color presets of this color picker. </description> </method> + <method name="erase_recent_preset"> + <return type="void" /> + <param index="0" name="color" type="Color" /> + <description> + Removes the given color from the list of color recent presets of this color picker. + </description> + </method> <method name="get_presets" qualifiers="const"> <return type="PackedColorArray" /> <description> Returns the list of colors in the presets of the color picker. </description> </method> + <method name="get_recent_presets" qualifiers="const"> + <return type="PackedColorArray" /> + <description> + Returns the list of colors in the recent presets of the color picker. + </description> + </method> </methods> <members> + <member name="can_add_swatches" type="bool" setter="set_can_add_swatches" getter="are_swatches_enabled" default="true"> + If [code]true[/code], it's possible to add presets under Swatches. If [code]false[/code], the button to add presets is disabled. + </member> <member name="color" type="Color" setter="set_pick_color" getter="get_pick_color" default="Color(1, 1, 1, 1)"> The currently selected color. </member> <member name="color_mode" type="int" setter="set_color_mode" getter="get_color_mode" enum="ColorPicker.ColorModeType" default="0"> The currently selected color mode. See [enum ColorModeType]. </member> + <member name="color_modes_visible" type="bool" setter="set_modes_visible" getter="are_modes_visible" default="true"> + If [code]true[/code], the color mode buttons are visible. + </member> <member name="deferred_mode" type="bool" setter="set_deferred_mode" getter="is_deferred_mode" default="false"> If [code]true[/code], the color will apply only after the user releases the mouse button, otherwise it will apply immediately even in mouse motion event (which can cause performance issues). </member> <member name="edit_alpha" type="bool" setter="set_edit_alpha" getter="is_editing_alpha" default="true"> If [code]true[/code], shows an alpha channel slider (opacity). </member> + <member name="hex_visible" type="bool" setter="set_hex_visible" getter="is_hex_visible" default="true"> + If [code]true[/code], the hex color code input field is visible. + </member> <member name="picker_shape" type="int" setter="set_picker_shape" getter="get_picker_shape" enum="ColorPicker.PickerShapeType" default="0"> The shape of the color space view. See [enum PickerShapeType]. </member> - <member name="presets_enabled" type="bool" setter="set_presets_enabled" getter="are_presets_enabled" default="true"> - If [code]true[/code], the "add preset" button is enabled. - </member> <member name="presets_visible" type="bool" setter="set_presets_visible" getter="are_presets_visible" default="true"> - If [code]true[/code], saved color presets are visible. + If [code]true[/code], the Swatches and Recent Colors presets are visible. + </member> + <member name="sampler_visible" type="bool" setter="set_sampler_visible" getter="is_sampler_visible" default="true"> + If [code]true[/code], the color sampler and color preview are visible. + </member> + <member name="sliders_visible" type="bool" setter="set_sliders_visible" getter="are_sliders_visible" default="true"> + If [code]true[/code], the color sliders are visible. </member> </members> <signals> @@ -103,12 +136,16 @@ <constant name="SHAPE_OKHSL_CIRCLE" value="3" enum="PickerShapeType"> HSL OK Color Model circle color space. </constant> + <constant name="SHAPE_NONE" value="4" enum="PickerShapeType"> + The color space shape and the shape select button are hidden. Can't be selected from the shapes popup. + </constant> </constants> <theme_items> <theme_item name="h_width" data_type="constant" type="int" default="30"> The width of the hue selection slider. </theme_item> <theme_item name="label_width" data_type="constant" type="int" default="10"> + The minimum width of the color labels next to sliders. </theme_item> <theme_item name="margin" data_type="constant" type="int" default="4"> The margin around the [ColorPicker]. @@ -128,15 +165,35 @@ <theme_item name="color_hue" data_type="icon" type="Texture2D"> Custom texture for the hue selection slider on the right. </theme_item> + <theme_item name="color_okhsl_hue" data_type="icon" type="Texture2D"> + Custom texture for the H slider in the OKHSL color mode. + </theme_item> + <theme_item name="expanded_arrow" data_type="icon" type="Texture2D"> + The icon for color preset drop down menu when expanded. + </theme_item> + <theme_item name="folded_arrow" data_type="icon" type="Texture2D"> + The icon for color preset drop down menu when folded. + </theme_item> <theme_item name="overbright_indicator" data_type="icon" type="Texture2D"> The indicator used to signalize that the color value is outside the 0-1 range. </theme_item> <theme_item name="picker_cursor" data_type="icon" type="Texture2D"> + The image displayed over the color box/circle (depending on the [member picker_shape]), marking the currently selected color. </theme_item> <theme_item name="sample_bg" data_type="icon" type="Texture2D"> + Background panel for the color preview box (visible when the color is translucent). </theme_item> <theme_item name="screen_picker" data_type="icon" type="Texture2D"> The icon for the screen color picker button. </theme_item> + <theme_item name="shape_circle" data_type="icon" type="Texture2D"> + The icon for circular picker shapes. + </theme_item> + <theme_item name="shape_rect" data_type="icon" type="Texture2D"> + The icon for rectangular picker shapes. + </theme_item> + <theme_item name="shape_rect_wheel" data_type="icon" type="Texture2D"> + The icon for rectangular wheel picker shapes. + </theme_item> </theme_items> </class> diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml index b7a0bdfb0c..2a37cc162a 100644 --- a/doc/classes/ColorPickerButton.xml +++ b/doc/classes/ColorPickerButton.xml @@ -79,6 +79,7 @@ </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="font" data_type="font" type="Font"> [Font] of the [ColorPickerButton]'s text. diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml index fbb0879fdc..10ee266897 100644 --- a/doc/classes/CompressedCubemap.xml +++ b/doc/classes/CompressedCubemap.xml @@ -1,8 +1,17 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CompressedCubemap" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + 6-sided texture typically used in 3D rendering, optionally compressed. </brief_description> <description> + A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods: + - Uncompressed (uncompressed on the GPU) + - Lossless (WebP or PNG, uncompressed on the GPU) + - Lossy (WebP, uncompressed on the GPU) + - VRAM Compressed (compressed on the GPU) + Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed. + Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. + See [Cubemap] for a general description of cubemaps. </description> <tutorials> </tutorials> diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml index ff096cea47..4221241910 100644 --- a/doc/classes/CompressedCubemapArray.xml +++ b/doc/classes/CompressedCubemapArray.xml @@ -1,8 +1,17 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CompressedCubemapArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Array of 6-sided textures typically used in 3D rendering, optionally compressed. </brief_description> <description> + A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods: + - Uncompressed (uncompressed on the GPU) + - Lossless (WebP or PNG, uncompressed on the GPU) + - Lossy (WebP, uncompressed on the GPU) + - VRAM Compressed (compressed on the GPU) + Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed. + Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. + See [CubemapArray] for a general description of cubemap arrays. </description> <tutorials> </tutorials> diff --git a/doc/classes/CompressedTexture2D.xml b/doc/classes/CompressedTexture2D.xml index f74265b8d5..660062af7b 100644 --- a/doc/classes/CompressedTexture2D.xml +++ b/doc/classes/CompressedTexture2D.xml @@ -1,10 +1,16 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CompressedTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A [code].ctex[/code] texture. + Texture with 2 dimensions, optionally compressed. </brief_description> <description> - A texture that is loaded from a [code].ctex[/code] file. + A texture that is loaded from a [code].ctex[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compression methods (including a lack of any compression): + - Uncompressed (uncompressed on the GPU) + - Lossless (WebP or PNG, uncompressed on the GPU) + - Lossy (WebP, uncompressed on the GPU) + - VRAM Compressed (compressed on the GPU) + Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed. + Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. </description> <tutorials> </tutorials> @@ -13,13 +19,14 @@ <return type="int" enum="Error" /> <param index="0" name="path" type="String" /> <description> - Loads the texture from the given path. + Loads the texture from the specified [param path]. </description> </method> </methods> <members> <member name="load_path" type="String" setter="load" getter="get_load_path" default=""""> - The CompressedTexture's file path to a [code].ctex[/code] file. + The [CompressedTexture2D]'s file path to a [code].ctex[/code] file. </member> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> </members> </class> diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml index 0c751759af..0bd894a2da 100644 --- a/doc/classes/CompressedTexture2DArray.xml +++ b/doc/classes/CompressedTexture2DArray.xml @@ -1,8 +1,17 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CompressedTexture2DArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Array of 2-dimensional textures, optionally compressed. </brief_description> <description> + A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods: + - Uncompressed (uncompressed on the GPU) + - Lossless (WebP or PNG, uncompressed on the GPU) + - Lossy (WebP, uncompressed on the GPU) + - VRAM Compressed (compressed on the GPU) + Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed. + Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. + See [Texture2DArray] for a general description of texture arrays. </description> <tutorials> </tutorials> diff --git a/doc/classes/CompressedTexture3D.xml b/doc/classes/CompressedTexture3D.xml index 50bd025861..b11583b684 100644 --- a/doc/classes/CompressedTexture3D.xml +++ b/doc/classes/CompressedTexture3D.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CompressedTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Texture with 3 dimensions, optionally compressed. </brief_description> <description> + [CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. This file format is internal to Godot; it is created by importing other image formats with the import system. + [CompressedTexture3D] uses VRAM compression, which allows to reduce memory usage on the GPU when rendering the texture. This also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. + See [Texture3D] for a general description of 3D textures. </description> <tutorials> </tutorials> @@ -11,11 +15,13 @@ <return type="int" enum="Error" /> <param index="0" name="path" type="String" /> <description> + Loads the texture from the specified [param path]. </description> </method> </methods> <members> <member name="load_path" type="String" setter="load" getter="get_load_path" default=""""> + The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file. </member> </members> </class> diff --git a/doc/classes/CompressedTextureLayered.xml b/doc/classes/CompressedTextureLayered.xml index 547679c0f0..376483ae5c 100644 --- a/doc/classes/CompressedTextureLayered.xml +++ b/doc/classes/CompressedTextureLayered.xml @@ -1,8 +1,16 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CompressedTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Base class for texture arrays that can optionally be compressed. </brief_description> <description> + A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compresson methods: + - Uncompressed (uncompressed on the GPU) + - Lossless (WebP or PNG, uncompressed on the GPU) + - Lossy (WebP, uncompressed on the GPU) + - VRAM Compressed (compressed on the GPU) + Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed. + Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. </description> <tutorials> </tutorials> @@ -11,11 +19,13 @@ <return type="int" enum="Error" /> <param index="0" name="path" type="String" /> <description> + Loads the texture at [param path]. </description> </method> </methods> <members> <member name="load_path" type="String" setter="load" getter="get_load_path" default=""""> + The path the texture should be loaded from. </member> </members> </class> diff --git a/doc/classes/ConcavePolygonShape2D.xml b/doc/classes/ConcavePolygonShape2D.xml index f3c245c229..ee3e4f6de4 100644 --- a/doc/classes/ConcavePolygonShape2D.xml +++ b/doc/classes/ConcavePolygonShape2D.xml @@ -4,9 +4,10 @@ Concave polygon shape resource for 2D physics. </brief_description> <description> - 2D concave polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. + 2D concave polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex to speed up collision detection. [b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape2D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape2D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape2D]'s documentation for instructions. However, consider using primitive collision shapes such as [CircleShape2D] or [RectangleShape2D] first. + [b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] node) may give unexpected results: the area will only detect collisions with the segments in the [ConcavePolygonShape2D] (and not with any "inside" of the shape, for example). </description> <tutorials> </tutorials> diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml index 6a54b4bda7..f01ca8efaf 100644 --- a/doc/classes/ConcavePolygonShape3D.xml +++ b/doc/classes/ConcavePolygonShape3D.xml @@ -5,8 +5,9 @@ </brief_description> <description> 3D concave polygon shape resource (also called "trimesh") to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is created by feeding a list of triangles. Despite its name, [ConcavePolygonShape3D] can also store convex polygon shapes. However, unlike [ConvexPolygonShape3D], [ConcavePolygonShape3D] is [i]not[/i] limited to storing convex shapes exclusively. - [b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static. + [b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidBody3D] with a mode other than Static. [b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape3D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape3D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape3D]'s documentation for instructions. However, consider using primitive collision shapes such as [SphereShape3D] or [BoxShape3D] first. + [b]Warning:[/b] Using this shape for an [Area3D] (via a [CollisionShape3D] node, created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in the [i]Mesh[/i] menu that appears when selecting a [MeshInstance3D] node) may give unexpected results: the area will only detect collisions with the triangle faces in the [ConcavePolygonShape3D] (and not with any "inside" of the shape, for example); moreover it will only detect all such collisions if [member backface_collision] is [code]true[/code]. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/ConeTwistJoint3D.xml b/doc/classes/ConeTwistJoint3D.xml index 5f2ad109f2..1cfe9d197d 100644 --- a/doc/classes/ConeTwistJoint3D.xml +++ b/doc/classes/ConeTwistJoint3D.xml @@ -36,13 +36,13 @@ <member name="softness" type="float" setter="set_param" getter="get_param" default="0.8"> The ease with which the joint starts to twist. If it's too low, it takes more force to start twisting the joint. </member> - <member name="swing_span" type="float" setter="_set_swing_span" getter="_get_swing_span" default="45.0"> + <member name="swing_span" type="float" setter="set_param" getter="get_param" default="0.785398"> Swing is rotation from side to side, around the axis perpendicular to the twist axis. The swing span defines, how much rotation will not get corrected along the swing axis. Could be defined as looseness in the [ConeTwistJoint3D]. If below 0.05, this behavior is locked. </member> - <member name="twist_span" type="float" setter="_set_twist_span" getter="_get_twist_span" default="180.0"> + <member name="twist_span" type="float" setter="set_param" getter="get_param" default="3.14159"> Twist is the rotation around the twist axis, this value defined how far the joint can twist. Twist is locked if below 0.05. </member> diff --git a/doc/classes/ConfigFile.xml b/doc/classes/ConfigFile.xml index d3ad4e6e4b..4e60df6b96 100644 --- a/doc/classes/ConfigFile.xml +++ b/doc/classes/ConfigFile.xml @@ -98,6 +98,12 @@ Removes the entire contents of the config. </description> </method> + <method name="encode_to_text" qualifiers="const"> + <return type="String" /> + <description> + Obtain the text version of this config file (the same text that would be written to a file). + </description> + </method> <method name="erase_section"> <return type="void" /> <param index="0" name="section" type="String" /> @@ -157,7 +163,7 @@ <param index="0" name="path" type="String" /> <description> Loads the config file specified as a parameter. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on. - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). </description> </method> <method name="load_encrypted"> @@ -166,7 +172,7 @@ <param index="1" name="key" type="PackedByteArray" /> <description> Loads the encrypted config file specified as a parameter, using the provided [param key] to decrypt it. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on. - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). </description> </method> <method name="load_encrypted_pass"> @@ -175,7 +181,7 @@ <param index="1" name="password" type="String" /> <description> Loads the encrypted config file specified as a parameter, using the provided [param password] to decrypt it. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on. - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). </description> </method> <method name="parse"> @@ -183,7 +189,7 @@ <param index="0" name="data" type="String" /> <description> Parses the passed string as the contents of a config file. The string is parsed and loaded in the ConfigFile object which the method was called on. - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). </description> </method> <method name="save"> @@ -191,7 +197,7 @@ <param index="0" name="path" type="String" /> <description> Saves the contents of the [ConfigFile] object to the file specified as a parameter. The output file uses an INI-style structure. - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). </description> </method> <method name="save_encrypted"> @@ -200,7 +206,7 @@ <param index="1" name="key" type="PackedByteArray" /> <description> Saves the contents of the [ConfigFile] object to the AES-256 encrypted file specified as a parameter, using the provided [param key] to encrypt it. The output file uses an INI-style structure. - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). </description> </method> <method name="save_encrypted_pass"> @@ -209,7 +215,7 @@ <param index="1" name="password" type="String" /> <description> Saves the contents of the [ConfigFile] object to the AES-256 encrypted file specified as a parameter, using the provided [param password] to encrypt it. The output file uses an INI-style structure. - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). </description> </method> <method name="set_value"> diff --git a/doc/classes/ConfirmationDialog.xml b/doc/classes/ConfirmationDialog.xml index d4c503857d..48b4df9126 100644 --- a/doc/classes/ConfirmationDialog.xml +++ b/doc/classes/ConfirmationDialog.xml @@ -8,10 +8,10 @@ To get cancel action, you can use: [codeblocks] [gdscript] - get_cancel().connect("pressed", self, "cancelled") + get_cancel_button().pressed.connect(self.cancelled) [/gdscript] [csharp] - GetCancel().Connect("pressed", this, nameof(Cancelled)); + GetCancelButton().Pressed += Cancelled; [/csharp] [/codeblocks] </description> diff --git a/doc/classes/Container.xml b/doc/classes/Container.xml index a13e1598b2..0e1ef02573 100644 --- a/doc/classes/Container.xml +++ b/doc/classes/Container.xml @@ -14,14 +14,14 @@ <method name="_get_allowed_size_flags_horizontal" qualifiers="virtual const"> <return type="PackedInt32Array" /> <description> - Implement to return a list of allowed horizontal [enum Control.SizeFlags] for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the inspector dock. + Implement to return a list of allowed horizontal [enum Control.SizeFlags] for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the Inspector dock. [b]Note:[/b] Having no size flags is equal to having [constant Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed. </description> </method> <method name="_get_allowed_size_flags_vertical" qualifiers="virtual const"> <return type="PackedInt32Array" /> <description> - Implement to return a list of allowed vertical [enum Control.SizeFlags] for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the inspector dock. + Implement to return a list of allowed vertical [enum Control.SizeFlags] for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the Inspector dock. [b]Note:[/b] Having no size flags is equal to having [constant Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed. </description> </method> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 30d34e4f4d..b0351559ee 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -7,12 +7,12 @@ Base class for all UI-related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and offsets relative to the anchor. The offsets update automatically when the node, any of its parents, or the screen size change. For more information on Godot's UI system, anchors, offsets, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [Control] and [Container] nodes. [b]User Interface nodes and input[/b] - Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls [code]MainLoop._input_event[/code]. - [b]FIXME:[/b] No longer valid after DisplayServer split and Input refactoring. + Godot propagates input events via viewports. Each [Viewport] is responsible for propagating [InputEvent]s to their child nodes. As the [member SceneTree.root] is a [Window], this already happens automatically for all UI elements in your game. + Input events are propagated through the [SceneTree] from the root node to all child nodes by calling [method Node._input]. For UI elements specifically, it makes more sense to override the virtual method [method _gui_input], which filters out unrelated input events, such as by checking z-order, [member mouse_filter], focus, or if the event was inside of the control's bounding box. Call [method accept_event] so no other node receives the event. Once you accept an input, it becomes handled so [method Node._unhandled_input] will not process it. - Only one [Control] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus. + Only one [Control] node can be in focus. Only the node in focus will receive events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus. Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a [Control] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button. - [Theme] resources change the Control's appearance. If you change the [Theme] on a [Control] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_theme_*_override[/code] methods, like [method add_theme_font_override]. You can override the theme with the inspector. + [Theme] resources change the Control's appearance. If you change the [Theme] on a [Control] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_theme_*_override[/code] methods, like [method add_theme_font_override]. You can override the theme with the Inspector. [b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class. </description> <tutorials> @@ -110,7 +110,7 @@ <param index="0" name="event" type="InputEvent" /> <description> Virtual method to be implemented by the user. Use this method to process and accept inputs on UI elements. See [method accept_event]. - Example: clicking a control. + [b]Example usage for clicking a control:[/b] [codeblocks] [gdscript] func _gui_input(event): @@ -154,12 +154,12 @@ <return type="Object" /> <param index="0" name="for_text" type="String" /> <description> - Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. The [param for_text] includes the contents of the [member hint_tooltip] property. + Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. The [param for_text] includes the contents of the [member tooltip_text] property. The returned node must be of type [Control] or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When [code]null[/code] or a non-Control node is returned, the default tooltip will be used instead. - The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member hint_tooltip] for an example). + The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member tooltip_text] for an example). [b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member custom_minimum_size] to some non-zero value. [b]Note:[/b] The node (and any relevant children) should be [member CanvasItem.visible] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably. - Example of usage with a custom-constructed node: + [b]Example of usage with a custom-constructed node:[/b] [codeblocks] [gdscript] func _make_custom_tooltip(for_text): @@ -176,7 +176,7 @@ } [/csharp] [/codeblocks] - Example of usage with a custom scene instance: + [b]Example of usage with a custom scene instance:[/b] [codeblocks] [gdscript] func _make_custom_tooltip(for_text): @@ -196,12 +196,12 @@ </description> </method> <method name="_structured_text_parser" qualifiers="virtual const"> - <return type="Array" /> + <return type="Vector2i[]" /> <param index="0" name="args" type="Array" /> <param index="1" name="text" type="String" /> <description> User defined BiDi algorithm override function. - Returns [code]Array[/code] of [code]Vector2i[/code] text ranges, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately. + Returns an [Array] of [Vector2i] text ranges, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately. </description> </method> <method name="accept_event"> @@ -383,7 +383,7 @@ <method name="get_global_rect" qualifiers="const"> <return type="Rect2" /> <description> - Returns the position and size of the control relative to the top-left corner of the screen. See [member position] and [member size]. + Returns the position and size of the control relative to the [CanvasLayer]. See [member global_position] and [member size]. </description> </method> <method name="get_minimum_size" qualifiers="const"> @@ -422,7 +422,7 @@ <description> Returns the position of this [Control] in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins. Equals to [member global_position] if the window is embedded (see [member Viewport.gui_embed_subwindows]). - Example usage for showing a popup: + [b]Example usage for showing a popup:[/b] [codeblock] popup_menu.position = get_screen_position() + get_local_mouse_position() popup_menu.reset_size() @@ -436,7 +436,7 @@ <param index="1" name="theme_type" type="StringName" default="""" /> <description> Returns a [Color] from the first matching [Theme] in the tree if that [Theme] has a color item with the specified [param name] and [param theme_type]. If [param theme_type] is omitted the class name of the current control is used as the type, or [member theme_type_variation] if it is defined. If the type is a class name its parent classes are also checked, in order of inheritance. If the type is a variation its base types are checked, in order of dependency, then the control's class name and its parent classes are checked. - For the current control its local overrides are considered first (see [method add_theme_color_override]), then its assigned [member theme]. After the current control, each parent control and its assigned [member theme] are considered; controls without a [member theme] assigned are skipped. If no matching [Theme] is found in the tree, a custom project [Theme] (see [member ProjectSettings.gui/theme/custom]) and the default [Theme] are used. + For the current control its local overrides are considered first (see [method add_theme_color_override]), then its assigned [member theme]. After the current control, each parent control and its assigned [member theme] are considered; controls without a [member theme] assigned are skipped. If no matching [Theme] is found in the tree, the custom project [Theme] (see [member ProjectSettings.gui/theme/custom]) and the default [Theme] are used (see [ThemeDB]). [codeblocks] [gdscript] func _ready(): @@ -527,7 +527,8 @@ <return type="String" /> <param index="0" name="at_position" type="Vector2" default="Vector2(0, 0)" /> <description> - Returns the tooltip, which will appear when the cursor is resting over this control. See [member hint_tooltip]. + Returns the tooltip text [param at_position] in local coordinates, which will typically appear when the cursor is resting over this control. By default, it returns [member tooltip_text]. + [b]Note:[/b] This method can be overridden to customize its behavior. If this method returns an empty [String], no tooltip is displayed. </description> </method> <method name="grab_click_focus"> @@ -552,6 +553,7 @@ <return type="void" /> <description> Steal the focus from another control and become the focused control (see [member focus_mode]). + [b]Note[/b]: Using this method together with [method Callable.call_deferred] makes it more reliable, especially when called inside [method Node._ready]. </description> </method> <method name="has_focus" qualifiers="const"> @@ -678,7 +680,7 @@ <method name="release_focus"> <return type="void" /> <description> - Give up the focus. No other control will be able to receive keyboard input. + Give up the focus. No other control will be able to receive input. </description> </method> <method name="remove_theme_color_override"> @@ -914,7 +916,7 @@ <param index="2" name="margin" type="int" default="0" /> <description> Sets the offsets to a [param preset] from [enum Control.LayoutPreset] enum. This is the code equivalent to using the Layout menu in the 2D editor. - Use parameter [param resize_mode] with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the [Control]. Constant size will be ignored if used with presets that change size, e.g. [code]PRESET_LEFT_WIDE[/code]. + Use parameter [param resize_mode] with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the [Control]. Constant size will be ignored if used with presets that change size, e.g. [constant PRESET_LEFT_WIDE]. Use parameter [param margin] to determine the gap between the [Control] and the edges. </description> </method> @@ -974,30 +976,30 @@ The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes. </member> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0"> - The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals. + The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard, gamepad, and mouse signals. </member> <member name="focus_neighbor_bottom" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")"> - Tells Godot which node it should give keyboard focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [code]ui_down[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. + Tells Godot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_down] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. </member> <member name="focus_neighbor_left" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")"> - Tells Godot which node it should give keyboard focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [code]ui_left[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one. + Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_left] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one. </member> <member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")"> - Tells Godot which node it should give keyboard focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [code]ui_right[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. + Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_right] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. </member> <member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")"> - Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. + Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_up] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. </member> <member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath("")"> - Tells Godot which node it should give keyboard focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_next[/code] input action. + Tells Godot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_next] input action. If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree. </member> <member name="focus_previous" type="NodePath" setter="set_focus_previous" getter="get_focus_previous" default="NodePath("")"> - Tells Godot which node it should give keyboard focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_prev[/code] input action. + Tells Godot which node it should give focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_prev] input action. If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree. </member> <member name="global_position" type="Vector2" setter="_set_global_position" getter="get_global_position"> - The node's global position, relative to the world (usually to the top-left corner of the window). + The node's global position, relative to the world (usually to the [CanvasLayer]). </member> <member name="grow_horizontal" type="int" setter="set_h_grow_direction" getter="get_h_grow_direction" enum="Control.GrowDirection" default="1"> Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size. @@ -1005,31 +1007,13 @@ <member name="grow_vertical" type="int" setter="set_v_grow_direction" getter="get_v_grow_direction" enum="Control.GrowDirection" default="1"> Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size. </member> - <member name="hint_tooltip" type="String" setter="set_tooltip" getter="_get_tooltip" default=""""> - Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change the time required for the tooltip to appear with [code]gui/timers/tooltip_delay_sec[/code] option in Project Settings. - The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding [method _make_custom_tooltip]. The default tooltip includes a [PopupPanel] and [Label] whose theme properties can be customized using [Theme] methods with the [code]"TooltipPanel"[/code] and [code]"TooltipLabel"[/code] respectively. For example: - [codeblocks] - [gdscript] - var style_box = StyleBoxFlat.new() - style_box.set_bg_color(Color(1, 1, 0)) - style_box.set_border_width_all(2) - # We assume here that the `theme` property has been assigned a custom Theme beforehand. - theme.set_stylebox("panel", "TooltipPanel", style_box) - theme.set_color("font_color", "TooltipLabel", Color(0, 1, 1)) - [/gdscript] - [csharp] - var styleBox = new StyleBoxFlat(); - styleBox.SetBgColor(new Color(1, 1, 0)); - styleBox.SetBorderWidthAll(2); - // We assume here that the `Theme` property has been assigned a custom Theme beforehand. - Theme.SetStyleBox("panel", "TooltipPanel", styleBox); - Theme.SetColor("font_color", "TooltipLabel", new Color(0, 1, 1)); - [/csharp] - [/codeblocks] - </member> <member name="layout_direction" type="int" setter="set_layout_direction" getter="get_layout_direction" enum="Control.LayoutDirection" default="0"> Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew). </member> + <member name="localize_numeral_system" type="bool" setter="set_localize_numeral_system" getter="is_localizing_numeral_system" default="true"> + If [code]true[/code], automatically converts code line numbers, list indices, [SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the numeral systems used in current locale. + [b]Note:[/b] Numbers within the text are not automatically converted, it can be done manually, using [method TextServer.format_number]. + </member> <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" enum="Control.CursorShape" default="0"> The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors. [b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system. @@ -1039,7 +1023,7 @@ </member> <member name="mouse_force_pass_scroll_events" type="bool" setter="set_force_pass_scroll_events" getter="is_force_pass_scroll_events" default="true"> When enabled, scroll wheel events processed by [method _gui_input] will be passed to the parent control even if [member mouse_filter] is set to [constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested scrollable containers to work out of the box. - You should disable it on the root of your UI if you do not want scroll events to go to the [code]_unhandled_input[/code] processing. + You should disable it on the root of your UI if you do not want scroll events to go to the [method Node._unhandled_input] processing. </member> <member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0"> Distance between the node's bottom edge and its parent control, based on [member anchor_bottom]. @@ -1066,11 +1050,17 @@ <member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0"> The node's rotation around its pivot, in radians. See [member pivot_offset] to change the pivot's position. </member> + <member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees"> + Helper property to access [member rotation] in degrees instead of radians. + </member> <member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)"> - The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. - [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member tooltip_text] will also scale according to this value. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member scale] property. </member> + <member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context"> + The [Node] which must be a parent of the focused [Control] for the shortcut to be activated. If [code]null[/code], the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused. + </member> <member name="size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)"> The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically. </member> @@ -1084,7 +1074,8 @@ Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does. </member> <member name="theme" type="Theme" setter="set_theme" getter="get_theme"> - The [Theme] resource this node and all its [Control] children use. If a child node has its own [Theme] resource set, theme items are merged with child's definitions having higher priority. + The [Theme] resource this node and all its [Control] and [Window] children use. If a child node has its own [Theme] resource set, theme items are merged with child's definitions having higher priority. + [b]Note:[/b] [Window] styles will have no effect unless the window is embedded. </member> <member name="theme_type_variation" type="StringName" setter="set_theme_type_variation" getter="get_theme_type_variation" default="&"""> The name of a theme type variation used by this [Control] to look up its own theme items. When empty, the class name of the node is used (e.g. [code]Button[/code] for the [Button] control), as well as the class names of all parent classes (in order of inheritance). @@ -1092,16 +1083,38 @@ [b]Note:[/b] To look up [Control]'s own items use various [code]get_theme_*[/code] methods without specifying [code]theme_type[/code]. [b]Note:[/b] Theme items are looked for in the tree order, from branch to root, where each [Control] node is checked for its [member theme] property. The earliest match against any type/class name is returned. The project-level Theme and the default Theme are checked last. </member> + <member name="tooltip_text" type="String" setter="set_tooltip_text" getter="get_tooltip_text" default=""""> + The default tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time required for the tooltip to appear can be changed with the [member ProjectSettings.gui/timers/tooltip_delay_sec] option. See also [method get_tooltip]. + The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding [method _make_custom_tooltip]. The default tooltip includes a [PopupPanel] and [Label] whose theme properties can be customized using [Theme] methods with the [code]"TooltipPanel"[/code] and [code]"TooltipLabel"[/code] respectively. For example: + [codeblocks] + [gdscript] + var style_box = StyleBoxFlat.new() + style_box.set_bg_color(Color(1, 1, 0)) + style_box.set_border_width_all(2) + # We assume here that the `theme` property has been assigned a custom Theme beforehand. + theme.set_stylebox("panel", "TooltipPanel", style_box) + theme.set_color("font_color", "TooltipLabel", Color(0, 1, 1)) + [/gdscript] + [csharp] + var styleBox = new StyleBoxFlat(); + styleBox.SetBgColor(new Color(1, 1, 0)); + styleBox.SetBorderWidthAll(2); + // We assume here that the `Theme` property has been assigned a custom Theme beforehand. + Theme.SetStyleBox("panel", "TooltipPanel", styleBox); + Theme.SetColor("font_color", "TooltipLabel", new Color(0, 1, 1)); + [/csharp] + [/codeblocks] + </member> </members> <signals> <signal name="focus_entered"> <description> - Emitted when the node gains keyboard focus. + Emitted when the node gains focus. </description> </signal> <signal name="focus_exited"> <description> - Emitted when the node loses keyboard focus. + Emitted when the node loses focus. </description> </signal> <signal name="gui_input"> @@ -1145,6 +1158,7 @@ </signal> <signal name="theme_changed"> <description> + Emitted when the [constant NOTIFICATION_THEME_CHANGED] notification is sent. </description> </signal> </signals> @@ -1156,7 +1170,7 @@ The node can only grab focus on mouse clicks. Use with [member focus_mode]. </constant> <constant name="FOCUS_ALL" value="2" enum="FocusMode"> - The node can grab focus on mouse click or using the arrows and the Tab keys on the keyboard. Use with [member focus_mode]. + The node can grab focus on mouse click, using the arrows and the Tab keys on the keyboard, or using the D-pad buttons on a gamepad. Use with [member focus_mode]. </constant> <constant name="NOTIFICATION_RESIZED" value="40"> Sent when the node changes size. Use [member size] to get the new size. @@ -1174,7 +1188,12 @@ Sent when the node loses focus. </constant> <constant name="NOTIFICATION_THEME_CHANGED" value="45"> - Sent when the node's [member theme] changes, right before Godot redraws the control. Happens when you call one of the [code]add_theme_*_override[/code] methods. + Sent when the node needs to refresh its theme items. This happens in one of the following cases: + - The [member theme] property is changed on this node or any of its ancestors. + - The [member theme_type_variation] property is changed on this node. + - One of the node's theme property overrides is changed. + - The node enters the scene tree. + [b]Note:[/b] As an optimization, this notification won't be sent from changes that occur while this node is outside of the scene tree. Instead, all of the theme item updates can be applied at once when the node enters the scene tree. </constant> <constant name="NOTIFICATION_SCROLL_BEGIN" value="47"> Sent when this node is inside a [ScrollContainer] which has begun being scrolled. @@ -1319,7 +1338,7 @@ The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls. </constant> <constant name="MOUSE_FILTER_PASS" value="1" enum="MouseFilter"> - The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. If no control handled it, the event will be passed to `_unhandled_input` for further processing. + The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. If no control handled it, the event will be passed to [method Node._unhandled_input] for further processing. </constant> <constant name="MOUSE_FILTER_IGNORE" value="2" enum="MouseFilter"> The control will not receive mouse button input events through [method _gui_input]. The control will also not receive the [signal mouse_entered] nor [signal mouse_exited] signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically. diff --git a/doc/classes/Crypto.xml b/doc/classes/Crypto.xml index dab2a77584..ade63225dc 100644 --- a/doc/classes/Crypto.xml +++ b/doc/classes/Crypto.xml @@ -110,7 +110,7 @@ <return type="CryptoKey" /> <param index="0" name="size" type="int" /> <description> - Generates an RSA [CryptoKey] that can be used for creating self-signed certificates and passed to [method StreamPeerSSL.accept_stream]. + Generates an RSA [CryptoKey] that can be used for creating self-signed certificates and passed to [method StreamPeerTLS.accept_stream]. </description> </method> <method name="generate_self_signed_certificate"> diff --git a/doc/classes/CryptoKey.xml b/doc/classes/CryptoKey.xml index 1f502846b4..7db810177f 100644 --- a/doc/classes/CryptoKey.xml +++ b/doc/classes/CryptoKey.xml @@ -5,7 +5,7 @@ </brief_description> <description> The CryptoKey class represents a cryptographic key. Keys can be loaded and saved like any other [Resource]. - They can be used to generate a self-signed [X509Certificate] via [method Crypto.generate_self_signed_certificate] and as private key in [method StreamPeerSSL.accept_stream] along with the appropriate certificate. + They can be used to generate a self-signed [X509Certificate] via [method Crypto.generate_self_signed_certificate] and as private key in [method StreamPeerTLS.accept_stream] along with the appropriate certificate. </description> <tutorials> </tutorials> diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml index 7173388027..46ddede9b1 100644 --- a/doc/classes/Cubemap.xml +++ b/doc/classes/Cubemap.xml @@ -4,9 +4,10 @@ 6-sided texture typically used in 3D rendering. </brief_description> <description> - A cubemap is a 6-sided texture typically used for faking reflections in 3D rendering. It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods. - This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of Cubemap resources. - [b]Note:[/b] Godot doesn't support using cubemaps as a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cube map to an equirectangular sky map. + A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods. + This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources. + To create such a texture file yourself, reimport your image files using the Godot Editor import presets. + [b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map. </description> <tutorials> </tutorials> diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml index 4fca842b5a..2fd55b66c6 100644 --- a/doc/classes/CubemapArray.xml +++ b/doc/classes/CubemapArray.xml @@ -1,8 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CubemapArray" inherits="ImageTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A single composite texture resource which consists of multiple [Cubemap]s. </brief_description> <description> + [CubemapArray]s are made of an array of [Cubemap]s. Accordingly, like [Cubemap]s they are made of multiple textures the amount of which must be divisible by 6 (one image for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray]. + Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s compared to storing multiple [Cubemap]s themselves in an array. + Internally, Godot uses [CubemapArray]s for many effects including the [Sky], if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. + To create such a texture file yourself, reimport your image files using the Godot Editor import presets. + [b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend. </description> <tutorials> </tutorials> diff --git a/doc/classes/Curve.xml b/doc/classes/Curve.xml index ae9add995b..d5864f30fa 100644 --- a/doc/classes/Curve.xml +++ b/doc/classes/Curve.xml @@ -30,7 +30,7 @@ <method name="clean_dupes"> <return type="void" /> <description> - Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units to their neighbor on the curve. + Removes duplicate points, i.e. points that are less than 0.00001 units (engine epsilon value) away from their neighbor on the curve. </description> </method> <method name="clear_points"> @@ -74,27 +74,27 @@ Returns the right tangent angle (in degrees) for the point at [param index]. </description> </method> - <method name="interpolate" qualifiers="const"> + <method name="remove_point"> + <return type="void" /> + <param index="0" name="index" type="int" /> + <description> + Removes the point at [code]index[/code] from the curve. + </description> + </method> + <method name="sample" qualifiers="const"> <return type="float" /> <param index="0" name="offset" type="float" /> <description> Returns the Y value for the point that would exist at the X position [param offset] along the curve. </description> </method> - <method name="interpolate_baked" qualifiers="const"> + <method name="sample_baked" qualifiers="const"> <return type="float" /> <param index="0" name="offset" type="float" /> <description> Returns the Y value for the point that would exist at the X position [param offset] along the curve using the baked cache. Bakes the curve's points if not already baked. </description> </method> - <method name="remove_point"> - <return type="void" /> - <param index="0" name="index" type="int" /> - <description> - Removes the point at [param index] from the curve. - </description> - </method> <method name="set_point_left_mode"> <return type="void" /> <param index="0" name="index" type="int" /> diff --git a/doc/classes/Curve2D.xml b/doc/classes/Curve2D.xml index f15c0d74ca..b5e75dff68 100644 --- a/doc/classes/Curve2D.xml +++ b/doc/classes/Curve2D.xml @@ -43,7 +43,7 @@ <return type="float" /> <param index="0" name="to_point" type="Vector2" /> <description> - Returns the closest offset to [param to_point]. This offset is meant to be used in [method interpolate_baked]. + Returns the closest offset to [param to_point]. This offset is meant to be used in [method sample_baked]. [param to_point] must be in this curve's local space. </description> </method> @@ -51,7 +51,7 @@ <return type="Vector2" /> <param index="0" name="to_point" type="Vector2" /> <description> - Returns the closest baked point (in curve's local space) to [param to_point]. + Returns the closest point on baked segments (in curve's local space) to [param to_point]. [param to_point] must be in this curve's local space. </description> </method> @@ -76,7 +76,14 @@ Returns the position of the vertex [param idx]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0)[/code]. </description> </method> - <method name="interpolate" qualifiers="const"> + <method name="remove_point"> + <return type="void" /> + <param index="0" name="idx" type="int" /> + <description> + Deletes the point [code]idx[/code] from the curve. Sends an error to the console if [code]idx[/code] is out of bounds. + </description> + </method> + <method name="sample" qualifiers="const"> <return type="Vector2" /> <param index="0" name="idx" type="int" /> <param index="1" name="t" type="float" /> @@ -85,9 +92,9 @@ If [param idx] is out of bounds it is truncated to the first or last vertex, and [param t] is ignored. If the curve has no points, the function sends an error to the console, and returns [code](0, 0)[/code]. </description> </method> - <method name="interpolate_baked" qualifiers="const"> + <method name="sample_baked" qualifiers="const"> <return type="Vector2" /> - <param index="0" name="offset" type="float" /> + <param index="0" name="offset" type="float" default="0.0" /> <param index="1" name="cubic" type="bool" default="false" /> <description> Returns a point within the curve at position [param offset], where [param offset] is measured as a pixel distance along the curve. @@ -95,18 +102,24 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough). </description> </method> - <method name="interpolatef" qualifiers="const"> - <return type="Vector2" /> - <param index="0" name="fofs" type="float" /> + <method name="sample_baked_with_rotation" qualifiers="const"> + <return type="Transform2D" /> + <param index="0" name="offset" type="float" default="0.0" /> + <param index="1" name="cubic" type="bool" default="false" /> <description> - Returns the position at the vertex [param fofs]. It calls [method interpolate] using the integer part of [param fofs] as [code]idx[/code], and its fractional part as [code]t[/code]. + Similar to [method sample_baked], but returns [Transform2D] that includes a rotation along the curve. Returns empty transform if length of the curve is [code]0[/code]. + [codeblock] + var transform = curve.sample_baked_with_rotation(offset) + position = transform.get_origin() + rotation = transform.get_rotation() + [/codeblock] </description> </method> - <method name="remove_point"> - <return type="void" /> - <param index="0" name="idx" type="int" /> + <method name="samplef" qualifiers="const"> + <return type="Vector2" /> + <param index="0" name="fofs" type="float" /> <description> - Deletes the point [param idx] from the curve. Sends an error to the console if [param idx] is out of bounds. + Returns the position at the vertex [param fofs]. It calls [method sample] using the integer part of [param fofs] as [code]idx[/code], and its fractional part as [code]t[/code]. </description> </method> <method name="set_point_in"> @@ -144,6 +157,13 @@ [param tolerance_degrees] controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided. </description> </method> + <method name="tessellate_even_length" qualifiers="const"> + <return type="PackedVector2Array" /> + <param index="0" name="max_stages" type="int" default="5" /> + <param index="1" name="tolerance_length" type="float" default="20.0" /> + <description> + </description> + </method> </methods> <members> <member name="bake_interval" type="float" setter="set_bake_interval" getter="get_bake_interval" default="5.0"> diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml index 0843453820..362d792b39 100644 --- a/doc/classes/Curve3D.xml +++ b/doc/classes/Curve3D.xml @@ -56,7 +56,7 @@ <return type="float" /> <param index="0" name="to_point" type="Vector3" /> <description> - Returns the closest offset to [param to_point]. This offset is meant to be used in [method interpolate_baked] or [method interpolate_baked_up_vector]. + Returns the closest offset to [param to_point]. This offset is meant to be used in [method sample_baked] or [method sample_baked_up_vector]. [param to_point] must be in this curve's local space. </description> </method> @@ -64,7 +64,7 @@ <return type="Vector3" /> <param index="0" name="to_point" type="Vector3" /> <description> - Returns the closest baked point (in curve's local space) to [param to_point]. + Returns the closest point on baked segments (in curve's local space) to [param to_point]. [param to_point] must be in this curve's local space. </description> </method> @@ -96,7 +96,14 @@ Returns the tilt angle in radians for the point [param idx]. If the index is out of bounds, the function sends an error to the console, and returns [code]0[/code]. </description> </method> - <method name="interpolate" qualifiers="const"> + <method name="remove_point"> + <return type="void" /> + <param index="0" name="idx" type="int" /> + <description> + Deletes the point [code]idx[/code] from the curve. Sends an error to the console if [code]idx[/code] is out of bounds. + </description> + </method> + <method name="sample" qualifiers="const"> <return type="Vector3" /> <param index="0" name="idx" type="int" /> <param index="1" name="t" type="float" /> @@ -105,9 +112,9 @@ If [param idx] is out of bounds it is truncated to the first or last vertex, and [param t] is ignored. If the curve has no points, the function sends an error to the console, and returns [code](0, 0, 0)[/code]. </description> </method> - <method name="interpolate_baked" qualifiers="const"> + <method name="sample_baked" qualifiers="const"> <return type="Vector3" /> - <param index="0" name="offset" type="float" /> + <param index="0" name="offset" type="float" default="0.0" /> <param index="1" name="cubic" type="bool" default="false" /> <description> Returns a point within the curve at position [param offset], where [param offset] is measured as a distance in 3D units along the curve. @@ -115,7 +122,7 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough). </description> </method> - <method name="interpolate_baked_up_vector" qualifiers="const"> + <method name="sample_baked_up_vector" qualifiers="const"> <return type="Vector3" /> <param index="0" name="offset" type="float" /> <param index="1" name="apply_tilt" type="bool" default="false" /> @@ -125,18 +132,20 @@ If the curve has no up vectors, the function sends an error to the console, and returns [code](0, 1, 0)[/code]. </description> </method> - <method name="interpolatef" qualifiers="const"> - <return type="Vector3" /> - <param index="0" name="fofs" type="float" /> + <method name="sample_baked_with_rotation" qualifiers="const"> + <return type="Transform3D" /> + <param index="0" name="offset" type="float" default="0.0" /> + <param index="1" name="cubic" type="bool" default="false" /> + <param index="2" name="apply_tilt" type="bool" default="false" /> <description> - Returns the position at the vertex [param fofs]. It calls [method interpolate] using the integer part of [param fofs] as [code]idx[/code], and its fractional part as [code]t[/code]. + Similar with [code]interpolate_baked()[/code]. The the return value is [code]Transform3D[/code], with [code]origin[/code] as point position, [code]basis.x[/code] as sideway vector, [code]basis.y[/code] as up vector, [code]basis.z[/code] as forward vector. When the curve length is 0, there is no reasonable way to calculate the rotation, all vectors aligned with global space axes. </description> </method> - <method name="remove_point"> - <return type="void" /> - <param index="0" name="idx" type="int" /> + <method name="samplef" qualifiers="const"> + <return type="Vector3" /> + <param index="0" name="fofs" type="float" /> <description> - Deletes the point [param idx] from the curve. Sends an error to the console if [param idx] is out of bounds. + Returns the position at the vertex [param fofs]. It calls [method sample] using the integer part of [param fofs] as [code]idx[/code], and its fractional part as [code]t[/code]. </description> </method> <method name="set_point_in"> @@ -183,6 +192,15 @@ [param tolerance_degrees] controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided. </description> </method> + <method name="tessellate_even_length" qualifiers="const"> + <return type="PackedVector3Array" /> + <param index="0" name="max_stages" type="int" default="5" /> + <param index="1" name="tolerance_length" type="float" default="0.2" /> + <description> + Returns a list of points along the curve, with almost uniform density. [param max_stages] controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care! + [param tolerance_length] controls the maximal distance between two neighbouring points, before the segment has to be subdivided. + </description> + </method> </methods> <members> <member name="bake_interval" type="float" setter="set_bake_interval" getter="get_bake_interval" default="0.2"> diff --git a/doc/classes/CurveTexture.xml b/doc/classes/CurveTexture.xml index 85473fc237..03e008d738 100644 --- a/doc/classes/CurveTexture.xml +++ b/doc/classes/CurveTexture.xml @@ -13,6 +13,7 @@ <member name="curve" type="Curve" setter="set_curve" getter="get_curve"> The [Curve] that is rendered onto the texture. </member> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> <member name="texture_mode" type="int" setter="set_texture_mode" getter="get_texture_mode" enum="CurveTexture.TextureMode" default="0"> The format the texture should be generated with. When passing a CurveTexture as a input to a [Shader], this may need to be adjusted. </member> diff --git a/doc/classes/CurveXYZTexture.xml b/doc/classes/CurveXYZTexture.xml index e3f2e8fc45..8c4e2dce0f 100644 --- a/doc/classes/CurveXYZTexture.xml +++ b/doc/classes/CurveXYZTexture.xml @@ -19,6 +19,7 @@ <member name="curve_z" type="Curve" setter="set_curve_z" getter="get_curve_z"> The [Curve] that is rendered onto the texture's blue channel. </member> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> <member name="width" type="int" setter="set_width" getter="get_width" default="256"> The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage. </member> diff --git a/doc/classes/CylinderShape3D.xml b/doc/classes/CylinderShape3D.xml index 6ff142da59..dcb14ec945 100644 --- a/doc/classes/CylinderShape3D.xml +++ b/doc/classes/CylinderShape3D.xml @@ -5,6 +5,7 @@ </brief_description> <description> Cylinder shape for collisions. Like [CapsuleShape3D], but without hemispheres at the cylinder's ends. + [b]Note:[/b] There are several known bugs with cylinder collision shapes. Using [CapsuleShape3D] or [BoxShape3D] instead is recommended. [b]Performance:[/b] Being a primitive collision shape, [CylinderShape3D] is fast to check collisions against (though not as fast as [SphereShape3D]). [CylinderShape3D] is also more demanding compared to [CapsuleShape3D]. </description> <tutorials> diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 40b5e88fff..5f99ba82b8 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -4,9 +4,8 @@ Dictionary type. </brief_description> <description> - Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are composed of pairs of keys (which must be unique) and values. Dictionaries will preserve the insertion order when adding elements, even though this may not be reflected when printing the dictionary. In other programming languages, this data structure is sometimes referred to as a hash map or associative array. + Dictionary type. Associative container, which contains values referenced by unique keys. Dictionaries are composed of pairs of keys (which must be unique) and values. Dictionaries will preserve the insertion order when adding new entries. In other programming languages, this data structure is sometimes referred to as a hash map or associative array. You can define a dictionary by placing a comma-separated list of [code]key: value[/code] pairs in curly braces [code]{}[/code]. - Erasing elements while iterating over them [b]is not supported[/b] and will result in undefined behavior. [b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate]. Creating a dictionary: [codeblocks] @@ -40,10 +39,10 @@ }; [/csharp] [/codeblocks] - You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dict["White"][/code] will return [code]50[/code]. You can also write [code]points_dict.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable). + You can access a dictionary's value by referencing its corresponding key. In the above example, [code]points_dict["White"][/code] will return [code]50[/code]. You can also write [code]points_dict.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable). [codeblocks] [gdscript] - export(String, "White", "Yellow", "Orange") var my_color + @export(String, "White", "Yellow", "Orange") var my_color var points_dict = {"White": 50, "Yellow": 75, "Orange": 100} func _ready(): # We can't use dot syntax here as `my_color` is a variable. @@ -69,7 +68,9 @@ Dictionaries can contain more complex data: [codeblocks] [gdscript] - my_dict = {"First Array": [1, 2, 3, 4]} # Assigns an Array to a String key. + var my_dict = { + "First Array": [1, 2, 3, 4] # Assigns an Array to a String key. + } [/gdscript] [csharp] var myDict = new Godot.Collections.Dictionary @@ -91,7 +92,7 @@ {"Yellow", 75}, {"Orange", 100} }; - pointsDict["blue"] = 150; // Add "Blue" as a key and assign 150 as its value. + pointsDict["Blue"] = 150; // Add "Blue" as a key and assign 150 as its value. [/csharp] [/codeblocks] Finally, dictionaries can contain different types of keys and values in the same dictionary: @@ -118,63 +119,23 @@ }; [/csharp] [/codeblocks] - [b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly: + The keys of a dictionary can be iterated with the [code]for[/code] keyword: [codeblocks] [gdscript] - var array1 = [1, 2, 3] - var array2 = [1, 2, 3] - - func compare_arrays(): - print(array1 == array2) # Will print true. - - var dict1 = {"a": 1, "b": 2, "c": 3} - var dict2 = {"a": 1, "b": 2, "c": 3} - - func compare_dictionaries(): - print(dict1 == dict2) # Will NOT print true. + var groceries = {"Orange": 20, "Apple": 2, "Banana": 4} + for fruit in groceries: + var amount = groceries[fruit] [/gdscript] [csharp] - // You have to use GD.Hash(). - - public Godot.Collections.Array array1 = new Godot.Collections.Array{1, 2, 3}; - public Godot.Collections.Array array2 = new Godot.Collections.Array{1, 2, 3}; - - public void CompareArrays() - { - GD.Print(array1 == array2); // Will print FALSE!! - GD.Print(GD.Hash(array1) == GD.Hash(array2)); // Will print true. - } - - public Godot.Collections.Dictionary dict1 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}}; - public Godot.Collections.Dictionary dict2 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}}; - - public void CompareDictionaries() + var groceries = new Godot.Collections.Dictionary{{"Orange", 20}, {"Apple", 2}, {"Banana", 4}}; + foreach (var (fruit, amount) in groceries) { - GD.Print(dict1 == dict2); // Will NOT print true. + // `fruit` is the key, `amount` is the value. } [/csharp] [/codeblocks] - You need to first calculate the dictionary's hash with [method hash] before you can compare them: - [codeblocks] - [gdscript] - var dict1 = {"a": 1, "b": 2, "c": 3} - var dict2 = {"a": 1, "b": 2, "c": 3} - - func compare_dictionaries(): - print(dict1.hash() == dict2.hash()) # Will print true. - [/gdscript] - [csharp] - // You have to use GD.Hash(). - public Godot.Collections.Dictionary dict1 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}}; - public Godot.Collections.Dictionary dict2 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}}; - - public void CompareDictionaries() - { - GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Will print true. - } - [/csharp] - [/codeblocks] - [b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized. + [b]Note:[/b] Erasing elements while iterating over dictionaries is [b]not[/b] supported and will result in unpredictable behavior. + [b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary becomes read-only. A read-only Dictionary's entries cannot be overridden at run-time. This does [i]not[/i] affect nested [Array] and [Dictionary] values. </description> <tutorials> <link title="GDScript basics: Dictionary">$DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#dictionary</link> @@ -192,7 +153,7 @@ <return type="Dictionary" /> <param index="0" name="from" type="Dictionary" /> <description> - Constructs a [Dictionary] as a copy of the given [Dictionary]. + Returns the same array as [param from]. If you need a copy of the array, use [method duplicate]. </description> </constructor> </constructors> @@ -200,22 +161,30 @@ <method name="clear"> <return type="void" /> <description> - Clear the dictionary, removing all key/value pairs. + Clears the dictionary, removing all entries from it. </description> </method> <method name="duplicate" qualifiers="const"> <return type="Dictionary" /> <param index="0" name="deep" type="bool" default="false" /> <description> - Creates a copy of the dictionary, and returns it. The [param deep] parameter causes inner dictionaries and arrays to be copied recursively, but does not apply to objects. + Creates and returns a new copy of the dictionary. If [param deep] is [code]true[/code], inner [Dictionary] and [Array] keys and values are also copied, recursively. </description> </method> <method name="erase"> <return type="bool" /> <param index="0" name="key" type="Variant" /> <description> - Erase a dictionary key/value pair by key. Returns [code]true[/code] if the given key was present in the dictionary, [code]false[/code] otherwise. - [b]Note:[/b] Don't erase elements while iterating over the dictionary. You can iterate over the [method keys] array instead. + Removes the dictionary entry by key, if it exists. Returns [code]true[/code] if the given [param key] existed in the dictionary, otherwise [code]false[/code]. + [b]Note:[/b] Do not erase entries while iterating over the dictionary. You can iterate over the [method keys] array instead. + </description> + </method> + <method name="find_key" qualifiers="const"> + <return type="Variant" /> + <param index="0" name="value" type="Variant" /> + <description> + Finds and returns the first key whose associated value is equal to [param value], or [code]null[/code] if it is not found. + [b]Note:[/b] [code]null[/code] is also a valid key. If inside the dictionary, [method find_key] may give misleading results. </description> </method> <method name="get" qualifiers="const"> @@ -223,72 +192,89 @@ <param index="0" name="key" type="Variant" /> <param index="1" name="default" type="Variant" default="null" /> <description> - Returns the current value for the specified key in the [Dictionary]. If the key does not exist, the method returns the value of the optional default argument, or [code]null[/code] if it is omitted. + Returns the corresponding value for the given [param key] in the dictionary. If the [param key] does not exist, returns [param default], or [code]null[/code] if the parameter is omitted. </description> </method> <method name="has" qualifiers="const"> <return type="bool" /> <param index="0" name="key" type="Variant" /> <description> - Returns [code]true[/code] if the dictionary has a given key. - [b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows: + Returns [code]true[/code] if the dictionary contains an entry with the given [param key]. [codeblocks] [gdscript] - # Will evaluate to `true`. - if "godot" in {"godot": "engine"}: - pass + var my_dict = { + "Godot" : 4, + 210 : null, + } + + print(my_dict.has("Godot")) # Prints true + print(my_dict.has(210)) # Prints true + print(my_dict.has(4)) # Prints false [/gdscript] [csharp] - // You have to use Contains() here as an alternative to GDScript's `in` operator. - if (new Godot.Collections.Dictionary{{"godot", "engine"}}.Contains("godot")) + var myDict = new Godot.Collections.Dictionary { - // I am executed. - } + { "Godot", 4 }, + { 210, default }, + }; + + GD.Print(myDict.Contains("Godot")); // Prints true + GD.Print(myDict.Contains(210)); // Prints true + GD.Print(myDict.Contains(4)); // Prints false [/csharp] [/codeblocks] - This method (like the [code]in[/code] operator) will evaluate to [code]true[/code] as long as the key exists, even if the associated value is [code]null[/code]. + In GDScript, this is equivalent to the [code]in[/code] operator: + [codeblock] + if "Godot" in {"Godot": 4}: + print("The key is here!") # Will be printed. + [/codeblock] + [b]Note:[/b] This method returns [code]true[/code] as long as the [param key] exists, even if its corresponding value is [code]null[/code]. </description> </method> <method name="has_all" qualifiers="const"> <return type="bool" /> <param index="0" name="keys" type="Array" /> <description> - Returns [code]true[/code] if the dictionary has all the keys in the given array. + Returns [code]true[/code] if the dictionary contains all keys in the given [param keys] array. + [codeblock] + var data = {"width" : 10, "height" : 20} + data.has_all(["height", "width"]) # Returns true + [/codeblock] </description> </method> <method name="hash" qualifiers="const"> <return type="int" /> <description> - Returns a hashed 32-bit integer value representing the dictionary contents. This can be used to compare dictionaries by value: + Returns a hashed 32-bit integer value representing the dictionary contents. [codeblocks] [gdscript] - var dict1 = {0: 10} - var dict2 = {0: 10} - # The line below prints `true`, whereas it would have printed `false` if both variables were compared directly. - print(dict1.hash() == dict2.hash()) + var dict1 = {"A": 10, "B": 2} + var dict2 = {"A": 10, "B": 2} + + print(dict1.hash() == dict2.hash()) # Prints true [/gdscript] [csharp] - var dict1 = new Godot.Collections.Dictionary{{0, 10}}; - var dict2 = new Godot.Collections.Dictionary{{0, 10}}; - // The line below prints `true`, whereas it would have printed `false` if both variables were compared directly. - // Dictionary has no Hash() method. Use GD.Hash() instead. - GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); + var dict1 = new Godot.Collections.Dictionary{{"A", 10}, {"B", 2}}; + var dict2 = new Godot.Collections.Dictionary{{"A", 10}, {"B", 2}}; + + // Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead. + GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true [/csharp] [/codeblocks] - [b]Note:[/b] Dictionaries with the same keys/values but in a different order will have a different hash. - [b]Note:[/b] Dictionaries with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the dictionaries are equal, because different dictionaries can have identical hash values due to hash collisions. + [b]Note:[/b] Dictionaries with the same entries but in a different order will not have the same hash. + [b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed to be the same, because of hash collisions. On the countrary, dictionaries with different hash values are guaranteed to be different. </description> </method> <method name="is_empty" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the dictionary is empty. + Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/code]). See also [method size]. </description> </method> <method name="keys" qualifiers="const"> <return type="Array" /> <description> - Returns the list of keys in the [Dictionary]. + Returns the list of keys in the dictionary. </description> </method> <method name="merge"> @@ -296,19 +282,19 @@ <param index="0" name="dictionary" type="Dictionary" /> <param index="1" name="overwrite" type="bool" default="false" /> <description> - Adds elements from [param dictionary] to this [Dictionary]. By default, duplicate keys will not be copied over, unless [param overwrite] is [code]true[/code]. + Adds entries from [param dictionary] to this dictionary. By default, duplicate keys are not copied over, unless [param overwrite] is [code]true[/code]. </description> </method> <method name="size" qualifiers="const"> <return type="int" /> <description> - Returns the number of keys in the dictionary. + Returns the number of entries in the dictionary. Empty dictionaries ([code]{ }[/code]) always return [code]0[/code]. See also [method is_empty]. </description> </method> <method name="values" qualifiers="const"> <return type="Array" /> <description> - Returns the list of values in the [Dictionary]. + Returns the list of values in this dictionary. </description> </method> </methods> @@ -317,18 +303,22 @@ <return type="bool" /> <param index="0" name="right" type="Dictionary" /> <description> + Returns [code]true[/code] if the two dictionaries do not contain the same keys and values. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="Dictionary" /> <description> + Returns [code]true[/code] if the two dictionaries contain the same keys and values. The order of the entries does not matter. + [b]Note:[/b] In C#, by convention, this operator compares by [b]reference[/b]. If you need to compare by value, iterate over both dictionaries. </description> </operator> <operator name="operator []"> <return type="Variant" /> <param index="0" name="key" type="Variant" /> <description> + Returns the corresponding value for the given [param key] in the dictionary. If the entry does not exist, fails and returns [code]null[/code]. For safe access, use [method get] or [method has]. </description> </operator> </operators> diff --git a/doc/classes/Directory.xml b/doc/classes/DirAccess.xml index c9a9f346a5..181d2eb485 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/DirAccess.xml @@ -1,18 +1,26 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Directory" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="DirAccess" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Type used to handle the filesystem. </brief_description> <description> Directory type. It is used to manage directories and their content (not restricted to the project folder). - When creating a new [Directory], it must be explicitly opened using [method open] before most methods can be used. However, [method file_exists] and [method dir_exists] can be used without opening a directory. If so, they use a path relative to [code]res://[/code]. + [DirAccess] can't be instantiated directly. Instead it is created with a static method that takes a path for which it will be opened. + Most of the methods have a static alternative that can be used without creating a [DirAccess]. Static methods only support absolute paths (including [code]res://[/code] and [code]user://[/code]). + [codeblock] + # Standard + var dir = DirAccess.open("user://levels") + dir.make_dir("world1") + # Static + DirAccess.make_dir_absolute("user://levels/world1") + [/codeblock] [b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. Use [ResourceLoader] to access imported resources. Here is an example on how to iterate through the files of a directory: [codeblocks] [gdscript] func dir_contents(path): - var dir = Directory.new() - if dir.open(path) == OK: + var dir = DirAccess.open(path) + if dir: dir.list_dir_begin() var file_name = dir.get_next() while file_name != "": @@ -27,8 +35,8 @@ [csharp] public void DirContents(string path) { - var dir = new Directory(); - if (dir.Open(path) == Error.Ok) + using var dir = DirAccess.Open(path); + if (dir != null) { dir.ListDirBegin(); string fileName = dir.GetNext(); @@ -59,19 +67,30 @@ <methods> <method name="change_dir"> <return type="int" enum="Error" /> - <param index="0" name="todir" type="String" /> + <param index="0" name="to_dir" type="String" /> <description> Changes the currently opened directory to the one passed as an argument. The argument can be relative to the current directory (e.g. [code]newdir[/code] or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/code] or [code]res://somedir/newdir[/code]). - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). </description> </method> <method name="copy"> <return type="int" enum="Error" /> <param index="0" name="from" type="String" /> <param index="1" name="to" type="String" /> + <param index="2" name="chmod_flags" type="int" default="-1" /> <description> Copies the [param from] file to the [param to] destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten. - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + If [param chmod_flags] is different than [code]-1[/code], the Unix permissions for the destination path will be set to the provided value, if available on the current operating system. + Returns one of the [enum Error] code constants ([constant OK] on success). + </description> + </method> + <method name="copy_absolute" qualifiers="static"> + <return type="int" enum="Error" /> + <param index="0" name="from" type="String" /> + <param index="1" name="to" type="String" /> + <param index="2" name="chmod_flags" type="int" default="-1" /> + <description> + Static version of [method copy]. Supports only absolute paths. </description> </method> <method name="current_is_dir" qualifiers="const"> @@ -85,7 +104,13 @@ <param index="0" name="path" type="String" /> <description> Returns whether the target directory exists. The argument can be relative to the current directory, or an absolute path. - If the [Directory] is not open, the path is relative to [code]res://[/code]. + </description> + </method> + <method name="dir_exists_absolute" qualifiers="static"> + <return type="bool" /> + <param index="0" name="path" type="String" /> + <description> + Static version of [method dir_exists]. Supports only absolute paths. </description> </method> <method name="file_exists"> @@ -93,11 +118,12 @@ <param index="0" name="path" type="String" /> <description> Returns whether the target file exists. The argument can be relative to the current directory, or an absolute path. - If the [Directory] is not open, the path is relative to [code]res://[/code]. + For a static equivalent, use [method FileAccess.file_exists]. </description> </method> - <method name="get_current_dir"> + <method name="get_current_dir" qualifiers="const"> <return type="String" /> + <param index="0" name="include_drive" type="bool" default="true" /> <description> Returns the absolute path to the currently opened directory (e.g. [code]res://folder[/code] or [code]C:\tmp\folder[/code]). </description> @@ -105,7 +131,7 @@ <method name="get_current_drive"> <return type="int" /> <description> - Returns the currently opened directory's drive index. See [method get_drive] to convert returned index to the name of the drive. + Returns the currently opened directory's drive index. See [method get_drive_name] to convert returned index to the name of the drive. </description> </method> <method name="get_directories"> @@ -115,17 +141,15 @@ Affected by [member include_hidden] and [member include_navigational]. </description> </method> - <method name="get_drive"> - <return type="String" /> - <param index="0" name="idx" type="int" /> + <method name="get_directories_at" qualifiers="static"> + <return type="PackedStringArray" /> + <param index="0" name="path" type="String" /> <description> - On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]). - On macOS, returns the path to the mounted volume passed as an argument. - On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as an argument. - On other platforms, or if the requested drive does not exist, the method returns an empty String. + Returns a [PackedStringArray] containing filenames of the directory contents, excluding files, at the given [param path]. The array is sorted alphabetically. + Use [method get_directories] if you want more control of what gets included. </description> </method> - <method name="get_drive_count"> + <method name="get_drive_count" qualifiers="static"> <return type="int" /> <description> On Windows, returns the number of drives (partitions) mounted on the current filesystem. @@ -134,6 +158,16 @@ On other platforms, the method returns 0. </description> </method> + <method name="get_drive_name" qualifiers="static"> + <return type="String" /> + <param index="0" name="idx" type="int" /> + <description> + On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]). + On macOS, returns the path to the mounted volume passed as an argument. + On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as an argument. + On other platforms, or if the requested drive does not exist, the method returns an empty String. + </description> + </method> <method name="get_files"> <return type="PackedStringArray" /> <description> @@ -141,17 +175,31 @@ Affected by [member include_hidden]. </description> </method> + <method name="get_files_at" qualifiers="static"> + <return type="PackedStringArray" /> + <param index="0" name="path" type="String" /> + <description> + Returns a [PackedStringArray] containing filenames of the directory contents, excluding directories, at the given [param path]. The array is sorted alphabetically. + Use [method get_files] if you want more control of what gets included. + </description> + </method> <method name="get_next"> <return type="String" /> <description> - Returns the next element (file or directory) in the current directory (including [code].[/code] and [code]..[/code], unless [code]skip_navigational[/code] was given to [method list_dir_begin]). - The name of the file or directory is returned (and not its full path). Once the stream has been fully processed, the method returns an empty String and closes the stream automatically (i.e. [method list_dir_end] would not be mandatory in such a case). + Returns the next element (file or directory) in the current directory. + The name of the file or directory is returned (and not its full path). Once the stream has been fully processed, the method returns an empty [String] and closes the stream automatically (i.e. [method list_dir_end] would not be mandatory in such a case). + </description> + </method> + <method name="get_open_error" qualifiers="static"> + <return type="int" enum="Error" /> + <description> + Returns the result of the last [method open] call in the current thread. </description> </method> <method name="get_space_left"> <return type="int" /> <description> - On UNIX desktop systems, returns the available space on the current directory's disk. On other platforms, this information is not available and the method returns 0 or -1. + Returns the available space on the current directory's disk, in bytes. Returns [code]0[/code] if the platform-specific method to query the available space fails. </description> </method> <method name="list_dir_begin"> @@ -173,7 +221,14 @@ <param index="0" name="path" type="String" /> <description> Creates a directory. The argument can be relative to the current directory, or an absolute path. The target directory should be placed in an already existing directory (to create the full path recursively, see [method make_dir_recursive]). - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). + </description> + </method> + <method name="make_dir_absolute" qualifiers="static"> + <return type="int" enum="Error" /> + <param index="0" name="path" type="String" /> + <description> + Static version of [method make_dir]. Supports only absolute paths. </description> </method> <method name="make_dir_recursive"> @@ -181,15 +236,22 @@ <param index="0" name="path" type="String" /> <description> Creates a target directory and all necessary intermediate directories in its path, by calling [method make_dir] recursively. The argument can be relative to the current directory, or an absolute path. - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). </description> </method> - <method name="open"> + <method name="make_dir_recursive_absolute" qualifiers="static"> <return type="int" enum="Error" /> <param index="0" name="path" type="String" /> <description> - Opens an existing directory of the filesystem. The [param path] argument can be within the project tree ([code]res://folder[/code]), the user directory ([code]user://folder[/code]) or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\tmp\folder[/code]). - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Static version of [method make_dir_recursive]. Supports only absolute paths. + </description> + </method> + <method name="open" qualifiers="static"> + <return type="DirAccess" /> + <param index="0" name="path" type="String" /> + <description> + Creates a new [DirAccess] object and opens an existing directory of the filesystem. The [param path] argument can be within the project tree ([code]res://folder[/code]), the user directory ([code]user://folder[/code]) or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\tmp\folder[/code]). + Returns [code]null[/code] if opening the directory failed. You can use [method get_open_error] to check the error that occurred. </description> </method> <method name="remove"> @@ -198,7 +260,14 @@ <description> Permanently deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail. If you don't want to delete the file/directory permanently, use [method OS.move_to_trash] instead. - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). + </description> + </method> + <method name="remove_absolute" qualifiers="static"> + <return type="int" enum="Error" /> + <param index="0" name="path" type="String" /> + <description> + Static version of [method remove]. Supports only absolute paths. </description> </method> <method name="rename"> @@ -207,16 +276,24 @@ <param index="1" name="to" type="String" /> <description> Renames (move) the [param from] file or directory to the [param to] destination. Both arguments should be paths to files or directories, either relative or absolute. If the destination file or directory exists and is not access-protected, it will be overwritten. - Returns one of the [enum Error] code constants ([code]OK[/code] on success). + Returns one of the [enum Error] code constants ([constant OK] on success). + </description> + </method> + <method name="rename_absolute" qualifiers="static"> + <return type="int" enum="Error" /> + <param index="0" name="from" type="String" /> + <param index="1" name="to" type="String" /> + <description> + Static version of [method rename]. Supports only absolute paths. </description> </method> </methods> <members> - <member name="include_hidden" type="bool" setter="set_include_hidden" getter="get_include_hidden" default="false"> + <member name="include_hidden" type="bool" setter="set_include_hidden" getter="get_include_hidden"> If [code]true[/code], hidden files are included when the navigating directory. Affects [method list_dir_begin], [method get_directories] and [method get_files]. </member> - <member name="include_navigational" type="bool" setter="set_include_navigational" getter="get_include_navigational" default="false"> + <member name="include_navigational" type="bool" setter="set_include_navigational" getter="get_include_navigational"> If [code]true[/code], [code].[/code] and [code]..[/code] are included when navigating the directory. Affects [method list_dir_begin] and [method get_directories]. </member> diff --git a/doc/classes/DirectionalLight2D.xml b/doc/classes/DirectionalLight2D.xml index a1b8ea86be..f825a9e082 100644 --- a/doc/classes/DirectionalLight2D.xml +++ b/doc/classes/DirectionalLight2D.xml @@ -1,16 +1,20 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="DirectionalLight2D" inherits="Light2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Directional 2D light from a distance. </brief_description> <description> + A directional light is a type of [Light2D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene (for example: to model sunlight or moonlight). </description> <tutorials> + <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <members> <member name="height" type="float" setter="set_height" getter="get_height" default="0.0"> The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel to the plane) to 1 (perpendicular to the plane). </member> <member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="10000.0"> + The maximum distance from the camera center objects can be before their shadows are culled (in pixels). Decreasing this value can prevent objects located outside the camera from casting shadows (while also improving performance). [member Camera2D.zoom] is not taken into account by [member max_distance], which means that at higher zoom values, shadows will appear to fade out sooner when zooming onto a given point. </member> </members> </class> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 1a811011eb..29135376c5 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="DisplayServer" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Singleton for window management functions. </brief_description> <description> + [DisplayServer] handles everything related to window management. This is separated from [OS] as a single operating system may support multiple display servers. + [b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] disables all rendering and window management functions. Most functions from [DisplayServer] will return dummy values in this case. </description> <tutorials> </tutorials> @@ -16,8 +19,8 @@ <method name="clipboard_get_primary" qualifiers="const"> <return type="String" /> <description> - Returns the user's primary clipboard as a string if possible. - [b]Note:[/b] This method is only implemented on Linux. + Returns the user's [url=https://unix.stackexchange.com/questions/139191/whats-the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] clipboard as a string if possible. This is the clipboard that is set when the user selects text in any application, rather than when pressing [kbd]Ctrl + C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse button in any application that supports the primary clipboard mechanism. + [b]Note:[/b] This method is only implemented on Linux (X11). </description> </method> <method name="clipboard_has" qualifiers="const"> @@ -37,22 +40,14 @@ <return type="void" /> <param index="0" name="clipboard_primary" type="String" /> <description> - Sets the user's primary clipboard content to the given string. - [b]Note:[/b] This method is only implemented on Linux. - </description> - </method> - <method name="create_sub_window"> - <return type="int" /> - <param index="0" name="mode" type="int" enum="DisplayServer.WindowMode" /> - <param index="1" name="vsync_mode" type="int" enum="DisplayServer.VSyncMode" /> - <param index="2" name="flags" type="int" /> - <param index="3" name="rect" type="Rect2i" default="Rect2i(0, 0, 0, 0)" /> - <description> + Sets the user's [url=https://unix.stackexchange.com/questions/139191/whats-the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] clipboard content to the given string. This is the clipboard that is set when the user selects text in any application, rather than when pressing [kbd]Ctrl + C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse button in any application that supports the primary clipboard mechanism. + [b]Note:[/b] This method is only implemented on Linux (X11). </description> </method> <method name="cursor_get_shape" qualifiers="const"> <return type="int" enum="DisplayServer.CursorShape" /> <description> + Returns the default mouse cursor shape set by [method cursor_set_shape]. </description> </method> <method name="cursor_set_custom_image"> @@ -61,18 +56,14 @@ <param index="1" name="shape" type="int" enum="DisplayServer.CursorShape" default="0" /> <param index="2" name="hotspot" type="Vector2" default="Vector2(0, 0)" /> <description> + Sets a custom mouse cursor image for the defined [param shape]. This means the user's operating system and mouse cursor theme will no longer influence the mouse cursor's appearance. The image must be [code]256x256[/code] or smaller for correct appearance. [param hotspot] can optionally be set to define the area where the cursor will click. By default, [param hotspot] is set to [code]Vector2(0, 0)[/code], which is the top-left corner of the image. See also [method cursor_set_shape]. </description> </method> <method name="cursor_set_shape"> <return type="void" /> <param index="0" name="shape" type="int" enum="DisplayServer.CursorShape" /> <description> - </description> - </method> - <method name="delete_sub_window"> - <return type="void" /> - <param index="0" name="window_id" type="int" /> - <description> + Sets the default mouse cursor shape. The cursor's appearance will vary depending on the user's operating system and mouse cursor theme. See also [method cursor_get_shape] and [method cursor_set_custom_image]. </description> </method> <method name="dialog_input_text"> @@ -82,6 +73,8 @@ <param index="2" name="existing_text" type="String" /> <param index="3" name="callback" type="Callable" /> <description> + Shows a text input dialog which uses the operating system's native look-and-feel. [param callback] will be called with a [String] argument equal to the text field's contents when the dialog is closed for any reason. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="dialog_show"> @@ -91,21 +84,34 @@ <param index="2" name="buttons" type="PackedStringArray" /> <param index="3" name="callback" type="Callable" /> <description> + Shows a text dialog which uses the operating system's native look-and-feel. [param callback] will be called when the dialog is closed for any reason. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="enable_for_stealing_focus"> <return type="void" /> <param index="0" name="process_id" type="int" /> <description> + Allows the [param process_id] PID to steal focus from this window. In other words, this disables the operating system's focus stealing protection for the specified PID. + [b]Note:[/b] This method is implemented on Windows. </description> </method> <method name="force_process_and_drop_events"> <return type="void" /> <description> + Forces window manager processing while ignoring all [InputEvent]s. See also [method process_events]. + [b]Note:[/b] This method is implemented on Windows and macOS. + </description> + </method> + <method name="get_accent_color" qualifiers="const"> + <return type="Color" /> + <description> + Returns OS theme accent color. Returns [code]Color(0, 0, 0, 0)[/code], if accent color is unknown. + [b]Note:[/b] This method is implemented on macOS and Windows. </description> </method> <method name="get_display_cutouts" qualifiers="const"> - <return type="Array" /> + <return type="Rect2[]" /> <description> Returns an [Array] of [Rect2], each of which is the bounding rectangle for a display cutout or notch. These are non-functional areas on edge-to-edge screens used by cameras and sensors. Returns an empty array if the device does not have cutouts. See also [method get_display_safe_area]. [b]Note:[/b] Currently only implemented on Android. Other platforms will return an empty array even if they do have display cutouts or notches. @@ -120,189 +126,222 @@ <method name="get_name" qualifiers="const"> <return type="String" /> <description> + Returns the name of the [DisplayServer] currently in use. Most operating systems only have a single [DisplayServer], but Linux has access to more than one [DisplayServer] (although only X11 is currently implemented in Godot). + The names of built-in display servers are [code]Windows[/code], [code]macOS[/code], [code]X11[/code] (Linux), [code]Android[/code], [code]iOS[/code], [code]web[/code] (HTML5) and [code]headless[/code] (when started with the [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]). </description> </method> <method name="get_screen_count" qualifiers="const"> <return type="int" /> <description> + Returns the number of displays available. </description> </method> <method name="get_swap_cancel_ok"> <return type="bool" /> <description> + Returns [code]true[/code] if positions of [b]OK[/b] and [b]Cancel[/b] buttons are swapped in dialogs. This is enabled by default on Windows and UWP to follow interface conventions, and be toggled by changing [member ProjectSettings.gui/common/swap_cancel_ok]. + [b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by [method DisplayServer.dialog_show]. </description> </method> <method name="get_window_at_screen_position" qualifiers="const"> <return type="int" /> <param index="0" name="position" type="Vector2i" /> <description> + Returns the ID of the window at the specified screen [param position] (in pixels). On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this: + [codeblock] + * (0, 0) +-------+ + | | + +-------------+ | | + | | | | + | | | | + +-------------+ +-------+ + [/codeblock] </description> </method> <method name="get_window_list" qualifiers="const"> <return type="PackedInt32Array" /> <description> + Returns the list of Godot window IDs belonging to this process. + [b]Note:[/b] Native dialogs are not included in this list. </description> </method> <method name="global_menu_add_check_item"> - <return type="void" /> + <return type="int" /> <param index="0" name="menu_root" type="String" /> <param index="1" name="label" type="String" /> <param index="2" name="callback" type="Callable" /> - <param index="3" name="tag" type="Variant" default="null" /> - <param index="4" name="accelerator" type="int" enum="Key" default="0" /> - <param index="5" name="index" type="int" default="-1" /> + <param index="3" name="key_callback" type="Callable" /> + <param index="4" name="tag" type="Variant" default="null" /> + <param index="5" name="accelerator" type="int" enum="Key" default="0" /> + <param index="6" name="index" type="int" default="-1" /> <description> Adds a new checkable item with text [param label] to the global menu with ID [param menu_root]. + Returns index of the inserted item, it's not guaranteed to be the same as [param index] value. [b]Note:[/b] This method is implemented on macOS. [b]Supported system menu IDs:[/b] [codeblock] - "" - Main menu (macOS). + "_main" - Main menu (macOS). "_dock" - Dock popup menu (macOS). [/codeblock] </description> </method> <method name="global_menu_add_icon_check_item"> - <return type="void" /> + <return type="int" /> <param index="0" name="menu_root" type="String" /> <param index="1" name="icon" type="Texture2D" /> <param index="2" name="label" type="String" /> <param index="3" name="callback" type="Callable" /> - <param index="4" name="tag" type="Variant" default="null" /> - <param index="5" name="accelerator" type="int" enum="Key" default="0" /> - <param index="6" name="index" type="int" default="-1" /> + <param index="4" name="key_callback" type="Callable" /> + <param index="5" name="tag" type="Variant" default="null" /> + <param index="6" name="accelerator" type="int" enum="Key" default="0" /> + <param index="7" name="index" type="int" default="-1" /> <description> Adds a new checkable item with text [param label] and icon [param icon] to the global menu with ID [param menu_root]. + Returns index of the inserted item, it's not guaranteed to be the same as [param index] value. [b]Note:[/b] This method is implemented on macOS. [b]Supported system menu IDs:[/b] [codeblock] - "" - Main menu (macOS). + "_main" - Main menu (macOS). "_dock" - Dock popup menu (macOS). [/codeblock] </description> </method> <method name="global_menu_add_icon_item"> - <return type="void" /> + <return type="int" /> <param index="0" name="menu_root" type="String" /> <param index="1" name="icon" type="Texture2D" /> <param index="2" name="label" type="String" /> <param index="3" name="callback" type="Callable" /> - <param index="4" name="tag" type="Variant" default="null" /> - <param index="5" name="accelerator" type="int" enum="Key" default="0" /> - <param index="6" name="index" type="int" default="-1" /> + <param index="4" name="key_callback" type="Callable" /> + <param index="5" name="tag" type="Variant" default="null" /> + <param index="6" name="accelerator" type="int" enum="Key" default="0" /> + <param index="7" name="index" type="int" default="-1" /> <description> Adds a new item with text [param label] and icon [param icon] to the global menu with ID [param menu_root]. + Returns index of the inserted item, it's not guaranteed to be the same as [param index] value. [b]Note:[/b] This method is implemented on macOS. [b]Supported system menu IDs:[/b] [codeblock] - "" - Main menu (macOS). + "_main" - Main menu (macOS). "_dock" - Dock popup menu (macOS). [/codeblock] </description> </method> <method name="global_menu_add_icon_radio_check_item"> - <return type="void" /> + <return type="int" /> <param index="0" name="menu_root" type="String" /> <param index="1" name="icon" type="Texture2D" /> <param index="2" name="label" type="String" /> <param index="3" name="callback" type="Callable" /> - <param index="4" name="tag" type="Variant" default="null" /> - <param index="5" name="accelerator" type="int" enum="Key" default="0" /> - <param index="6" name="index" type="int" default="-1" /> + <param index="4" name="key_callback" type="Callable" /> + <param index="5" name="tag" type="Variant" default="null" /> + <param index="6" name="accelerator" type="int" enum="Key" default="0" /> + <param index="7" name="index" type="int" default="-1" /> <description> Adds a new radio-checkable item with text [param label] and icon [param icon] to the global menu with ID [param menu_root]. + Returns index of the inserted item, it's not guaranteed to be the same as [param index] value. [b]Note:[/b] Radio-checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method global_menu_set_item_checked] for more info on how to control it. [b]Note:[/b] This method is implemented on macOS. [b]Supported system menu IDs:[/b] [codeblock] - "" - Main menu (macOS). + "_main" - Main menu (macOS). "_dock" - Dock popup menu (macOS). [/codeblock] </description> </method> <method name="global_menu_add_item"> - <return type="void" /> + <return type="int" /> <param index="0" name="menu_root" type="String" /> <param index="1" name="label" type="String" /> <param index="2" name="callback" type="Callable" /> - <param index="3" name="tag" type="Variant" default="null" /> - <param index="4" name="accelerator" type="int" enum="Key" default="0" /> - <param index="5" name="index" type="int" default="-1" /> + <param index="3" name="key_callback" type="Callable" /> + <param index="4" name="tag" type="Variant" default="null" /> + <param index="5" name="accelerator" type="int" enum="Key" default="0" /> + <param index="6" name="index" type="int" default="-1" /> <description> Adds a new item with text [param label] to the global menu with ID [param menu_root]. + Returns index of the inserted item, it's not guaranteed to be the same as [param index] value. [b]Note:[/b] This method is implemented on macOS. [b]Supported system menu IDs:[/b] [codeblock] - "" - Main menu (macOS). + "_main" - Main menu (macOS). "_dock" - Dock popup menu (macOS). [/codeblock] </description> </method> <method name="global_menu_add_multistate_item"> - <return type="void" /> + <return type="int" /> <param index="0" name="menu_root" type="String" /> <param index="1" name="labe" type="String" /> <param index="2" name="max_states" type="int" /> <param index="3" name="default_state" type="int" /> <param index="4" name="callback" type="Callable" /> - <param index="5" name="tag" type="Variant" default="null" /> - <param index="6" name="accelerator" type="int" enum="Key" default="0" /> - <param index="7" name="index" type="int" default="-1" /> + <param index="5" name="key_callback" type="Callable" /> + <param index="6" name="tag" type="Variant" default="null" /> + <param index="7" name="accelerator" type="int" enum="Key" default="0" /> + <param index="8" name="index" type="int" default="-1" /> <description> Adds a new item with text [param labe] to the global menu with ID [param menu_root]. Contrarily to normal binary items, multistate items can have more than two states, as defined by [param max_states]. Each press or activate of the item will increase the state by one. The default value is defined by [param default_state]. + Returns index of the inserted item, it's not guaranteed to be the same as [param index] value. + [b]Note:[/b] By default, there's no indication of the current item state, it should be changed manually. [b]Note:[/b] This method is implemented on macOS. [b]Supported system menu IDs:[/b] [codeblock] - "" - Main menu (macOS). + "_main" - Main menu (macOS). "_dock" - Dock popup menu (macOS). [/codeblock] </description> </method> <method name="global_menu_add_radio_check_item"> - <return type="void" /> + <return type="int" /> <param index="0" name="menu_root" type="String" /> <param index="1" name="label" type="String" /> <param index="2" name="callback" type="Callable" /> - <param index="3" name="tag" type="Variant" default="null" /> - <param index="4" name="accelerator" type="int" enum="Key" default="0" /> - <param index="5" name="index" type="int" default="-1" /> + <param index="3" name="key_callback" type="Callable" /> + <param index="4" name="tag" type="Variant" default="null" /> + <param index="5" name="accelerator" type="int" enum="Key" default="0" /> + <param index="6" name="index" type="int" default="-1" /> <description> Adds a new radio-checkable item with text [param label] to the global menu with ID [param menu_root]. + Returns index of the inserted item, it's not guaranteed to be the same as [param index] value. [b]Note:[/b] Radio-checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method global_menu_set_item_checked] for more info on how to control it. [b]Note:[/b] This method is implemented on macOS. [b]Supported system menu IDs:[/b] [codeblock] - "" - Main menu (macOS). + "_main" - Main menu (macOS). "_dock" - Dock popup menu (macOS). [/codeblock] </description> </method> <method name="global_menu_add_separator"> - <return type="void" /> + <return type="int" /> <param index="0" name="menu_root" type="String" /> <param index="1" name="index" type="int" default="-1" /> <description> Adds a separator between items to the global menu with ID [param menu_root]. Separators also occupy an index. + Returns index of the inserted item, it's not guaranteed to be the same as [param index] value. [b]Note:[/b] This method is implemented on macOS. [b]Supported system menu IDs:[/b] [codeblock] - "" - Main menu (macOS). + "_main" - Main menu (macOS). "_dock" - Dock popup menu (macOS). [/codeblock] </description> </method> <method name="global_menu_add_submenu_item"> - <return type="void" /> + <return type="int" /> <param index="0" name="menu_root" type="String" /> <param index="1" name="label" type="String" /> <param index="2" name="submenu" type="String" /> <param index="3" name="index" type="int" default="-1" /> <description> Adds an item that will act as a submenu of the global menu [param menu_root]. The [param submenu] argument is the ID of the global menu root that will be shown when the item is clicked. + Returns index of the inserted item, it's not guaranteed to be the same as [param index] value. [b]Note:[/b] This method is implemented on macOS. [b]Supported system menu IDs:[/b] [codeblock] - "" - Main menu (macOS). + "_main" - Main menu (macOS). "_dock" - Dock popup menu (macOS). [/codeblock] </description> @@ -315,7 +354,7 @@ [b]Note:[/b] This method is implemented on macOS. [b]Supported system menu IDs:[/b] [codeblock] - "" - Main menu (macOS). + "_main" - Main menu (macOS). "_dock" - Dock popup menu (macOS). [/codeblock] </description> @@ -338,6 +377,14 @@ [b]Note:[/b] This method is implemented on macOS. </description> </method> + <method name="global_menu_get_item_count" qualifiers="const"> + <return type="int" /> + <param index="0" name="menu_root" type="String" /> + <description> + Returns number of items in the global menu with ID [param menu_root]. + [b]Note:[/b] This method is implemented on macOS. + </description> + </method> <method name="global_menu_get_item_icon" qualifiers="const"> <return type="Texture2D" /> <param index="0" name="menu_root" type="String" /> @@ -347,6 +394,15 @@ [b]Note:[/b] This method is implemented on macOS. </description> </method> + <method name="global_menu_get_item_indentation_level" qualifiers="const"> + <return type="int" /> + <param index="0" name="menu_root" type="String" /> + <param index="1" name="idx" type="int" /> + <description> + Returns the horizontal offset of the item at the given [param idx]. + [b]Note:[/b] This method is implemented on macOS. + </description> + </method> <method name="global_menu_get_item_index_from_tag" qualifiers="const"> <return type="int" /> <param index="0" name="menu_root" type="String" /> @@ -365,6 +421,15 @@ [b]Note:[/b] This method is implemented on macOS. </description> </method> + <method name="global_menu_get_item_key_callback" qualifiers="const"> + <return type="Callable" /> + <param index="0" name="menu_root" type="String" /> + <param index="1" name="idx" type="int" /> + <description> + Returns the callback of the item accelerator at index [param idx]. + [b]Note:[/b] This method is implemented on macOS. + </description> + </method> <method name="global_menu_get_item_max_states" qualifiers="const"> <return type="int" /> <param index="0" name="menu_root" type="String" /> @@ -483,7 +548,7 @@ <param index="1" name="idx" type="int" /> <param index="2" name="callback" type="Callable" /> <description> - Sets the callback of the item at index [param idx]. Callback is emitted when an item is pressed or its accelerator is activated. + Sets the callback of the item at index [param idx]. Callback is emitted when an item is pressed. [b]Note:[/b] This method is implemented on macOS. </description> </method> @@ -528,6 +593,26 @@ [b]Note:[/b] This method is not supported by macOS "_dock" menu items. </description> </method> + <method name="global_menu_set_item_indentation_level"> + <return type="void" /> + <param index="0" name="menu_root" type="String" /> + <param index="1" name="idx" type="int" /> + <param index="2" name="level" type="int" /> + <description> + Sets the horizontal offset of the item at the given [param idx]. + [b]Note:[/b] This method is implemented on macOS. + </description> + </method> + <method name="global_menu_set_item_key_callback"> + <return type="void" /> + <param index="0" name="menu_root" type="String" /> + <param index="1" name="idx" type="int" /> + <param index="2" name="key_callback" type="Callable" /> + <description> + Sets the callback of the item at index [param idx]. Callback is emitted when its accelerator is activated. + [b]Note:[/b] This method is implemented on macOS. + </description> + </method> <method name="global_menu_set_item_max_states"> <return type="void" /> <param index="0" name="menu_root" type="String" /> @@ -603,23 +688,48 @@ <return type="bool" /> <param index="0" name="feature" type="int" enum="DisplayServer.Feature" /> <description> + Returns [code]true[/code] if the specified [param feature] is supported by the current [DisplayServer], [code]false[/code] otherwise. </description> </method> <method name="ime_get_selection" qualifiers="const"> <return type="Vector2i" /> <description> + Returns the text selection in the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] composition string, with the [Vector2i]'s [code]x[/code] component being the caret position and [code]y[/code] being the length of the selection. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="ime_get_text" qualifiers="const"> <return type="String" /> <description> + Returns the composition string contained within the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] window. + [b]Note:[/b] This method is implemented on macOS. + </description> + </method> + <method name="is_dark_mode" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if OS is using dark mode. + [b]Note:[/b] This method is implemented on macOS, Windows and Linux (X11). + </description> + </method> + <method name="is_dark_mode_supported" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if OS supports dark mode. + [b]Note:[/b] This method is implemented on macOS, Windows and Linux (X11). + </description> + </method> + <method name="is_touchscreen_available" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if touch events are available (Android or iOS), the capability is detected on the Webplatform or if [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] is [code]true[/code]. </description> </method> <method name="keyboard_get_current_layout" qualifiers="const"> <return type="int" /> <description> Returns active keyboard layout index. - [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows. </description> </method> <method name="keyboard_get_keycode_from_physical" qualifiers="const"> @@ -627,14 +737,14 @@ <param index="0" name="keycode" type="int" enum="Key" /> <description> Converts a physical (US QWERTY) [param keycode] to one in the active keyboard layout. - [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows. </description> </method> <method name="keyboard_get_layout_count" qualifiers="const"> <return type="int" /> <description> Returns the number of keyboard layouts. - [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows. </description> </method> <method name="keyboard_get_layout_language" qualifiers="const"> @@ -642,7 +752,7 @@ <param index="0" name="index" type="int" /> <description> Returns the ISO-639/BCP-47 language code of the keyboard layout at position [param index]. - [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows. </description> </method> <method name="keyboard_get_layout_name" qualifiers="const"> @@ -650,25 +760,27 @@ <param index="0" name="index" type="int" /> <description> Returns the localized name of the keyboard layout at position [param index]. - [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows. </description> </method> <method name="keyboard_set_current_layout"> <return type="void" /> <param index="0" name="index" type="int" /> <description> - Sets active keyboard layout. - [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + Sets the active keyboard layout. + [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows. </description> </method> <method name="mouse_get_button_state" qualifiers="const"> <return type="int" enum="MouseButton" /> <description> + Returns the current state of mouse buttons (whether each button is pressed) as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to [method Input.get_mouse_button_mask]. </description> </method> <method name="mouse_get_mode" qualifiers="const"> <return type="int" enum="DisplayServer.MouseMode" /> <description> + Returns the current mouse mode. See also [method mouse_set_mode]. </description> </method> <method name="mouse_get_position" qualifiers="const"> @@ -681,18 +793,20 @@ <return type="void" /> <param index="0" name="mouse_mode" type="int" enum="DisplayServer.MouseMode" /> <description> + Sets the current mouse mode. See also [method mouse_get_mode]. </description> </method> <method name="process_events"> <return type="void" /> <description> + Perform window manager processing, including input flushing. See also [method force_process_and_drop_events], [method Input.flush_buffered_events] and [member Input.use_accumulated_input]. </description> </method> <method name="screen_get_dpi" qualifiers="const"> <return type="int" /> <param index="0" name="screen" type="int" default="-1" /> <description> - Returns the dots per inch density of the specified screen. If [param screen] is [/code]SCREEN_OF_MAIN_WINDOW[/code] (the default value), a screen with the main window will be used. + Returns the dots per inch density of the specified screen. If [param screen] is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the main window will be used. [b]Note:[/b] On macOS, returned value is inaccurate if fractional display scaling mode is used. [b]Note:[/b] On Android devices, the actual screen densities are grouped into six generalized densities: [codeblock] @@ -703,7 +817,7 @@ xxhdpi - 480 dpi xxxhdpi - 640 dpi [/codeblock] - [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. Returns [code]72[/code] on unsupported platforms. + [b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and Windows. Returns [code]72[/code] on unsupported platforms. </description> </method> <method name="screen_get_max_scale" qualifiers="const"> @@ -718,12 +832,24 @@ <return type="int" enum="DisplayServer.ScreenOrientation" /> <param index="0" name="screen" type="int" default="-1" /> <description> + Returns the [param screen]'s current orientation. See also [method screen_set_orientation]. + [b]Note:[/b] This method is implemented on Android and iOS. </description> </method> <method name="screen_get_position" qualifiers="const"> <return type="Vector2i" /> <param index="0" name="screen" type="int" default="-1" /> <description> + Returns the screen's top-left corner position in pixels. On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this: + [codeblock] + * (0, 0) +-------+ + | | + +-------------+ | | + | | | | + | | | | + +-------------+ +-------+ + [/codeblock] + See also [method screen_get_size]. </description> </method> <method name="screen_get_refresh_rate" qualifiers="const"> @@ -731,7 +857,7 @@ <param index="0" name="screen" type="int" default="-1" /> <description> Returns the current refresh rate of the specified screen. If [param screen] is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the main window will be used. - [b]Note:[/b] Returns [code]-1.0[/code] if the DisplayServer fails to find the refresh rate for the specified screen. On HTML5, [method screen_get_refresh_rate] will always return [code]-1.0[/code] as there is no way to retrieve the refresh rate on that platform. + [b]Note:[/b] Returns [code]-1.0[/code] if the DisplayServer fails to find the refresh rate for the specified screen. On Web, [method screen_get_refresh_rate] will always return [code]-1.0[/code] as there is no way to retrieve the refresh rate on that platform. To fallback to a default refresh rate if the method fails, try: [codeblock] var refresh_rate = DisplayServer.screen_get_refresh_rate() @@ -753,29 +879,27 @@ <return type="Vector2i" /> <param index="0" name="screen" type="int" default="-1" /> <description> + Returns the screen's size in pixels. See also [method screen_get_position] and [method screen_get_usable_rect]. </description> </method> <method name="screen_get_usable_rect" qualifiers="const"> <return type="Rect2i" /> <param index="0" name="screen" type="int" default="-1" /> <description> + Returns the portion of the screen that is not obstructed by a status bar in pixels. See also [method screen_get_size]. </description> </method> <method name="screen_is_kept_on" qualifiers="const"> <return type="bool" /> <description> - </description> - </method> - <method name="screen_is_touchscreen" qualifiers="const"> - <return type="bool" /> - <param index="0" name="screen" type="int" default="-1" /> - <description> + Returns [code]true[/code] if the screen should never be turned off by the operating system's power-saving measures. See also [method screen_set_keep_on]. </description> </method> <method name="screen_set_keep_on"> <return type="void" /> <param index="0" name="enable" type="bool" /> <description> + Sets whether the screen should never be turned off by the operating system's power-saving measures. See also [method screen_is_kept_on]. </description> </method> <method name="screen_set_orientation"> @@ -783,18 +907,21 @@ <param index="0" name="orientation" type="int" enum="DisplayServer.ScreenOrientation" /> <param index="1" name="screen" type="int" default="-1" /> <description> + Sets the [param screen]'s [param orientation]. See also [method screen_get_orientation]. </description> </method> <method name="set_icon"> <return type="void" /> <param index="0" name="image" type="Image" /> <description> + Sets the window icon (usually displayed in the top-left corner) in the operating system's [i]native[/i] format. To use icons in the operating system's native format, use [method set_native_icon] instead. </description> </method> <method name="set_native_icon"> <return type="void" /> <param index="0" name="filename" type="String" /> <description> + Sets the window icon (usually displayed in the top-left corner) in the operating system's [i]native[/i] format. The file at [param filename] must be in [code].ico[/code] format on Windows or [code].icns[/code] on macOS. By using specially crafted [code].ico[/code] or [code].icns[/code] icons, [method set_native_icon] allows specifying different icons depending on the size the icon is displayed at. This size is determined by the operating system and user preferences (including the display scale factor). To use icons in other formats, use [method set_icon] instead. </description> </method> <method name="tablet_get_current_driver" qualifiers="const"> @@ -828,14 +955,14 @@ </description> </method> <method name="tts_get_voices" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> Returns an [Array] of voice information dictionaries. Each [Dictionary] contains two [String] entries: - [code]name[/code] is voice name. - [code]id[/code] is voice identifier. - [code]language[/code] is language code in [code]lang_Variant[/code] format. [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. And [code]Variant[/code] part is an engine dependent string describing country, region or/and dialect. - [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows. </description> </method> <method name="tts_get_voices_for_language" qualifiers="const"> @@ -843,35 +970,35 @@ <param index="0" name="language" type="String" /> <description> Returns an [PackedStringArray] of voice identifiers for the [param language]. - [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows. </description> </method> <method name="tts_is_paused" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the synthesizer is in a paused state. - [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows. </description> </method> <method name="tts_is_speaking" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the synthesizer is generating speech, or have utterance waiting in the queue. - [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows. </description> </method> <method name="tts_pause"> <return type="void" /> <description> Puts the synthesizer into a paused state. - [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows. </description> </method> <method name="tts_resume"> <return type="void" /> <description> Resumes the synthesizer if it was paused. - [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows. </description> </method> <method name="tts_set_utterance_callback"> @@ -880,10 +1007,10 @@ <param index="1" name="callable" type="Callable" /> <description> Adds a callback, which is called when the utterance has started, finished, canceled or reached a text boundary. - - [code]TTS_UTTERANCE_STARTED[/code], [code]TTS_UTTERANCE_ENDED[/code], and [code]TTS_UTTERANCE_CANCELED[/code] callable's method should take one [int] parameter, the utterance id. - - [code]TTS_UTTERANCE_BOUNDARY[/code] callable's method should take two [int] parameters, the index of the character and the utterance id. + - [constant TTS_UTTERANCE_STARTED], [constant TTS_UTTERANCE_ENDED], and [constant TTS_UTTERANCE_CANCELED] callable's method should take one [int] parameter, the utterance id. + - [constant TTS_UTTERANCE_BOUNDARY] callable's method should take two [int] parameters, the index of the character and the utterance id. [b]Note:[/b] The granularity of the boundary callbacks is engine dependent. - [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows. </description> </method> <method name="tts_speak"> @@ -902,16 +1029,16 @@ - [param pitch] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] (highest), [code]1.0[/code] is default pitch for the current voice. - [param rate] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] (highest), [code]1.0[/code] is a normal speaking rate. Other values act as a percentage relative. - [param utterance_id] is passed as a parameter to the callback functions. - [b]Note:[/b] On Windows and Linux, utterance [param text] can use SSML markup. SSML support is engine and voice dependent. If the engine does not support SSML, you should strip out all XML markup before calling [method tts_speak]. + [b]Note:[/b] On Windows and Linux (X11), utterance [param text] can use SSML markup. SSML support is engine and voice dependent. If the engine does not support SSML, you should strip out all XML markup before calling [method tts_speak]. [b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice dependent. Values may be truncated. - [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows. </description> </method> <method name="tts_stop"> <return type="void" /> <description> Stops synthesis in progress and removes all utterances from the queue. - [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows. </description> </method> <method name="virtual_keyboard_get_height" qualifiers="const"> @@ -942,7 +1069,7 @@ [param max_length] limits the number of characters that can be entered if different from [code]-1[/code]. [param cursor_start] can optionally define the current text cursor position if [param cursor_end] is not set. [param cursor_start] and [param cursor_end] can optionally define the current text selection. - [b]Note:[/b] This method is implemented on Android, iOS and HTML5. + [b]Note:[/b] This method is implemented on Android, iOS and Web. </description> </method> <method name="warp_mouse"> @@ -952,17 +1079,11 @@ Sets the mouse cursor position to the given [param position] relative to an origin at the upper left corner of the currently focused game Window Manager window. </description> </method> - <method name="window_attach_instance_id"> - <return type="void" /> - <param index="0" name="instance_id" type="int" /> - <param index="1" name="window_id" type="int" default="0" /> - <description> - </description> - </method> <method name="window_can_draw" qualifiers="const"> <return type="bool" /> <param index="0" name="window_id" type="int" default="0" /> <description> + Returns [code]true[/code] if anything can be drawn in the window specified by [param window_id], [code]false[/code] otherwise. Using the [code]--disable-render-loop[/code] command line argument or a headless build will return [code]false[/code]. </description> </method> <method name="window_get_active_popup" qualifiers="const"> @@ -975,12 +1096,14 @@ <return type="int" /> <param index="0" name="window_id" type="int" default="0" /> <description> + Returns the [method Object.get_instance_id] of the [Window] the [param window_id] is attached to. also [method window_get_attached_instance_id]. </description> </method> <method name="window_get_current_screen" qualifiers="const"> <return type="int" /> <param index="0" name="window_id" type="int" default="0" /> <description> + Returns the screen the window specified by [param window_id] is currently positioned on. If the screen overlaps multiple displays, the screen where the window's center is located is returned. See also [method window_set_current_screen]. </description> </method> <method name="window_get_flag" qualifiers="const"> @@ -995,12 +1118,14 @@ <return type="Vector2i" /> <param index="0" name="window_id" type="int" default="0" /> <description> + Returns the window's maximum size (in pixels). See also [method window_set_max_size]. </description> </method> <method name="window_get_min_size" qualifiers="const"> <return type="Vector2i" /> <param index="0" name="window_id" type="int" default="0" /> <description> + Returns the window's minimum size (in pixels). See also [method window_set_min_size]. </description> </method> <method name="window_get_mode" qualifiers="const"> @@ -1016,7 +1141,7 @@ <param index="1" name="window_id" type="int" default="0" /> <description> Returns internal structure pointers for use in plugins. - [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. + [b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and Windows. </description> </method> <method name="window_get_popup_safe_rect" qualifiers="const"> @@ -1030,19 +1155,35 @@ <return type="Vector2i" /> <param index="0" name="window_id" type="int" default="0" /> <description> - Returns the position of the given window to on the screen. + Returns the position of the client area of the given window on the screen. </description> </method> - <method name="window_get_real_size" qualifiers="const"> + <method name="window_get_position_with_decorations" qualifiers="const"> <return type="Vector2i" /> <param index="0" name="window_id" type="int" default="0" /> <description> + Returns the position of the given window on the screen including the borders drawn by the operating system. See also [method window_get_position]. + </description> + </method> + <method name="window_get_safe_title_margins" qualifiers="const"> + <return type="Vector3i" /> + <param index="0" name="window_id" type="int" default="0" /> + <description> + Returns left margins ([code]x[/code]), right margins ([code]y[/code]) and height ([code]z[/code]) of the title that are safe to use (contains no buttons or other elements) when [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set. </description> </method> <method name="window_get_size" qualifiers="const"> <return type="Vector2i" /> <param index="0" name="window_id" type="int" default="0" /> <description> + Returns the size of the window specified by [param window_id] (in pixels), excluding the borders drawn by the operating system. This is also called the "client area". See also [method window_get_size_with_decorations], [method window_set_size] and [method window_get_position]. + </description> + </method> + <method name="window_get_size_with_decorations" qualifiers="const"> + <return type="Vector2i" /> + <param index="0" name="window_id" type="int" default="0" /> + <description> + Returns the size of the window specified by [param window_id] (in pixels), including the borders drawn by the operating system. See also [method window_get_size]. </description> </method> <method name="window_get_vsync_mode" qualifiers="const"> @@ -1052,16 +1193,39 @@ Returns the V-Sync mode of the given window. </description> </method> + <method name="window_is_maximize_allowed" qualifiers="const"> + <return type="bool" /> + <param index="0" name="window_id" type="int" default="0" /> + <description> + Returns [code]true[/code] if the given window can be maximized (the maximize button is enabled). + </description> + </method> + <method name="window_maximize_on_title_dbl_click" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code], if double-click on a window title should maximize it. + [b]Note:[/b] This method is implemented on macOS. + </description> + </method> + <method name="window_minimize_on_title_dbl_click" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code], if double-click on a window title should minimize it. + [b]Note:[/b] This method is implemented on macOS. + </description> + </method> <method name="window_move_to_foreground"> <return type="void" /> <param index="0" name="window_id" type="int" default="0" /> <description> + Moves the window specified by [param window_id] to the foreground, so that it is visible over other windows. </description> </method> <method name="window_request_attention"> <return type="void" /> <param index="0" name="window_id" type="int" default="0" /> <description> + Makes the window specified by [param window_id] request attention, which is materialized by the window title and taskbar entry blinking until the window is focused. This usually has no visible effect if the window is currently focused. The exact behavior varies depending on the operating system. </description> </method> <method name="window_set_current_screen"> @@ -1069,6 +1233,7 @@ <param index="0" name="screen" type="int" /> <param index="1" name="window_id" type="int" default="0" /> <description> + Moves the window specified by [param window_id] to the specified [param screen]. See also [method window_get_current_screen]. </description> </method> <method name="window_set_drop_files_callback"> @@ -1076,6 +1241,8 @@ <param index="0" name="callback" type="Callable" /> <param index="1" name="window_id" type="int" default="0" /> <description> + Sets the [param callback] that should be called when files are dropped from the operating system's file manager to the window specified by [param window_id]. + [b]Note:[/b] This method is implemented on Windows, macOS, Linux (X11) and Web. </description> </method> <method name="window_set_exclusive"> @@ -1102,6 +1269,7 @@ <param index="0" name="active" type="bool" /> <param index="1" name="window_id" type="int" default="0" /> <description> + Sets whether [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] should be enabled for the window specified by [param window_id]. See also [method window_set_ime_position]. </description> </method> <method name="window_set_ime_position"> @@ -1109,6 +1277,7 @@ <param index="0" name="position" type="Vector2i" /> <param index="1" name="window_id" type="int" default="0" /> <description> + Sets the position of the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] popup for the specified [param window_id]. Only effective if [method window_set_ime_active] was set to [code]true[/code] for the specified [param window_id]. </description> </method> <method name="window_set_input_event_callback"> @@ -1116,6 +1285,7 @@ <param index="0" name="callback" type="Callable" /> <param index="1" name="window_id" type="int" default="0" /> <description> + Sets the [param callback] that should be called when any [InputEvent] is sent to the window specified by [param window_id]. </description> </method> <method name="window_set_input_text_callback"> @@ -1123,6 +1293,7 @@ <param index="0" name="callback" type="Callable" /> <param index="1" name="window_id" type="int" default="0" /> <description> + Sets the [param callback] that should be called when text is entered using the virtual keyboard to the window specified by [param window_id]. </description> </method> <method name="window_set_max_size"> @@ -1130,6 +1301,8 @@ <param index="0" name="max_size" type="Vector2i" /> <param index="1" name="window_id" type="int" default="0" /> <description> + Sets the maximum size of the window specified by [param window_id] in pixels. Normally, the user will not be able to drag the window to make it smaller than the specified size. See also [method window_get_max_size]. + [b]Note:[/b] Using third-party tools, it is possible for users to disable window geometry restrictions and therefore bypass this limit. </description> </method> <method name="window_set_min_size"> @@ -1137,8 +1310,9 @@ <param index="0" name="min_size" type="Vector2i" /> <param index="1" name="window_id" type="int" default="0" /> <description> - Sets the minimum size for the given window to [param min_size] (in pixels). + Sets the minimum size for the given window to [param min_size] (in pixels). Normally, the user will not be able to drag the window to make it larger than the specified size. See also [method window_get_min_size]. [b]Note:[/b] By default, the main window has a minimum size of [code]Vector2i(64, 64)[/code]. This prevents issues that can arise when the window is resized to a near-zero size. + [b]Note:[/b] Using third-party tools, it is possible for users to disable window geometry restrictions and therefore bypass this limit. </description> </method> <method name="window_set_mode"> @@ -1147,7 +1321,7 @@ <param index="1" name="window_id" type="int" default="0" /> <description> Sets window mode for the given window to [param mode]. See [enum WindowMode] for possible values and how each mode behaves. - [b]Note:[/b] Setting the window to fullscreen forcibly sets the borderless flag to [code]true[/code], so make sure to set it back to [code]false[/code] when not wanted. + [b]Note:[/b] Setting the window to full screen forcibly sets the borderless flag to [code]true[/code], so make sure to set it back to [code]false[/code] when not wanted. </description> </method> <method name="window_set_mouse_passthrough"> @@ -1179,8 +1353,8 @@ DisplayServer.WindowSetMousePassthrough(new Vector2[] {}); [/csharp] [/codeblocks] - [b]Note:[/b] On Windows, the portion of a window that lies outside the region is not drawn, while on Linux and macOS it is. - [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + [b]Note:[/b] On Windows, the portion of a window that lies outside the region is not drawn, while on Linux (X11) and macOS it is. + [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows. </description> </method> <method name="window_set_popup_safe_rect"> @@ -1196,7 +1370,16 @@ <param index="0" name="position" type="Vector2i" /> <param index="1" name="window_id" type="int" default="0" /> <description> - Sets the position of the given window to [param position]. + Sets the position of the given window to [param position]. On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this: + [codeblock] + * (0, 0) +-------+ + | | + +-------------+ | | + | | | | + | | | | + +-------------+ +-------+ + [/codeblock] + See also [method window_get_position] and [method window_set_size]. </description> </method> <method name="window_set_rect_changed_callback"> @@ -1204,6 +1387,7 @@ <param index="0" name="callback" type="Callable" /> <param index="1" name="window_id" type="int" default="0" /> <description> + Sets the [param callback] that will be called when the window specified by [param window_id] is moved or resized. </description> </method> <method name="window_set_size"> @@ -1211,7 +1395,7 @@ <param index="0" name="size" type="Vector2i" /> <param index="1" name="window_id" type="int" default="0" /> <description> - Sets the size of the given window to [param size]. + Sets the size of the given window to [param size] (in pixels). See also [method window_get_size] and [method window_get_position]. </description> </method> <method name="window_set_title"> @@ -1220,6 +1404,7 @@ <param index="1" name="window_id" type="int" default="0" /> <description> Sets the title of the given window to [param title]. + [b]Note:[/b] Avoid changing the window title every frame, as this can cause performance issues on certain window managers. Try to change the window title only a few times per second at most. </description> </method> <method name="window_set_transient"> @@ -1227,6 +1412,8 @@ <param index="0" name="window_id" type="int" /> <param index="1" name="parent_window_id" type="int" /> <description> + Sets window transient parent. Transient window is will be destroyed with its transient parent and will return focus to their parent when closed. The transient window is displayed on top of a non-exclusive full-screen parent window. Transient windows can't enter full-screen mode. + Note that behavior might be different depending on the platform. </description> </method> <method name="window_set_vsync_mode"> @@ -1239,53 +1426,84 @@ Depending on the platform and used renderer, the engine will fall back to [constant VSYNC_ENABLED], if the desired mode is not supported. </description> </method> + <method name="window_set_window_buttons_offset"> + <return type="void" /> + <param index="0" name="offset" type="Vector2i" /> + <param index="1" name="window_id" type="int" default="0" /> + <description> + When [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set, set offset to the center of the first titlebar button. + [b]Note:[/b] This flag is implemented on macOS. + </description> + </method> <method name="window_set_window_event_callback"> <return type="void" /> <param index="0" name="callback" type="Callable" /> <param index="1" name="window_id" type="int" default="0" /> <description> + Sets the [param callback] that will be called when an event occurs in the window specified by [param window_id]. </description> </method> </methods> <constants> <constant name="FEATURE_GLOBAL_MENU" value="0" enum="Feature"> + Display server supports global menu. This allows the application to display its menu items in the operating system's top bar. [b]macOS[/b] </constant> <constant name="FEATURE_SUBWINDOWS" value="1" enum="Feature"> + Display server supports multiple windows that can be moved outside of the main window. [b]Windows, macOS, Linux (X11)[/b] </constant> <constant name="FEATURE_TOUCHSCREEN" value="2" enum="Feature"> + Display server supports touchscreen input. [b]Windows, Linux (X11), Android, iOS, Web[/b] </constant> <constant name="FEATURE_MOUSE" value="3" enum="Feature"> + Display server supports mouse input. [b]Windows, macOS, Linux (X11), Android, Web[/b] </constant> <constant name="FEATURE_MOUSE_WARP" value="4" enum="Feature"> + Display server supports warping mouse coordinates to keep the mouse cursor constrained within an area, but looping when one of the edges is reached. [b]Windows, macOS, Linux (X11)[/b] </constant> <constant name="FEATURE_CLIPBOARD" value="5" enum="Feature"> + Display server supports setting and getting clipboard data. See also [constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11), Android, iOS, Web[/b] </constant> <constant name="FEATURE_VIRTUAL_KEYBOARD" value="6" enum="Feature"> + Display server supports popping up a virtual keyboard when requested to input text without a physical keyboard. [b]Android, iOS, Web[/b] </constant> <constant name="FEATURE_CURSOR_SHAPE" value="7" enum="Feature"> + Display server supports setting the mouse cursor shape to be different from the default. [b]Windows, macOS, Linux (X11), Android, Web[/b] </constant> <constant name="FEATURE_CUSTOM_CURSOR_SHAPE" value="8" enum="Feature"> + Display server supports setting the mouse cursor shape to a custom image. [b]Windows, macOS, Linux (X11), Web[/b] </constant> <constant name="FEATURE_NATIVE_DIALOG" value="9" enum="Feature"> + Display server supports spawning dialogs using the operating system's native look-and-feel. [b]macOS[/b] </constant> <constant name="FEATURE_IME" value="10" enum="Feature"> + Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url], which is commonly used for inputting Chinese/Japanese/Korean text. This is handled by the operating system, rather than by Godot. [b]Windows, macOS, Linux (X11)[/b] </constant> <constant name="FEATURE_WINDOW_TRANSPARENCY" value="11" enum="Feature"> + Display server supports windows can use per-pixel transparency to make windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11)[/b] </constant> <constant name="FEATURE_HIDPI" value="12" enum="Feature"> + Display server supports querying the operating system's display scale factor. This allows for [i]reliable[/i] automatic hiDPI display detection, as opposed to guessing based on the screen resolution and reported display DPI (which can be unreliable due to broken monitor EDID). [b]Windows, macOS[/b] </constant> <constant name="FEATURE_ICON" value="13" enum="Feature"> + Display server supports changing the window icon (usually displayed in the top-left corner). [b]Windows, macOS, Linux (X11)[/b] </constant> <constant name="FEATURE_NATIVE_ICON" value="14" enum="Feature"> + Display server supports changing the window icon (usually displayed in the top-left corner). [b]Windows, macOS[/b] </constant> <constant name="FEATURE_ORIENTATION" value="15" enum="Feature"> + Display server supports changing the screen orientation. [b]Android, iOS[/b] </constant> <constant name="FEATURE_SWAP_BUFFERS" value="16" enum="Feature"> + Display server supports V-Sync status can be changed from the default (which is forced to be enabled platforms not supporting this feature). [b]Windows, macOS, Linux (X11)[/b] </constant> <constant name="FEATURE_CLIPBOARD_PRIMARY" value="18" enum="Feature"> + Display server supports Primary clipboard can be used. This is a different clipboard from [constant FEATURE_CLIPBOARD]. [b]Linux (X11)[/b] </constant> <constant name="FEATURE_TEXT_TO_SPEECH" value="19" enum="Feature"> - Display server supports text-to-speech. See [code]tts_*[/code] methods. + Display server supports text-to-speech. See [code]tts_*[/code] methods. [b]Windows, macOS, Linux (X11), Android, iOS, Web[/b] + </constant> + <constant name="FEATURE_EXTEND_TO_TITLE" value="20" enum="Feature"> + Display server supports expanding window content to the title. See [constant WINDOW_FLAG_EXTEND_TO_TITLE]. [b]macOS[/b] </constant> <constant name="MOUSE_MODE_VISIBLE" value="0" enum="MouseMode"> Makes the mouse cursor visible if it is hidden. @@ -1304,24 +1522,34 @@ Confines the mouse cursor to the game window, and make it hidden. </constant> <constant name="SCREEN_OF_MAIN_WINDOW" value="-1"> + Represents the screen where the main window is located. This is usually the default value in functions that allow specifying one of several screens. </constant> <constant name="MAIN_WINDOW_ID" value="0"> + The ID of the main window spawned by the engine, which can be passed to methods expecting a [code]window_id[/code]. </constant> <constant name="INVALID_WINDOW_ID" value="-1"> + The ID that refers to a nonexisting window. This is be returned by some [DisplayServer] methods if no window matches the requested result. </constant> <constant name="SCREEN_LANDSCAPE" value="0" enum="ScreenOrientation"> + Default landscape orientation. </constant> <constant name="SCREEN_PORTRAIT" value="1" enum="ScreenOrientation"> + Default portrait orienstation. </constant> <constant name="SCREEN_REVERSE_LANDSCAPE" value="2" enum="ScreenOrientation"> + Reverse landscape orientation (upside down). </constant> <constant name="SCREEN_REVERSE_PORTRAIT" value="3" enum="ScreenOrientation"> + Reverse portrait orientation (upside down). </constant> <constant name="SCREEN_SENSOR_LANDSCAPE" value="4" enum="ScreenOrientation"> + Automatic landscape orientation (default or reverse depending on sensor). </constant> <constant name="SCREEN_SENSOR_PORTRAIT" value="5" enum="ScreenOrientation"> + Automatic portrait orientation (default or reverse depending on sensor). </constant> <constant name="SCREEN_SENSOR" value="6" enum="ScreenOrientation"> + Automatic landscape or portrait orientation (default or reverse depending on sensor). </constant> <constant name="KEYBOARD_TYPE_DEFAULT" value="0" enum="VirtualKeyboardType"> Default text virtual keyboard. @@ -1343,126 +1571,182 @@ </constant> <constant name="KEYBOARD_TYPE_PASSWORD" value="6" enum="VirtualKeyboardType"> Virtual keyboard for entering a password. On most platforms, this should disable autocomplete and autocapitalization. - [b]Note:[/b] This is not supported on HTML5. Instead, this behaves identically to [constant KEYBOARD_TYPE_DEFAULT]. + [b]Note:[/b] This is not supported on Web. Instead, this behaves identically to [constant KEYBOARD_TYPE_DEFAULT]. </constant> <constant name="KEYBOARD_TYPE_URL" value="7" enum="VirtualKeyboardType"> Virtual keyboard with additional keys to assist with typing URLs. </constant> <constant name="CURSOR_ARROW" value="0" enum="CursorShape"> + Arrow cursor shape. This is the default when not pointing anything that overrides the mouse cursor, such as a [LineEdit] or [TextEdit]. </constant> <constant name="CURSOR_IBEAM" value="1" enum="CursorShape"> + I-beam cursor shape. This is used by default when hovering a control that accepts text input, such as [LineEdit] or [TextEdit]. </constant> <constant name="CURSOR_POINTING_HAND" value="2" enum="CursorShape"> + Pointing hand cursor shape. This is used by default when hovering a [LinkButton] or an URL tag in a [RichTextLabel].⋅ </constant> <constant name="CURSOR_CROSS" value="3" enum="CursorShape"> + Crosshair cursor. This is intended to be displayed when the user needs precise aim over an element, such as a rectangle selection tool or a color picker. </constant> <constant name="CURSOR_WAIT" value="4" enum="CursorShape"> + Wait cursor. On most cursor themes, this displays a spinning icon [i]besides[/i] the arrow. Intended to be used for non-blocking operations (when the user can do something else at the moment). See also [constant CURSOR_BUSY]. </constant> <constant name="CURSOR_BUSY" value="5" enum="CursorShape"> + Wait cursor. On most cursor themes, this [i]replaces[/i] the arrow with a spinning icon. Intended to be used for blocking operations (when the user can't do anything else at the moment). See also [constant CURSOR_WAIT]. </constant> <constant name="CURSOR_DRAG" value="6" enum="CursorShape"> + Dragging hand cursor. This is displayed during drag-and-drop operations. See also [constant CURSOR_CAN_DROP]. </constant> <constant name="CURSOR_CAN_DROP" value="7" enum="CursorShape"> + "Can drop" cursor. This is displayed during drag-and-drop operations if hovering over a [Control] that can accept the drag-and-drop event. On most cursor themes, this displays a dragging hand with an arrow symbol besides it. See also [constant CURSOR_DRAG]. </constant> <constant name="CURSOR_FORBIDDEN" value="8" enum="CursorShape"> + Forbidden cursor. This is displayed during drag-and-drop operations if the hovered [Control] can't accept the drag-and-drop event. </constant> <constant name="CURSOR_VSIZE" value="9" enum="CursorShape"> + Vertical resize cursor. Intended to be displayed when the hovered [Control] can be vertically resized using the mouse. See also [constant CURSOR_VSPLIT]. </constant> <constant name="CURSOR_HSIZE" value="10" enum="CursorShape"> + Horizontal resize cursor. Intended to be displayed when the hovered [Control] can be horizontally resized using the mouse. See also [constant CURSOR_HSPLIT]. </constant> <constant name="CURSOR_BDIAGSIZE" value="11" enum="CursorShape"> + Secondary diagonal resize cursor (top-right/bottom-left). Intended to be displayed when the hovered [Control] can be resized on both axes at once using the mouse. </constant> <constant name="CURSOR_FDIAGSIZE" value="12" enum="CursorShape"> + Main diagonal resize cursor (top-left/bottom-right). Intended to be displayed when the hovered [Control] can be resized on both axes at once using the mouse. </constant> <constant name="CURSOR_MOVE" value="13" enum="CursorShape"> + Move cursor. Intended to be displayed when the hovered [Control] can be moved using the mouse. </constant> <constant name="CURSOR_VSPLIT" value="14" enum="CursorShape"> + Vertical split cursor. This is displayed when hovering a [Control] with splits that can be vertically resized using the mouse, such as [VSplitContainer]. On some cursor themes, this cursor may have the same appearance as [constant CURSOR_VSIZE]. </constant> <constant name="CURSOR_HSPLIT" value="15" enum="CursorShape"> + Horizontal split cursor. This is displayed when hovering a [Control] with splits that can be horizontally resized using the mouse, such as [HSplitContainer]. On some cursor themes, this cursor may have the same appearance as [constant CURSOR_HSIZE]. </constant> <constant name="CURSOR_HELP" value="16" enum="CursorShape"> + Help cursor. On most cursor themes, this displays a question mark icon instead of the mouse cursor. Intended to be used when the user has requested help on the next element that will be clicked. </constant> <constant name="CURSOR_MAX" value="17" enum="CursorShape"> + Represents the size of the [enum CursorShape] enum. </constant> <constant name="WINDOW_MODE_WINDOWED" value="0" enum="WindowMode"> + Windowed mode, i.e. [Window] doesn't occupy the whole screen (unless set to the size of the screen). </constant> <constant name="WINDOW_MODE_MINIMIZED" value="1" enum="WindowMode"> + Minimized window mode, i.e. [Window] is not visible and available on window manager's window list. Normally happens when the minimize button is pressed. </constant> <constant name="WINDOW_MODE_MAXIMIZED" value="2" enum="WindowMode"> + Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the minimize button is pressed. </constant> <constant name="WINDOW_MODE_FULLSCREEN" value="3" enum="WindowMode"> - Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Full screen mode with full multi-window support. + Full screen window cover the entire display area of a screen, have no border or decorations. Display video mode is not changed. + [b]Note:[/b] Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode. </constant> <constant name="WINDOW_MODE_EXCLUSIVE_FULLSCREEN" value="4" enum="WindowMode"> - Exclusive fullscreen window mode. This mode is implemented on Windows only. On other platforms, it is equivalent to [constant WINDOW_MODE_FULLSCREEN]. - Only one window in exclusive fullscreen mode can be visible on a given screen at a time. If multiple windows are in exclusive fullscreen mode for the same screen, the last one being set to this mode takes precedence. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + A single window full screen mode. This mode has less overhead, but only one window can be open on a given screen at a time (opening a child window or application switching will trigger a full screen transition). + Full screen window cover the entire display area of a screen, have no border or decorations. Display video mode is not changed. + [b]On Windows:[/b] Depending on video driver, full screen transition might cause screens to go black for a moment. + [b]On macOS:[/b] Exclusive full screen mode prevents Dock and Menu from showing up when the mouse pointer is hovering the edge of the screen. + [b]On Linux (X11):[/b] Exclusive full screen mode bypasses compositor. + [b]Note:[/b] Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode. </constant> <constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags"> - Window can't be resizing by dragging its resize grip. It's still possible to resize the window using [method window_set_size]. This flag is ignored for full screen windows. + The window can't be resizing by dragging its resize grip. It's still possible to resize the window using [method window_set_size]. This flag is ignored for full screen windows. </constant> <constant name="WINDOW_FLAG_BORDERLESS" value="1" enum="WindowFlags"> - Window do not have native title bar and other decorations. This flag is ignored for full-screen windows. + The window do not have native title bar and other decorations. This flag is ignored for full-screen windows. </constant> <constant name="WINDOW_FLAG_ALWAYS_ON_TOP" value="2" enum="WindowFlags"> - Window is floating above other regular windows. This flag is ignored for full-screen windows. + The window is floating on top of all other windows. This flag is ignored for full-screen windows. </constant> <constant name="WINDOW_FLAG_TRANSPARENT" value="3" enum="WindowFlags"> - Window is will be destroyed with its transient parent and displayed on top of non-exclusive full-screen parent window. Transient windows can't enter full-screen mode. + The window background can be transparent. + [b]Note:[/b] This flag has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] is set to [code]false[/code]. + [b]Note:[/b] Transparency support is implemented on Linux (X11), macOS and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities. </constant> <constant name="WINDOW_FLAG_NO_FOCUS" value="4" enum="WindowFlags"> - Window can't be focused. No-focus window will ignore all input, except mouse clicks. + The window can't be focused. No-focus window will ignore all input, except mouse clicks. </constant> <constant name="WINDOW_FLAG_POPUP" value="5" enum="WindowFlags"> - Window is part of menu or [OptionButton] dropdown. This flag can't be changed when window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have [constant WINDOW_FLAG_TRANSPARENT] set. + Window is part of menu or [OptionButton] dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have [code]transient parent[/code] set (see [method window_set_transient]). + </constant> + <constant name="WINDOW_FLAG_EXTEND_TO_TITLE" value="6" enum="WindowFlags"> + Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons. + Use [method window_set_window_buttons_offset] to adjust minimize/maximize/close buttons offset. + Use [method window_get_safe_title_margins] to determine area under the title bar that is not covered by decorations. + [b]Note:[/b] This flag is implemented on macOS. </constant> - <constant name="WINDOW_FLAG_MAX" value="6" enum="WindowFlags"> + <constant name="WINDOW_FLAG_MAX" value="7" enum="WindowFlags"> + Max value of the [enum WindowFlags]. </constant> <constant name="WINDOW_EVENT_MOUSE_ENTER" value="0" enum="WindowEvent"> + Sent when the mouse pointer enters the window, see [method window_set_window_event_callback]. </constant> <constant name="WINDOW_EVENT_MOUSE_EXIT" value="1" enum="WindowEvent"> + Sent when the mouse pointer exits the window, see [method window_set_window_event_callback]. </constant> <constant name="WINDOW_EVENT_FOCUS_IN" value="2" enum="WindowEvent"> + Sent when the window grabs focus, see [method window_set_window_event_callback]. </constant> <constant name="WINDOW_EVENT_FOCUS_OUT" value="3" enum="WindowEvent"> + Sent when the window loses focus, see [method window_set_window_event_callback]. </constant> <constant name="WINDOW_EVENT_CLOSE_REQUEST" value="4" enum="WindowEvent"> + Sent when the user has attempted to close the window (e.g. close button is pressed), see [method window_set_window_event_callback]. </constant> <constant name="WINDOW_EVENT_GO_BACK_REQUEST" value="5" enum="WindowEvent"> + Sent when the device "Back" button is pressed, see [method window_set_window_event_callback]. + [b]Note:[/b] This event is implemented on Android. </constant> <constant name="WINDOW_EVENT_DPI_CHANGE" value="6" enum="WindowEvent"> + Sent when the window is moved to the display with different DPI, or display DPI is changed, see [method window_set_window_event_callback]. + [b]Note:[/b] This flag is implemented on macOS. + </constant> + <constant name="WINDOW_EVENT_TITLEBAR_CHANGE" value="7" enum="WindowEvent"> + Sent when the window title bar decoration is changed (e.g. [constant WINDOW_FLAG_EXTEND_TO_TITLE] is set or window entered/exited full screen mode), see [method window_set_window_event_callback]. + [b]Note:[/b] This flag is implemented on macOS. </constant> <constant name="VSYNC_DISABLED" value="0" enum="VSyncMode"> - No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible). + No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible). Framerate is unlimited (nonwithstanding [member Engine.max_fps]). </constant> <constant name="VSYNC_ENABLED" value="1" enum="VSyncMode"> - Default vertical synchronization mode, the image is displayed only on vertical blanking intervals (no tearing is visible). + Default vertical synchronization mode, the image is displayed only on vertical blanking intervals (no tearing is visible). Framerate is limited by the monitor refresh rate (nonwithstanding [member Engine.max_fps]). </constant> <constant name="VSYNC_ADAPTIVE" value="2" enum="VSyncMode"> - Behaves like [constant VSYNC_DISABLED] when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible), otherwise vertical synchronization is enabled to avoid tearing. + Behaves like [constant VSYNC_DISABLED] when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible). Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is limited by the monitor refresh rate (nonwithstanding [member Engine.max_fps]). </constant> <constant name="VSYNC_MAILBOX" value="3" enum="VSyncMode"> - Displays the most recent image in the queue on vertical blanking intervals, while rendering to the other images (no tearing is visible). - Although not guaranteed, the images can be rendered as fast as possible, which may reduce input lag. + Displays the most recent image in the queue on vertical blanking intervals, while rendering to the other images (no tearing is visible). Framerate is unlimited (nonwithstanding [member Engine.max_fps]). + Although not guaranteed, the images can be rendered as fast as possible, which may reduce input lag (also called "Fast" V-Sync mode). [constant VSYNC_MAILBOX] works best when at least twice as many frames as the display refresh rate are rendered. </constant> <constant name="DISPLAY_HANDLE" value="0" enum="HandleType"> Display handle: - - Linux: [code]X11::Display*[/code] for the display. + - Linux (X11): [code]X11::Display*[/code] for the display. + - Android: [code]EGLDisplay[/code] for the display. </constant> <constant name="WINDOW_HANDLE" value="1" enum="HandleType"> Window handle: - Windows: [code]HWND[/code] for the window. - - Linux: [code]X11::Window*[/code] for the window. - - MacOS: [code]NSWindow*[/code] for the window. + - Linux (X11): [code]X11::Window*[/code] for the window. + - macOS: [code]NSWindow*[/code] for the window. - iOS: [code]UIViewController*[/code] for the view controller. - Android: [code]jObject[/code] for the activity. </constant> <constant name="WINDOW_VIEW" value="2" enum="HandleType"> Window view: - - MacOS: [code]NSView*[/code] for the window main view. + - Windows: [code]HDC[/code] for the window (only with the GL Compatibility renderer). + - macOS: [code]NSView*[/code] for the window main view. - iOS: [code]UIView*[/code] for the window main view. </constant> + <constant name="OPENGL_CONTEXT" value="3" enum="HandleType"> + OpenGL context (only with the GL Compatibility renderer): + - Windows: [code]HGLRC[/code] for the window. + - Linux: [code]GLXContext*[/code] for the window. + - MacOS: [code]NSOpenGLContext*[/code] for the window. + - Android: [code]EGLContext[/code] for the window. + </constant> <constant name="TTS_UTTERANCE_STARTED" value="0" enum="TTSUtteranceEvent"> Utterance has begun to be spoken. </constant> diff --git a/doc/classes/EditorCommandPalette.xml b/doc/classes/EditorCommandPalette.xml index 53a3fe5d19..380c79fc1a 100644 --- a/doc/classes/EditorCommandPalette.xml +++ b/doc/classes/EditorCommandPalette.xml @@ -5,7 +5,7 @@ </brief_description> <description> Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through [b]Editor > Command Palette[/b] menu. - Command key names use slash delimiters to distinguish sections Example: [code]"example/command1"[/code] then [code]example[/code] will be the section name. + Command key names use slash delimiters to distinguish sections, for example: [code]"example/command1"[/code] then [code]example[/code] will be the section name. [codeblocks] [gdscript] var command_palette = get_editor_interface().get_command_palette() diff --git a/doc/classes/EditorDebuggerPlugin.xml b/doc/classes/EditorDebuggerPlugin.xml index c3e0a995c6..10da1edd56 100644 --- a/doc/classes/EditorDebuggerPlugin.xml +++ b/doc/classes/EditorDebuggerPlugin.xml @@ -1,88 +1,88 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="EditorDebuggerPlugin" inherits="Control" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="EditorDebuggerPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A base class to implement debugger plugins. </brief_description> <description> [EditorDebuggerPlugin] provides functions related to the editor side of the debugger. - You don't need to instantiate this class; that is automatically handled by the debugger. [Control] nodes can be added as child nodes to provide a GUI for the plugin. - Do not free or reparent this node, otherwise it becomes unusable. - To use [EditorDebuggerPlugin], register it using the [method EditorPlugin.add_debugger_plugin] method first. + To interact with the debugger, an instance of this class must be added to the editor via [method EditorPlugin.add_debugger_plugin]. + Once added, the [method _setup_session] callback will be called for every [EditorDebuggerSession] available to the plugin, and when new ones are created (the sessions may be inactive during this stage). + You can retrieve the available [EditorDebuggerSession]s via [method get_sessions] or get a specific one via [method get_session]. + [codeblocks] + [gdscript] + @tool + extends EditorPlugin + + class ExampleEditorDebugger extends EditorDebuggerPlugin: + + func _has_capture(prefix): + # Return true if you wish to handle message with this prefix. + return prefix == "my_plugin" + + func _capture(message, data, session_id): + if message == "my_plugin:ping": + get_session(session_id).send_message("my_plugin:echo", data) + + func _setup_session(session_id): + # Add a new tab in the debugger session UI containing a label. + var label = Label.new() + label.name = "Example plugin" + label.text = "Example plugin" + var session = get_session(session_id) + # Listens to the session started and stopped signals. + session.started.connect(func (): print("Session started")) + session.stopped.connect(func (): print("Session stopped")) + session.add_session_tab(label) + + var debugger = ExampleEditorDebugger.new() + + func _enter_tree(): + add_debugger_plugin(debugger) + + func _exit_tree(): + remove_debugger_plugin(debugger) + [/gdscript] + [/codeblocks] </description> <tutorials> </tutorials> <methods> - <method name="has_capture"> - <return type="bool" /> - <param index="0" name="name" type="StringName" /> - <description> - Returns [code]true[/code] if a message capture with given name is present otherwise [code]false[/code]. - </description> - </method> - <method name="is_breaked"> - <return type="bool" /> - <description> - Returns [code]true[/code] if the game is in break state otherwise [code]false[/code]. - </description> - </method> - <method name="is_debuggable"> + <method name="_capture" qualifiers="virtual"> <return type="bool" /> + <param index="0" name="message" type="String" /> + <param index="1" name="data" type="Array" /> + <param index="2" name="session_id" type="int" /> <description> - Returns [code]true[/code] if the game can be debugged otherwise [code]false[/code]. + Override this method to process incoming messages. The [param session_id] is the ID of the [EditorDebuggerSession] that received the message (which you can retrieve via [method get_session]). </description> </method> - <method name="is_session_active"> + <method name="_has_capture" qualifiers="virtual const"> <return type="bool" /> + <param index="0" name="capture" type="String" /> <description> - Returns [code]true[/code] if there is an instance of the game running with the attached debugger otherwise [code]false[/code]. + Override this method to enable receiving messages from the debugger. If [param capture] is "my_message" then messages starting with "my_message:" will be passes to the [method _capture] method. </description> </method> - <method name="register_message_capture"> + <method name="_setup_session" qualifiers="virtual"> <return type="void" /> - <param index="0" name="name" type="StringName" /> - <param index="1" name="callable" type="Callable" /> + <param index="0" name="session_id" type="int" /> <description> - Registers a message capture with given [param name]. If [param name] is "my_message" then messages starting with "my_message:" will be called with the given callable. - Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return [code]true[/code] otherwise [code]false[/code]. + Override this method to be notified whenever a new [EditorDebuggerSession] is created (the session may be inactive during this stage). </description> </method> - <method name="send_message"> - <return type="void" /> - <param index="0" name="message" type="String" /> - <param index="1" name="data" type="Array" /> + <method name="get_session"> + <return type="EditorDebuggerSession" /> + <param index="0" name="id" type="int" /> <description> - Sends a message with given [param message] and [param data] array. + Returns the [EditorDebuggerSession] with the given [param id]. </description> </method> - <method name="unregister_message_capture"> - <return type="void" /> - <param index="0" name="name" type="StringName" /> + <method name="get_sessions"> + <return type="Array" /> <description> - Unregisters the message capture with given name. + Returns an array of [EditorDebuggerSession] currently available to this debugger plugin. + Note: Not sessions in the array may be inactive, check their state via [method EditorDebuggerSession.is_active] </description> </method> </methods> - <signals> - <signal name="breaked"> - <param index="0" name="can_debug" type="bool" /> - <description> - Emitted when the game enters a break state. - </description> - </signal> - <signal name="continued"> - <description> - Emitted when the game exists a break state. - </description> - </signal> - <signal name="started"> - <description> - Emitted when the debugging starts. - </description> - </signal> - <signal name="stopped"> - <description> - Emitted when the debugging stops. - </description> - </signal> - </signals> </class> diff --git a/doc/classes/EditorDebuggerSession.xml b/doc/classes/EditorDebuggerSession.xml new file mode 100644 index 0000000000..faf528c143 --- /dev/null +++ b/doc/classes/EditorDebuggerSession.xml @@ -0,0 +1,86 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EditorDebuggerSession" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + A class to interact with the editor debugger. + </brief_description> + <description> + This class cannot be directly instantiated and must be retrieved via a [EditorDebuggerPlugin]. + You can add tabs to the session UI via [method add_session_tab], send messages via [method send_message], and toggle [EngineProfiler]s via [method toggle_profiler]. + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_session_tab"> + <return type="void" /> + <param index="0" name="control" type="Control" /> + <description> + Adds the given [param control] to the debug session UI in the debugger bottom panel. + </description> + </method> + <method name="is_active"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the debug session is currently attached to a remote instance. + </description> + </method> + <method name="is_breaked"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the attached remote instance is currently in the debug loop. + </description> + </method> + <method name="is_debuggable"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the attached remote instance can be debugged. + </description> + </method> + <method name="remove_session_tab"> + <return type="void" /> + <param index="0" name="control" type="Control" /> + <description> + Removes the given [param control] from the debug session UI in the debugger bottom panel. + </description> + </method> + <method name="send_message"> + <return type="void" /> + <param index="0" name="message" type="String" /> + <param index="1" name="data" type="Array" default="[]" /> + <description> + Sends the given [param message] to the attached remote instance, optionally passing additionally [param data]. See [EngineDebugger] for how to retrieve those messages. + </description> + </method> + <method name="toggle_profiler"> + <return type="void" /> + <param index="0" name="profiler" type="String" /> + <param index="1" name="enable" type="bool" /> + <param index="2" name="data" type="Array" default="[]" /> + <description> + Toggle the given [param profiler] on the attached remote instance, optionally passing additionally [param data]. See [EngineProfiler] for more details. + </description> + </method> + </methods> + <signals> + <signal name="breaked"> + <param index="0" name="can_debug" type="bool" /> + <description> + Emitted when the attached remote instance enters a break state. If [param can_debug] is [code]true[/code], the remote instance will enter the debug loop. + </description> + </signal> + <signal name="continued"> + <description> + Emitted when the attached remote instance exits a break state. + </description> + </signal> + <signal name="started"> + <description> + Emitted when a remote instance is attached to this session (i.e. the session becomes active). + </description> + </signal> + <signal name="stopped"> + <description> + Emitted when a remote instance is detached from this session (i.e. the session becomes inactive). + </description> + </signal> + </signals> +</class> diff --git a/doc/classes/EditorExportPlatform.xml b/doc/classes/EditorExportPlatform.xml new file mode 100644 index 0000000000..1d63af9233 --- /dev/null +++ b/doc/classes/EditorExportPlatform.xml @@ -0,0 +1,9 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EditorExportPlatform" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml index 091bac7d8e..3e8ce10aa5 100644 --- a/doc/classes/EditorExportPlugin.xml +++ b/doc/classes/EditorExportPlugin.xml @@ -10,6 +10,51 @@ <tutorials> </tutorials> <methods> + <method name="_begin_customize_resources" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="platform" type="EditorExportPlatform" /> + <param index="1" name="features" type="PackedStringArray" /> + <description> + Return true if this plugin will customize resources based on the platform and features used. + </description> + </method> + <method name="_begin_customize_scenes" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="platform" type="EditorExportPlatform" /> + <param index="1" name="features" type="PackedStringArray" /> + <description> + Return true if this plugin will customize scenes based on the platform and features used. + </description> + </method> + <method name="_customize_resource" qualifiers="virtual"> + <return type="Resource" /> + <param index="0" name="resource" type="Resource" /> + <param index="1" name="path" type="String" /> + <description> + Customize a resource. If changes are made to it, return the same or a new resource. Otherwise, return [code]null[/code]. + The [i]path[/i] argument is only used when customizing an actual file, otherwise this means that this resource is part of another one and it will be empty. + </description> + </method> + <method name="_customize_scene" qualifiers="virtual"> + <return type="Node" /> + <param index="0" name="scene" type="Node" /> + <param index="1" name="path" type="String" /> + <description> + Customize a scene. If changes are made to it, return the same or a new scene. Otherwise, return [code]null[/code]. If a new scene is returned, it is up to you to dispose of the old one. + </description> + </method> + <method name="_end_customize_resources" qualifiers="virtual"> + <return type="void" /> + <description> + This is called when the customization process for resources ends. + </description> + </method> + <method name="_end_customize_scenes" qualifiers="virtual"> + <return type="void" /> + <description> + This is called when the customization process for scenes ends. + </description> + </method> <method name="_export_begin" qualifiers="virtual"> <return type="void" /> <param index="0" name="features" type="PackedStringArray" /> @@ -36,6 +81,18 @@ Calling [method skip] inside this callback will make the file not included in the export. </description> </method> + <method name="_get_customization_configuration_hash" qualifiers="virtual const"> + <return type="int" /> + <description> + Return a hash based on the configuration passed (for both scenes and resources). This helps keep separate caches for separate export configurations. + </description> + </method> + <method name="_get_name" qualifiers="virtual const"> + <return type="String" /> + <description> + Return the name identifier of this plugin (for future identification by the exporter). + </description> + </method> <method name="add_file"> <return type="void" /> <param index="0" name="path" type="String" /> diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml index e216059364..27f61f1bd8 100644 --- a/doc/classes/EditorFeatureProfile.xml +++ b/doc/classes/EditorFeatureProfile.xml @@ -28,7 +28,7 @@ <return type="bool" /> <param index="0" name="class_name" type="StringName" /> <description> - Returns [code]true[/code] if editing for the class specified by [param class_name] is disabled. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class. + Returns [code]true[/code] if editing for the class specified by [param class_name] is disabled. When disabled, the class will still appear in the Create New Node dialog but the Inspector will be read-only when selecting a node that extends the class. </description> </method> <method name="is_class_property_disabled" qualifiers="const"> @@ -36,7 +36,7 @@ <param index="0" name="class_name" type="StringName" /> <param index="1" name="property" type="StringName" /> <description> - Returns [code]true[/code] if [param property] is disabled in the class specified by [param class_name]. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by [param class_name]. + Returns [code]true[/code] if [param property] is disabled in the class specified by [param class_name]. When a property is disabled, it won't appear in the Inspector when selecting a node that extends the class specified by [param class_name]. </description> </method> <method name="is_feature_disabled" qualifiers="const"> @@ -73,7 +73,7 @@ <param index="0" name="class_name" type="StringName" /> <param index="1" name="disable" type="bool" /> <description> - If [param disable] is [code]true[/code], disables editing for the class specified by [param class_name]. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class. + If [param disable] is [code]true[/code], disables editing for the class specified by [param class_name]. When disabled, the class will still appear in the Create New Node dialog but the Inspector will be read-only when selecting a node that extends the class. </description> </method> <method name="set_disable_class_property"> @@ -82,7 +82,7 @@ <param index="1" name="property" type="StringName" /> <param index="2" name="disable" type="bool" /> <description> - If [param disable] is [code]true[/code], disables editing for [param property] in the class specified by [param class_name]. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by [param class_name]. + If [param disable] is [code]true[/code], disables editing for [param property] in the class specified by [param class_name]. When a property is disabled, it won't appear in the Inspector when selecting a node that extends the class specified by [param class_name]. </description> </method> <method name="set_disable_feature"> @@ -116,7 +116,10 @@ <constant name="FEATURE_IMPORT_DOCK" value="6" enum="Feature"> The Import dock. If this feature is disabled, the Import dock won't be visible. </constant> - <constant name="FEATURE_MAX" value="7" enum="Feature"> + <constant name="FEATURE_HISTORY_DOCK" value="7" enum="Feature"> + The History dock. If this feature is disabled, the History dock won't be visible. + </constant> + <constant name="FEATURE_MAX" value="8" enum="Feature"> Represents the size of the [enum Feature] enum. </constant> </constants> diff --git a/doc/classes/EditorFileDialog.xml b/doc/classes/EditorFileDialog.xml index 891c8d7d92..29a8f470a1 100644 --- a/doc/classes/EditorFileDialog.xml +++ b/doc/classes/EditorFileDialog.xml @@ -4,6 +4,7 @@ A modified version of [FileDialog] used by the editor. </brief_description> <description> + [EditorFileDialog] is an enhanced version of [FileDialog] available only to editor plugins. Additional features include list of favorited/recent files and ability to see files as thumbnails grid instead of list. </description> <tutorials> </tutorials> @@ -62,7 +63,7 @@ The dialog's open or save mode, which affects the selection behavior. See [enum FileMode] </member> <member name="show_hidden_files" type="bool" setter="set_show_hidden_files" getter="is_showing_hidden_files" default="false"> - If [code]true[/code], hidden files and directories will be visible in the [EditorFileDialog]. + If [code]true[/code], hidden files and directories will be visible in the [EditorFileDialog]. This property is synchronized with [member EditorSettings.filesystem/file_dialog/show_hidden_files]. </member> <member name="title" type="String" setter="set_title" getter="get_title" overrides="Window" default=""Save a File"" /> </members> diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 3555d2fd48..c395815117 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -9,7 +9,7 @@ Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec": [codeblocks] [gdscript] - tool + @tool extends EditorImportPlugin func _get_importer_name(): @@ -44,7 +44,7 @@ # Fill the Mesh with data read in "file", left as an exercise to the reader. var filename = save_path + "." + _get_save_extension() - return ResourceSaver.save(filename, mesh) + return ResourceSaver.save(mesh, filename) [/gdscript] [csharp] using Godot; @@ -103,7 +103,7 @@ var mesh = new ArrayMesh(); // Fill the Mesh with data read in "file", left as an exercise to the reader. String filename = savePath + "." + GetSaveExtension(); - return (int)ResourceSaver.Save(filename, mesh); + return (int)ResourceSaver.Save(mesh, filename); } } [/csharp] @@ -115,7 +115,7 @@ </tutorials> <methods> <method name="_get_import_options" qualifiers="virtual const"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="path" type="String" /> <param index="1" name="preset_index" type="int" /> <description> @@ -214,8 +214,8 @@ <param index="0" name="source_file" type="String" /> <param index="1" name="save_path" type="String" /> <param index="2" name="options" type="Dictionary" /> - <param index="3" name="platform_variants" type="Array" /> - <param index="4" name="gen_files" type="Array" /> + <param index="3" name="platform_variants" type="String[]" /> + <param index="4" name="gen_files" type="String[]" /> <description> Imports [param source_file] into [param save_path] with the import [param options] specified. The [param platform_variants] and [param gen_files] arrays will be modified by this function. This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method. diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml index 280a7bf34a..ab35a62794 100644 --- a/doc/classes/EditorInspector.xml +++ b/doc/classes/EditorInspector.xml @@ -7,12 +7,20 @@ This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the editor's Inspector dock, use [method EditorInterface.get_inspector]. [EditorInspector] will show properties in the same order as the array returned by [method Object.get_property_list]. If a property's name is path-like (i.e. if it contains forward slashes), [EditorInspector] will create nested sections for "directories" along the path. For example, if a property is named [code]highlighting/gdscript/node_path_color[/code], it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section. - If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section. - If a property has [constant @GlobalScope.PROPERTY_USAGE_SUBGROUP] usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup. + If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section. There is also a special case: when the hint string contains the name of a property, that property is grouped too. This is mainly to help grouping properties like [code]font[/code], [code]font_color[/code] and [code]font_size[/code] (using the hint string [code]font_[/code]). + If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup. [b]Note:[/b] Unlike sections created from path-like property names, [EditorInspector] won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names. </description> <tutorials> </tutorials> + <methods> + <method name="get_selected_path" qualifiers="const"> + <return type="String" /> + <description> + Gets the path of the currently selected property. + </description> + </method> + </methods> <members> <member name="horizontal_scroll_mode" type="int" setter="set_horizontal_scroll_mode" getter="get_horizontal_scroll_mode" overrides="ScrollContainer" enum="ScrollContainer.ScrollMode" default="0" /> </members> @@ -25,7 +33,7 @@ <signal name="object_id_selected"> <param index="0" name="id" type="int" /> <description> - Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree inspector. + Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree Inspector. </description> </signal> <signal name="property_deleted"> diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml index c8a499260e..ba2f7b24bf 100644 --- a/doc/classes/EditorInspectorPlugin.xml +++ b/doc/classes/EditorInspectorPlugin.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorInspectorPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Plugin for adding custom property editors on inspector. + Plugin for adding custom property editors on the inspector. </brief_description> <description> [EditorInspectorPlugin] allows adding custom property editors to [EditorInspector]. diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml index 1dd53e1394..5d4b83bc27 100644 --- a/doc/classes/EditorInterface.xml +++ b/doc/classes/EditorInterface.xml @@ -48,6 +48,12 @@ [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash. </description> </method> + <method name="get_current_directory" qualifiers="const"> + <return type="String" /> + <description> + Returns the current directory being viewed in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead. + </description> + </method> <method name="get_current_path" qualifiers="const"> <return type="String" /> <description> @@ -60,17 +66,17 @@ Returns the edited (current) scene's root [Node]. </description> </method> - <method name="get_editor_main_control"> - <return type="Control" /> + <method name="get_editor_main_screen"> + <return type="VBoxContainer" /> <description> - Returns the main editor control. Use this as a parent for main screens. - [b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically. + Returns the editor control responsible for main screen plugins and tools. Use it with plugins that implement [method EditorPlugin._has_main_screen]. [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash. </description> </method> <method name="get_editor_paths"> <return type="EditorPaths" /> <description> + Returns the [EditorPaths] singleton. </description> </method> <method name="get_editor_scale" qualifiers="const"> @@ -101,7 +107,7 @@ </description> </method> <method name="get_open_scenes" qualifiers="const"> - <return type="Array" /> + <return type="PackedStringArray" /> <description> Returns an [Array] with the file paths of the currently opened scenes. </description> @@ -131,10 +137,10 @@ [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash. </description> </method> - <method name="get_selected_path" qualifiers="const"> - <return type="String" /> + <method name="get_selected_paths" qualifiers="const"> + <return type="PackedStringArray" /> <description> - Returns the path of the directory currently selected in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead. + Returns an array containing the paths of the currently selected files (and directories) in the [FileSystemDock]. </description> </method> <method name="get_selection"> @@ -152,6 +158,12 @@ Shows the given property on the given [param object] in the editor's Inspector dock. If [param inspector_only] is [code]true[/code], plugins will not attempt to edit [param object]. </description> </method> + <method name="is_movie_maker_enabled" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if Movie Maker mode is enabled in the editor. See also [method set_movie_maker_enabled]. See [MovieWriter] for more information. + </description> + </method> <method name="is_playing_scene" qualifiers="const"> <return type="bool" /> <description> @@ -166,8 +178,8 @@ </description> </method> <method name="make_mesh_previews"> - <return type="Array" /> - <param index="0" name="meshes" type="Array" /> + <return type="Texture2D[]" /> + <param index="0" name="meshes" type="Mesh[]" /> <param index="1" name="preview_size" type="int" /> <description> Returns mesh previews rendered at the given size as an [Array] of [Texture2D]s. @@ -206,10 +218,17 @@ Reloads the scene at the given path. </description> </method> + <method name="restart_editor"> + <return type="void" /> + <param index="0" name="save" type="bool" default="true" /> + <description> + Restarts the editor. This closes the editor and then opens the same project. If [param save] is [code]true[/code], the project will be saved before restarting. + </description> + </method> <method name="save_scene"> <return type="int" enum="Error" /> <description> - Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/code] (see [@GlobalScope] constants). + Saves the scene. Returns either [constant OK] or [constant ERR_CANT_CREATE]. </description> </method> <method name="save_scene_as"> @@ -234,6 +253,13 @@ Sets the editor's current main screen to the one specified in [param name]. [param name] must match the text of the tab in question exactly ([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/code]). </description> </method> + <method name="set_movie_maker_enabled"> + <return type="void" /> + <param index="0" name="enabled" type="bool" /> + <description> + Sets whether Movie Maker mode is enabled in the editor. See also [method is_movie_maker_enabled]. See [MovieWriter] for more information. + </description> + </method> <method name="set_plugin_enabled"> <return type="void" /> <param index="0" name="plugin" type="String" /> diff --git a/doc/classes/EditorNode3DGizmo.xml b/doc/classes/EditorNode3DGizmo.xml index 74870f34db..561ccdc6e7 100644 --- a/doc/classes/EditorNode3DGizmo.xml +++ b/doc/classes/EditorNode3DGizmo.xml @@ -129,7 +129,7 @@ <param index="4" name="secondary" type="bool" default="false" /> <description> Adds a list of handles (points) which can be used to edit the properties of the gizmo's Node3D. The [param ids] argument can be used to specify a custom identifier for each handle, if an empty [code]Array[/code] is passed, the ids will be assigned automatically from the [param handles] argument order. - The [param secondary] argument marks the added handles as secondary, meaning they will normally have less selection priority than regular handles. When the user is holding the shift key secondary handles will switch to have higher priority than regular handles. This change in priority can be used to place multiple handles at the same point while still giving the user control on their selection. + The [param secondary] argument marks the added handles as secondary, meaning they will normally have lower selection priority than regular handles. When the user is holding the shift key secondary handles will switch to have higher priority than regular handles. This change in priority can be used to place multiple handles at the same point while still giving the user control on their selection. There are virtual methods which will be called upon editing of these handles. Call this method during [method _redraw]. </description> </method> @@ -168,16 +168,16 @@ Removes everything in the gizmo including meshes, collisions and handles. </description> </method> - <method name="get_plugin" qualifiers="const"> - <return type="EditorNode3DGizmoPlugin" /> + <method name="get_node_3d" qualifiers="const"> + <return type="Node3D" /> <description> - Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorNode3DGizmoPlugin.get_material]. + Returns the [Node3D] node associated with this gizmo. </description> </method> - <method name="get_spatial_node" qualifiers="const"> - <return type="Node3D" /> + <method name="get_plugin" qualifiers="const"> + <return type="EditorNode3DGizmoPlugin" /> <description> - Returns the Node3D node associated with this gizmo. + Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorNode3DGizmoPlugin.get_material]. </description> </method> <method name="get_subgizmo_selection" qualifiers="const"> @@ -200,7 +200,7 @@ Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be hidden. If [code]false[/code], it will be shown. </description> </method> - <method name="set_spatial_node"> + <method name="set_node_3d"> <return type="void" /> <param index="0" name="node" type="Node" /> <description> diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index 8a97dda9ae..3ab13ec5c0 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -5,10 +5,10 @@ </brief_description> <description> [EditorNode3DGizmoPlugin] allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info. - To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first. + To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_node_3d_gizmo_plugin] method first. </description> <tutorials> - <link title="Spatial gizmo plugins">$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html</link> + <link title="Node3D gizmo plugins">$DOCS_URL/tutorials/plugins/editor/3d_gizmos.html</link> </tutorials> <methods> <method name="_can_be_hidden" qualifiers="virtual const"> diff --git a/doc/classes/EditorPaths.xml b/doc/classes/EditorPaths.xml index 2975ea6d75..929cf767a6 100644 --- a/doc/classes/EditorPaths.xml +++ b/doc/classes/EditorPaths.xml @@ -6,7 +6,7 @@ <description> This editor-only singleton returns OS-specific paths to various data folders and files. It can be used in editor plugins to ensure files are saved in the correct location on each operating system. [b]Note:[/b] This singleton is not accessible in exported projects. Attempting to access it in an exported project will result in a script error as the singleton won't be declared. To prevent script errors in exported projects, use [method Engine.has_singleton] to check whether the singleton is available before using it. - [b]Note:[/b] Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url] on [i]all[/i] platforms. You can override environment variables following the specification to change the editor and project data paths. + [b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths. </description> <tutorials> <link title="File paths in Godot projects">https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html</link> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index a961068b7b..adcc87d062 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -64,8 +64,8 @@ if event is InputEventMouseMotion: # Redraw viewport when cursor is moved. update_overlays() - return true - return false + return EditorPlugin.AFTER_GUI_INPUT_STOP + return EditorPlugin.AFTER_GUI_INPUT_PASS [/gdscript] [csharp] public override void _Forward3dDrawOverViewport(Godot.Control overlay) @@ -74,15 +74,15 @@ overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White); } - public override bool _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event) + public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event) { if (@event is InputEventMouseMotion) { // Redraw viewport when cursor is moved. UpdateOverlays(); - return true; + return EditorPlugin.AFTER_GUI_INPUT_STOP; } - return false; + return EditorPlugin.AFTER_GUI_INPUT_PASS; [/csharp] [/codeblocks] </description> @@ -100,33 +100,35 @@ <param index="0" name="viewport_camera" type="Camera3D" /> <param index="1" name="event" type="InputEvent" /> <description> - Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [param event], otherwise forwards [param event] to other Editor classes. Example: + Called when there is a root node in the current edited scene, [method _handles] is implemented, and an [InputEvent] happens in the 3D viewport. The return value decides whether the [InputEvent] is consumed or forwarded to other [EditorPlugin]s. See [enum AfterGUIInput] for options. + [b]Example:[/b] [codeblocks] [gdscript] - # Prevents the InputEvent to reach other Editor classes. + # Prevents the InputEvent from reaching other Editor classes. func _forward_3d_gui_input(camera, event): return EditorPlugin.AFTER_GUI_INPUT_STOP [/gdscript] [csharp] - // Prevents the InputEvent to reach other Editor classes. - public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event) + // Prevents the InputEvent from reaching other Editor classes. + public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Camera3D camera, InputEvent @event) { return EditorPlugin.AFTER_GUI_INPUT_STOP; } [/csharp] [/codeblocks] - Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example: + Must [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] in order to forward the [InputEvent] to other Editor classes. + [b]Example:[/b] [codeblocks] [gdscript] # Consumes InputEventMouseMotion and forwards other InputEvent types. func _forward_3d_gui_input(camera, event): - return event is InputEventMouseMotion + return EditorPlugin.AFTER_GUI_INPUT_STOP if event is InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS [/gdscript] [csharp] // Consumes InputEventMouseMotion and forwards other InputEvent types. - public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event) + public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Camera3D camera, InputEvent @event) { - return @event is InputEventMouseMotion; + return @event is InputEventMouseMotion ? EditorPlugin.AFTER_GUI_INPUT_STOP : EditorPlugin.AFTER_GUI_INPUT_PASS; } [/csharp] [/codeblocks] @@ -182,22 +184,24 @@ <return type="bool" /> <param index="0" name="event" type="InputEvent" /> <description> - Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [param event], otherwise forwards [param event] to other Editor classes. Example: + Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [param event], otherwise forwards [param event] to other Editor classes. + [b]Example:[/b] [codeblocks] [gdscript] - # Prevents the InputEvent to reach other Editor classes. + # Prevents the InputEvent from reaching other Editor classes. func _forward_canvas_gui_input(event): return true [/gdscript] [csharp] - // Prevents the InputEvent to reach other Editor classes. + // Prevents the InputEvent from reaching other Editor classes. public override bool ForwardCanvasGuiInput(InputEvent @event) { return true; } [/csharp] [/codeblocks] - Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example: + Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. + [b]Example:[/b] [codeblocks] [gdscript] # Consumes InputEventMouseMotion and forwards other InputEvent types. @@ -237,7 +241,7 @@ # You can use a custom icon: return preload("res://addons/my_plugin/my_plugin_icon.svg") # Or use a built-in icon: - return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons") + return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons") [/gdscript] [csharp] public override Texture2D GetPluginIcon() @@ -245,7 +249,7 @@ // You can use a custom icon: return ResourceLoader.Load<Texture2D>("res://addons/my_plugin/my_plugin_icon.svg"); // Or use a built-in icon: - return GetEditorInterface().GetBaseControl().GetIcon("Node", "EditorIcons"); + return GetEditorInterface().GetBaseControl().GetThemeIcon("Node", "EditorIcons"); } [/csharp] [/codeblocks] @@ -303,7 +307,7 @@ func _enter_tree(): plugin_control = preload("my_plugin_control.tscn").instantiate() - get_editor_interface().get_editor_main_control().add_child(plugin_control) + get_editor_interface().get_editor_main_screen().add_child(plugin_control) plugin_control.hide() func _has_main_screen(): @@ -406,11 +410,12 @@ When a given node or resource is selected, the base type will be instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object. You can use the virtual method [method _handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword. During run-time, this will be a simple object with a script so this function does not need to be called then. + [b]Note:[/b] Custom types added this way are not true classes. They are just a helper to create a node with specific script. </description> </method> <method name="add_debugger_plugin"> <return type="void" /> - <param index="0" name="script" type="Script" /> + <param index="0" name="script" type="EditorDebuggerPlugin" /> <description> Adds a [Script] as debugger plugin to the Debugger. The script must extend [EditorDebuggerPlugin]. </description> @@ -454,6 +459,14 @@ [/codeblocks] </description> </method> + <method name="add_node_3d_gizmo_plugin"> + <return type="void" /> + <param index="0" name="plugin" type="EditorNode3DGizmoPlugin" /> + <description> + Registers a new [EditorNode3DGizmoPlugin]. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a [Node3D]. + See [method add_inspector_plugin] for an example of how to register a plugin. + </description> + </method> <method name="add_scene_format_importer_plugin"> <return type="void" /> <param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" /> @@ -472,14 +485,6 @@ If [param first_priority] is [code]true[/code], the new import plugin is inserted first in the list and takes precedence over pre-existing plugins. </description> </method> - <method name="add_spatial_gizmo_plugin"> - <return type="void" /> - <param index="0" name="plugin" type="EditorNode3DGizmoPlugin" /> - <description> - Registers a new [EditorNode3DGizmoPlugin]. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a [Node3D]. - See [method add_inspector_plugin] for an example of how to register a plugin. - </description> - </method> <method name="add_tool_menu_item"> <return type="void" /> <param index="0" name="name" type="String" /> @@ -532,7 +537,7 @@ </description> </method> <method name="get_undo_redo"> - <return type="UndoRedo" /> + <return type="EditorUndoRedoManager" /> <description> Gets the undo/redo object. Most actions in the editor can be undoable, so use this object to make sure this happens when it's worth it. </description> @@ -594,7 +599,7 @@ </method> <method name="remove_debugger_plugin"> <return type="void" /> - <param index="0" name="script" type="Script" /> + <param index="0" name="script" type="EditorDebuggerPlugin" /> <description> Removes the debugger plugin with given script from the Debugger. </description> @@ -620,6 +625,13 @@ Removes an inspector plugin registered by [method add_import_plugin] </description> </method> + <method name="remove_node_3d_gizmo_plugin"> + <return type="void" /> + <param index="0" name="plugin" type="EditorNode3DGizmoPlugin" /> + <description> + Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin]. + </description> + </method> <method name="remove_scene_format_importer_plugin"> <return type="void" /> <param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" /> @@ -634,13 +646,6 @@ Remove the [EditorScenePostImportPlugin], added with [method add_scene_post_import_plugin]. </description> </method> - <method name="remove_spatial_gizmo_plugin"> - <return type="void" /> - <param index="0" name="plugin" type="EditorNode3DGizmoPlugin" /> - <description> - Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]. - </description> - </method> <method name="remove_tool_menu_item"> <return type="void" /> <param index="0" name="name" type="String" /> @@ -690,11 +695,13 @@ </signal> <signal name="project_settings_changed"> <description> + Emitted when any project setting has changed. </description> </signal> <signal name="resource_saved"> <param index="0" name="resource" type="Resource" /> <description> + Emitted when the given [param resource] was saved on disc. </description> </signal> <signal name="scene_changed"> @@ -712,47 +719,76 @@ </signals> <constants> <constant name="CONTAINER_TOOLBAR" value="0" enum="CustomControlContainer"> + Main editor toolbar, next to play buttons. </constant> <constant name="CONTAINER_SPATIAL_EDITOR_MENU" value="1" enum="CustomControlContainer"> + The toolbar that appears when 3D editor is active. </constant> <constant name="CONTAINER_SPATIAL_EDITOR_SIDE_LEFT" value="2" enum="CustomControlContainer"> + Left sidebar of the 3D editor. </constant> <constant name="CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT" value="3" enum="CustomControlContainer"> + Right sidebar of the 3D editor. </constant> <constant name="CONTAINER_SPATIAL_EDITOR_BOTTOM" value="4" enum="CustomControlContainer"> + Bottom panel of the 3D editor. </constant> <constant name="CONTAINER_CANVAS_EDITOR_MENU" value="5" enum="CustomControlContainer"> + The toolbar that appears when 2D editor is active. </constant> <constant name="CONTAINER_CANVAS_EDITOR_SIDE_LEFT" value="6" enum="CustomControlContainer"> + Left sidebar of the 2D editor. </constant> <constant name="CONTAINER_CANVAS_EDITOR_SIDE_RIGHT" value="7" enum="CustomControlContainer"> + Right sidebar of the 2D editor. </constant> <constant name="CONTAINER_CANVAS_EDITOR_BOTTOM" value="8" enum="CustomControlContainer"> + Bottom panel of the 2D editor. </constant> - <constant name="CONTAINER_PROPERTY_EDITOR_BOTTOM" value="9" enum="CustomControlContainer"> + <constant name="CONTAINER_INSPECTOR_BOTTOM" value="9" enum="CustomControlContainer"> + Bottom section of the inspector. </constant> <constant name="CONTAINER_PROJECT_SETTING_TAB_LEFT" value="10" enum="CustomControlContainer"> + Tab of Project Settings dialog, to the left of other tabs. </constant> <constant name="CONTAINER_PROJECT_SETTING_TAB_RIGHT" value="11" enum="CustomControlContainer"> + Tab of Project Settings dialog, to the right of other tabs. </constant> <constant name="DOCK_SLOT_LEFT_UL" value="0" enum="DockSlot"> + Dock slot, left side, upper-left (empty in default layout). </constant> <constant name="DOCK_SLOT_LEFT_BL" value="1" enum="DockSlot"> + Dock slot, left side, bottom-left (empty in default layout). </constant> <constant name="DOCK_SLOT_LEFT_UR" value="2" enum="DockSlot"> + Dock slot, left side, upper-right (in default layout includes Scene and Import docks). </constant> <constant name="DOCK_SLOT_LEFT_BR" value="3" enum="DockSlot"> + Dock slot, left side, bottom-right (in default layout includes FileSystem dock). </constant> <constant name="DOCK_SLOT_RIGHT_UL" value="4" enum="DockSlot"> + Dock slot, right side, upper-left (empty in default layout). </constant> <constant name="DOCK_SLOT_RIGHT_BL" value="5" enum="DockSlot"> + Dock slot, right side, bottom-left (empty in default layout). </constant> <constant name="DOCK_SLOT_RIGHT_UR" value="6" enum="DockSlot"> + Dock slot, right side, upper-right (in default layout includes Inspector, Node and History docks). </constant> <constant name="DOCK_SLOT_RIGHT_BR" value="7" enum="DockSlot"> + Dock slot, right side, bottom-right (empty in default layout). </constant> <constant name="DOCK_SLOT_MAX" value="8" enum="DockSlot"> Represents the size of the [enum DockSlot] enum. </constant> + <constant name="AFTER_GUI_INPUT_PASS" value="0" enum="AfterGUIInput"> + Forwards the [InputEvent] to other EditorPlugins. + </constant> + <constant name="AFTER_GUI_INPUT_STOP" value="1" enum="AfterGUIInput"> + Prevents the [InputEvent] from reaching other Editor classes. + </constant> + <constant name="AFTER_GUI_INPUT_CUSTOM" value="2" enum="AfterGUIInput"> + Pass the [InputEvent] to other editor plugins except the main [Node3D] one. This can be used to prevent node selection changes and work with sub-gizmos instead. + </constant> </constants> </class> diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml index 4a6a0e7226..e18bea1f67 100644 --- a/doc/classes/EditorProperty.xml +++ b/doc/classes/EditorProperty.xml @@ -9,6 +9,13 @@ <tutorials> </tutorials> <methods> + <method name="_set_read_only" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="read_only" type="bool" /> + <description> + Called when the read-only status of the property is changed. It may be used to change custom controls into a read-only or modifiable state. + </description> + </method> <method name="_update_property" qualifiers="virtual"> <return type="void" /> <description> @@ -44,12 +51,6 @@ Gets the edited property. If your editor is for a single property (added via [method EditorInspectorPlugin._parse_property]), then this will return the property. </description> </method> - <method name="get_tooltip_text" qualifiers="const"> - <return type="String" /> - <description> - Must be implemented to provide a custom tooltip to the property editor. - </description> - </method> <method name="set_bottom_editor"> <return type="void" /> <param index="0" name="editor" type="Control" /> @@ -60,6 +61,7 @@ <method name="update_property"> <return type="void" /> <description> + Forces refresh of the property display. </description> </method> </methods> @@ -111,6 +113,8 @@ <signal name="property_changed"> <param index="0" name="property" type="StringName" /> <param index="1" name="value" type="Variant" /> + <param index="2" name="field" type="StringName" /> + <param index="3" name="changing" type="bool" /> <description> Do not emit this manually, use the [method emit_changed] method instead. </description> @@ -146,7 +150,7 @@ <param index="1" name="pinned" type="bool" /> <description> Emit it if you want to mark (or unmark) the value of a property for being saved regardless of being equal to the default value. - The default value is the one the property will get when the node is just instantiated and can come from an ancestor scene in the inheritance/instancing chain, a script or a builtin class. + The default value is the one the property will get when the node is just instantiated and can come from an ancestor scene in the inheritance/instantiation chain, a script or a builtin class. </description> </signal> <signal name="resource_selected"> diff --git a/doc/classes/EditorResourcePicker.xml b/doc/classes/EditorResourcePicker.xml index c88a7b75b0..4182ab3c16 100644 --- a/doc/classes/EditorResourcePicker.xml +++ b/doc/classes/EditorResourcePicker.xml @@ -62,9 +62,9 @@ </signal> <signal name="resource_selected"> <param index="0" name="resource" type="Resource" /> - <param index="1" name="edit" type="bool" /> + <param index="1" name="inspect" type="bool" /> <description> - Emitted when the resource value was set and user clicked to edit it. When [param edit] is [code]true[/code], the signal was caused by the context menu "Edit" option. + Emitted when the resource value was set and user clicked to edit it. When [param inspect] is [code]true[/code], the signal was caused by the context menu "Edit" or "Inspect" option. </description> </signal> </signals> diff --git a/doc/classes/EditorSceneFormatImporter.xml b/doc/classes/EditorSceneFormatImporter.xml index 6de9c2c5dc..db93cab14c 100644 --- a/doc/classes/EditorSceneFormatImporter.xml +++ b/doc/classes/EditorSceneFormatImporter.xml @@ -39,7 +39,6 @@ <param index="0" name="path" type="String" /> <param index="1" name="flags" type="int" /> <param index="2" name="options" type="Dictionary" /> - <param index="3" name="bake_fps" type="int" /> <description> </description> </method> diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 395b094bf2..d2ad8d1bed 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -8,7 +8,7 @@ The [method _post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example: [codeblocks] [gdscript] - tool # Needed so it runs in editor. + @tool # Needed so it runs in editor. extends EditorScenePostImport # This sample changes all node names. # Called right after the scene is imported and gets the root node. @@ -28,12 +28,12 @@ // This sample changes all node names. // Called right after the scene is imported and gets the root node. [Tool] - public class NodeRenamer : EditorScenePostImport + public partial class NodeRenamer : EditorScenePostImport { - public override Object PostImport(Object scene) + public override Object _PostImport(Node scene) { // Change all node names to "modified_[oldnodename]" - Iterate(scene as Node); + Iterate(scene); return scene; // Remember to return the imported scene } public void Iterate(Node node) diff --git a/doc/classes/EditorScript.xml b/doc/classes/EditorScript.xml index 2ff8a7ba2a..a02fd215d8 100644 --- a/doc/classes/EditorScript.xml +++ b/doc/classes/EditorScript.xml @@ -9,7 +9,7 @@ [b]Example script:[/b] [codeblocks] [gdscript] - tool + @tool extends EditorScript func _run(): @@ -30,6 +30,7 @@ [/csharp] [/codeblocks] [b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot [b]Output[/b] dock. + [b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when nothing references it. This can cause errors during asynchronous operations if there are no references to the script. </description> <tutorials> </tutorials> diff --git a/doc/classes/EditorSelection.xml b/doc/classes/EditorSelection.xml index 9c3e87ddb0..54029c2ccf 100644 --- a/doc/classes/EditorSelection.xml +++ b/doc/classes/EditorSelection.xml @@ -31,7 +31,7 @@ </description> </method> <method name="get_transformable_selected_nodes"> - <return type="Array" /> + <return type="Node[]" /> <description> Gets the list of selected nodes, optimized for transform operations (i.e. moving them, rotating, etc). This list avoids situations where a node is selected and also child/grandchild. </description> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 6079cc48c8..98f4789163 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -85,7 +85,7 @@ </description> </method> <method name="get_changed_settings" qualifiers="const"> - <return type="Array" /> + <return type="PackedStringArray" /> <description> Gets an array of the settings which have been changed since the last save. Note that internally [code]changed_settings[/code] is cleared after a successful save, so generally the most appropriate place to use this method is when processing [constant NOTIFICATION_EDITOR_SETTINGS_CHANGED] </description> @@ -132,24 +132,10 @@ Marks the passed editor setting as being changed, see [method get_changed_settings]. Only settings which exist (see [method has_setting]) will be accepted. </description> </method> - <method name="property_can_revert"> - <return type="bool" /> - <param index="0" name="name" type="String" /> - <description> - Returns [code]true[/code] if the setting specified by [param name] can have its value reverted to the default value, [code]false[/code] otherwise. When this method returns [code]true[/code], a Revert button will display next to the setting in the Editor Settings. - </description> - </method> - <method name="property_get_revert"> - <return type="Variant" /> - <param index="0" name="name" type="String" /> - <description> - Returns the default value of the setting specified by [param name]. This is the value that would be applied when clicking the Revert button in the Editor Settings. - </description> - </method> <method name="set_builtin_action_override"> <return type="void" /> <param index="0" name="name" type="String" /> - <param index="1" name="actions_list" type="Array" /> + <param index="1" name="actions_list" type="InputEvent[]" /> <description> Overrides the built-in editor action [param name] with the input actions defined in [param actions_list]. </description> @@ -210,10 +196,10 @@ The thumbnail size to use in the FileSystem dock (in pixels). See also [member filesystem/file_dialog/thumbnail_size]. </member> <member name="docks/property_editor/auto_refresh_interval" type="float" setter="" getter=""> - The refresh interval to use for the inspector dock's properties. The effect of this setting is mainly noticeable when adjusting gizmos in the 2D/3D editor and looking at the inspector at the same time. Lower values make the inspector more often, but take up more CPU time. + The refresh interval to use for the Inspector dock's properties. The effect of this setting is mainly noticeable when adjusting gizmos in the 2D/3D editor and looking at the inspector at the same time. Lower values make the inspector more often, but take up more CPU time. </member> <member name="docks/property_editor/subresource_hue_tint" type="float" setter="" getter=""> - The tint intensity to use for the subresources background in the inspector dock. The tint is used to distinguish between different subresources in the inspector. Higher values result in a more noticeable background color difference. + The tint intensity to use for the subresources background in the Inspector dock. The tint is used to distinguish between different subresources in the inspector. Higher values result in a more noticeable background color difference. </member> <member name="docks/scene_tree/auto_expand_to_selected" type="bool" setter="" getter=""> If [code]true[/code], the scene tree dock will automatically unfold nodes when a node that has folded parents is selected. @@ -328,8 +314,8 @@ <member name="editors/3d/navigation/navigation_scheme" type="int" setter="" getter=""> The navigation scheme to use in the 3D editor. Changing this setting will affect the mouse buttons that must be held down to perform certain operations in the 3D editor viewport. - [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom. - - [b]Maya:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Mouse wheel[/kbd] to zoom. - - [b]Modo:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom. + - [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Mouse wheel[/kbd] to zoom. + - [b]Modo:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom. See also [member editors/3d/freelook/freelook_navigation_scheme]. [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed. </member> @@ -377,7 +363,7 @@ The color to use for the selection box that surrounds selected nodes in the 3D editor viewport. The color's alpha channel influences the selection box's opacity. </member> <member name="editors/3d_gizmos/gizmo_colors/instantiated" type="Color" setter="" getter=""> - The color override to use for 3D editor gizmos if the [Node3D] in question is part of an instanced scene file (from the perspective of the current scene). + The color override to use for 3D editor gizmos if the [Node3D] in question is part of an instantiated scene file (from the perspective of the current scene). </member> <member name="editors/3d_gizmos/gizmo_colors/joint" type="Color" setter="" getter=""> The 3D editor gizmo color for [Joint3D]s and [PhysicalBone3D]s. @@ -419,7 +405,7 @@ If [code]true[/code], allows panning by holding down [kbd]Space[/kbd] in the 2D editor viewport (in addition to panning with the middle or right mouse buttons). If [code]false[/code], the left mouse button must be held down while holding down [kbd]Space[/kbd] to pan in the 2D editor viewport. </member> <member name="editors/panning/sub_editors_panning_scheme" type="int" setter="" getter=""> - Controls whether the mouse wheel scroll zooms or pans in subeditors. The list of affected subeditors is: animation blend tree editor, [Polygon2D] editor, tileset editor, texture region editor, visual shader editor and visual script editor. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/animation_editors_panning_scheme]. + Controls whether the mouse wheel scroll zooms or pans in subeditors. The list of affected subeditors is: animation blend tree editor, [Polygon2D] editor, tileset editor, texture region editor and visual shader editor. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/animation_editors_panning_scheme]. </member> <member name="editors/panning/warped_mouse_panning" type="bool" setter="" getter=""> If [code]true[/code], warps the mouse around the 2D viewport while panning in the 2D editor. This makes it possible to pan over a large area without having to exit panning then mouse the mouse back constantly. @@ -438,10 +424,10 @@ [b]Note:[/b] Only effective if [member editors/tiles_editor/display_grid] is [code]true[/code]. </member> <member name="editors/visual_editors/lines_curvature" type="float" setter="" getter=""> - The curvature to use for connection lines in the visual script and visual shader editors. Higher values will make connection lines appear more curved, with values above [code]0.5[/code] resulting in more "angular" turns in the middle of connection lines. + The curvature to use for connection lines in the visual shader editor. Higher values will make connection lines appear more curved, with values above [code]0.5[/code] resulting in more "angular" turns in the middle of connection lines. </member> <member name="editors/visual_editors/minimap_opacity" type="float" setter="" getter=""> - The opacity of the minimap displayed in the bottom-right corner of the visual script and visual shader editors. + The opacity of the minimap displayed in the bottom-right corner of the visual shader editor. </member> <member name="editors/visual_editors/visual_shader/port_preview_size" type="int" setter="" getter=""> The size to use for port previews in the visual shader uniforms (toggled by clicking the "eye" icon next to an output). The value is defined in pixels at 100% zoom, and will scale with zoom automatically. @@ -471,6 +457,12 @@ If [code]true[/code], when saving a file, the editor will rename the old file to a different name, save a new file, then only remove the old file once the new file has been saved. This makes loss of data less likely to happen if the editor or operating system exits unexpectedly while saving (e.g. due to a crash or power outage). [b]Note:[/b] On Windows, this feature can interact negatively with certain antivirus programs. In this case, you may have to set this to [code]false[/code] to prevent file locking issues. </member> + <member name="interface/editor/accept_dialog_cancel_ok_buttons" type="int" setter="" getter=""> + How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one. + - [b]Auto[/b] follows the platform convention: Cancel first on macOS and Linux, OK first on Windows. + - [b]Cancel First[/b] forces the ordering Cancel/OK. + - [b]OK First[/b] forces the ordering OK/Cancel. + </member> <member name="interface/editor/automatically_open_screenshots" type="bool" setter="" getter=""> If [code]true[/code], automatically opens screenshots with the default program associated to [code].png[/code] files after a screenshot is taken using the [b]Editor > Take Screenshot[/b] action. </member> @@ -479,15 +471,15 @@ </member> <member name="interface/editor/code_font_contextual_ligatures" type="int" setter="" getter=""> The font ligatures to enable for the currently configured code font. Not all fonts include support for ligatures. - [b]Note:[/b] The default editor code font (Hack) does not have contextual ligatures in its font file. + [b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]) has contextual ligatures in its font file. </member> <member name="interface/editor/code_font_custom_opentype_features" type="String" setter="" getter=""> List of custom OpenType features to use, if supported by the currently configured code font. Not all fonts include support for custom OpenType features. The string should follow the OpenType specification. - [b]Note:[/b] The default editor code font (Hack) does not have custom OpenType features in its font file. + [b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]) has custom OpenType features in its font file, but there is no documented list yet. </member> <member name="interface/editor/code_font_custom_variations" type="String" setter="" getter=""> List of alternative characters to use, if supported by the currently configured code font. Not all fonts include support for custom variations. The string should follow the OpenType specification. - [b]Note:[/b] The default editor code font (Hack) does not have alternate characters in its font file. + [b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]) has alternate characters in its font file, but there is no documented list yet. </member> <member name="interface/editor/code_font_size" type="int" setter="" getter=""> The size of the font in the script editor. This setting does not impact the font size of the Output panel (see [member run/output/font_size]). @@ -509,8 +501,12 @@ The language to use for the editor interface. Translations are provided by the community. If you spot a mistake, [url=https://docs.godotengine.org/en/latest/community/contributing/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url] </member> - <member name="interface/editor/font_antialiased" type="bool" setter="" getter=""> - If [code]true[/code], enables FreeType's font antialiasing on the editor fonts. Most fonts are not designed to look good with antialiasing disabled, so it's recommended to leave this enabled unless you're using a pixel art font. + <member name="interface/editor/expand_to_title" type="bool" setter="" getter=""> + Expanding main editor window content to the title, if supported by [DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE]. + Specific to the macOS platform. + </member> + <member name="interface/editor/font_antialiasing" type="int" setter="" getter=""> + FreeType's font anti-aliasing mode used to render the editor fonts. Most fonts are not designed to look good with anti-aliasing disabled, so it's recommended to leave this enabled unless you're using a pixel art font. </member> <member name="interface/editor/font_hinting" type="int" setter="" getter=""> The font hinting mode to use for the editor fonts. FreeType supports the following font hinting modes: @@ -520,7 +516,7 @@ If set to [b]Auto[/b], the font hinting mode will be set to match the current operating system in use. This means the [b]Light[/b] hinting mode will be used on Windows and Linux, and the [b]None[/b] hinting mode will be used on macOS. </member> <member name="interface/editor/font_subpixel_positioning" type="int" setter="" getter=""> - The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One half of a pixel[/b] and [b]One quarter of a pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One quarter of a pixel[/b] being the highest-quality option). + The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One Half of a Pixel[/b] and [b]One Quarter of a Pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One Quarter of a Pixel[/b] being the highest-quality option). </member> <member name="interface/editor/low_processor_mode_sleep_usec" type="float" setter="" getter=""> The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops. However, higher values will result in a less responsive editor. The default value is set to allow for maximum smoothness on monitors up to 144 Hz. See also [member interface/editor/unfocused_low_processor_mode_sleep_usec]. @@ -553,6 +549,10 @@ <member name="interface/editor/unfocused_low_processor_mode_sleep_usec" type="float" setter="" getter=""> When the editor window is unfocused, the amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops (in addition to improving the running project's performance if the editor has to redraw continuously). However, higher values will result in a less responsive editor. The default value is set to limit the editor to 20 FPS when the editor window is unfocused. See also [member interface/editor/low_processor_mode_sleep_usec]. </member> + <member name="interface/editor/use_embedded_menu" type="bool" setter="" getter=""> + If [code]true[/code], editor main menu is using embedded [MenuBar] instead of system global menu. + Specific to the macOS platform. + </member> <member name="interface/inspector/max_array_dictionary_items_per_page" type="int" setter="" getter=""> The number of [Array] or [Dictionary] items to display on each "page" in the inspector. Higher values allow viewing more values per page, but take more time to load. This increased load time is noticeable when selecting nodes that have array or dictionary properties in the editor. </member> @@ -592,6 +592,9 @@ <member name="interface/theme/custom_theme" type="String" setter="" getter=""> The custom theme resource to use for the editor. Must be a Godot theme resource in [code].tres[/code] or [code].res[/code] format. </member> + <member name="interface/theme/draw_extra_borders" type="bool" setter="" getter=""> + If [code]true[/code], draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the [b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black background. + </member> <member name="interface/theme/icon_and_font_color" type="int" setter="" getter=""> The icon and font color scheme to use in the editor. - [b]Auto[/b] determines the color scheme to use automatically based on [member interface/theme/base_color]. @@ -622,8 +625,11 @@ The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/host]. [b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed. </member> - <member name="network/ssl/editor_ssl_certificates" type="String" setter="" getter=""> - The SSL certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used. + <member name="network/tls/editor_tls_certificates" type="String" setter="" getter=""> + The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used. + </member> + <member name="project_manager/default_renderer" type="String" setter="" getter=""> + The renderer type that will be checked off by default when creating a new project. Accepted strings are "forward_plus", "mobile" or "gl_compatibility". </member> <member name="project_manager/sorting_order" type="int" setter="" getter=""> The sorting order to use in the project manager. When changing the sorting order in the project manager, this setting is set permanently in the editor settings. @@ -653,9 +659,9 @@ The monitor to display the project on when starting the project from the editor. </member> <member name="text_editor/appearance/caret/caret_blink" type="bool" setter="" getter=""> - If [code]true[/code], makes the caret blink according to [member text_editor/appearance/caret/caret_blink_speed]. Disabling this setting can improve battery life on laptops if you spend long amounts of time in the script editor, since it will reduce the frequency at which the editor needs to be redrawn. + If [code]true[/code], makes the caret blink according to [member text_editor/appearance/caret/caret_blink_interval]. Disabling this setting can improve battery life on laptops if you spend long amounts of time in the script editor, since it will reduce the frequency at which the editor needs to be redrawn. </member> - <member name="text_editor/appearance/caret/caret_blink_speed" type="float" setter="" getter=""> + <member name="text_editor/appearance/caret/caret_blink_interval" type="float" setter="" getter=""> The interval at which to blink the caret (in seconds). See also [member text_editor/appearance/caret/caret_blink]. </member> <member name="text_editor/appearance/caret/highlight_all_occurrences" type="bool" setter="" getter=""> @@ -677,19 +683,19 @@ If [code]true[/code], displays line length guidelines to help you keep line lengths in check. See also [member text_editor/appearance/guidelines/line_length_guideline_soft_column] and [member text_editor/appearance/guidelines/line_length_guideline_hard_column]. </member> <member name="text_editor/appearance/gutters/highlight_type_safe_lines" type="bool" setter="" getter=""> - If [code]true[/code], highlights type-safe lines by displaying their line number color with [member text_editor/theme/highlighting/safe_line_number_color] instead of [member text_editor/theme/highlighting/line_number_color]. Type-safe lines are lines of code where the type of all variables is known at compile-time. These type-safe lines will run faster in Godot 4.0 and later thanks to typed instructions. + If [code]true[/code], highlights type-safe lines by displaying their line number color with [member text_editor/theme/highlighting/safe_line_number_color] instead of [member text_editor/theme/highlighting/line_number_color]. Type-safe lines are lines of code where the type of all variables is known at compile-time. These type-safe lines may run faster thanks to typed instructions. </member> <member name="text_editor/appearance/gutters/line_numbers_zero_padded" type="bool" setter="" getter=""> If [code]true[/code], displays line numbers with zero padding (e.g. [code]007[/code] instead of [code]7[/code]). </member> <member name="text_editor/appearance/gutters/show_bookmark_gutter" type="bool" setter="" getter=""> - If [code]true[/code], displays a gutter at the left containing icons for bookmarks. + If [code]true[/code], displays icons for bookmarks in a gutter at the left. Bookmarks remain functional when this setting is disabled. </member> <member name="text_editor/appearance/gutters/show_info_gutter" type="bool" setter="" getter=""> If [code]true[/code], displays a gutter at the left containing icons for methods with signal connections. </member> <member name="text_editor/appearance/gutters/show_line_numbers" type="bool" setter="" getter=""> - If [code]true[/code], displays line numbers in the gutter at the left. + If [code]true[/code], displays line numbers in a gutter at the left. </member> <member name="text_editor/appearance/lines/code_folding" type="bool" setter="" getter=""> If [code]true[/code], displays the folding arrows next to indented code sections and allows code folding. If [code]false[/code], hides the folding arrows next to indented code sections and disallows code folding. @@ -710,7 +716,7 @@ If [code]true[/code], draws tab characters as chevrons. </member> <member name="text_editor/appearance/whitespace/line_spacing" type="int" setter="" getter=""> - The space to add between lines (in pixels). Greater line spacing can help improve readability at the cost of displaying less lines on screen. + The space to add between lines (in pixels). Greater line spacing can help improve readability at the cost of displaying fewer lines on screen. </member> <member name="text_editor/behavior/files/auto_reload_scripts_on_external_change" type="bool" setter="" getter=""> If [code]true[/code], automatically reloads scripts in the editor when they have been modified and saved by external editors. @@ -758,7 +764,7 @@ [b]Note:[/b] You can hold down [kbd]Alt[/kbd] while using the mouse wheel to temporarily scroll 5 times faster. </member> <member name="text_editor/completion/add_type_hints" type="bool" setter="" getter=""> - If [code]true[/code], adds static typing hints such as [code]-> void[/code] and [code]: int[/code] when performing method definition autocompletion. + If [code]true[/code], adds static typing hints such as [code]-> void[/code] and [code]: int[/code] when using code autocompletion or when creating onready variables by drag and dropping nodes into the script editor while pressing the [kbd]Ctrl[/kbd] key. </member> <member name="text_editor/completion/auto_brace_complete" type="bool" setter="" getter=""> If [code]true[/code], automatically completes braces when making use of code completion. @@ -809,7 +815,7 @@ The script editor's background color. If set to a translucent color, the editor theme's base color will be visible behind. </member> <member name="text_editor/theme/highlighting/base_type_color" type="Color" setter="" getter=""> - The script editor's base type color (used for types like [Vector2], [Vector3], ...). + The script editor's base type color (used for types like [Vector2], [Vector3], [Color], ...). </member> <member name="text_editor/theme/highlighting/bookmark_color" type="Color" setter="" getter=""> The script editor's bookmark icon color (displayed in the gutter). @@ -866,13 +872,13 @@ </member> <member name="text_editor/theme/highlighting/function_color" type="Color" setter="" getter=""> The script editor's function call color. - [b]Note:[/b] When using the GDScript syntax highlighter, this is replaced by the function declaration color configured in the syntax theme for function declarations (e.g. [code]func _ready():[/code]). + [b]Note:[/b] When using the GDScript syntax highlighter, this is replaced by the function definition color configured in the syntax theme for function definitions (e.g. [code]func _ready():[/code]). </member> <member name="text_editor/theme/highlighting/keyword_color" type="Color" setter="" getter=""> - The script editor's non-control flow keyword color (used for keywords like [code]var[/code], [code]func[/code], some built-in methods, ...). + The script editor's non-control flow keyword color (used for keywords like [code]var[/code], [code]func[/code], [code]extends[/code], ...). </member> <member name="text_editor/theme/highlighting/line_length_guideline_color" type="Color" setter="" getter=""> - The script editor's color for the line length guideline. The "hard" line length guideline will be drawn with this color, whereas the "soft" line length guideline will be drawn with an opacity twice as low. + The script editor's color for the line length guideline. The "hard" line length guideline will be drawn with this color, whereas the "soft" line length guideline will be drawn with half of its opacity. </member> <member name="text_editor/theme/highlighting/line_number_color" type="Color" setter="" getter=""> The script editor's color for line numbers. See also [member text_editor/theme/highlighting/safe_line_number_color]. @@ -913,7 +919,7 @@ The script editor's background color for text. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/current_line_color]. </member> <member name="text_editor/theme/highlighting/user_type_color" type="Color" setter="" getter=""> - The script editor's color for user-defined types (using [code]@class_name[/code]). + The script editor's color for user-defined types (using [code]class_name[/code]). </member> <member name="text_editor/theme/highlighting/word_highlighted_color" type="Color" setter="" getter=""> The script editor's color for words highlighted by selecting them. Only visible if [member text_editor/appearance/caret/highlight_all_occurrences] is [code]true[/code]. diff --git a/doc/classes/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml index 2ada211dab..d270d32df7 100644 --- a/doc/classes/EditorSpinSlider.xml +++ b/doc/classes/EditorSpinSlider.xml @@ -10,16 +10,44 @@ </tutorials> <members> <member name="flat" type="bool" setter="set_flat" getter="is_flat" default="false"> + If [code]true[/code], the slider will not draw background. </member> + <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" /> <member name="hide_slider" type="bool" setter="set_hide_slider" getter="is_hiding_slider" default="false"> If [code]true[/code], the slider is hidden. </member> <member name="label" type="String" setter="set_label" getter="get_label" default=""""> + The text that displays to the left of the value. </member> <member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false"> + If [code]true[/code], the slider can't be interacted with. </member> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" /> + <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" /> <member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default=""""> The suffix to display after the value (in a faded color). This should generally be a plural word. You may have to use an abbreviation if the suffix is too long to be displayed. </member> </members> + <signals> + <signal name="grabbed"> + <description> + Emitted when the spinner/slider is grabbed. + </description> + </signal> + <signal name="ungrabbed"> + <description> + Emitted when the spinner/slider is ungrabbed. + </description> + </signal> + <signal name="value_focus_entered"> + <description> + Emitted when the value form gains focus. + </description> + </signal> + <signal name="value_focus_exited"> + <description> + Emitted when the value form loses focus. + </description> + </signal> + </signals> </class> diff --git a/doc/classes/EditorSyntaxHighlighter.xml b/doc/classes/EditorSyntaxHighlighter.xml index 15b730acb4..51f4474fe7 100644 --- a/doc/classes/EditorSyntaxHighlighter.xml +++ b/doc/classes/EditorSyntaxHighlighter.xml @@ -17,7 +17,7 @@ </description> </method> <method name="_get_supported_languages" qualifiers="virtual const"> - <return type="Array" /> + <return type="PackedStringArray" /> <description> Virtual method which can be overridden to return the supported language names. </description> diff --git a/doc/classes/EditorTranslationParserPlugin.xml b/doc/classes/EditorTranslationParserPlugin.xml index bbae06899c..df10c645ef 100644 --- a/doc/classes/EditorTranslationParserPlugin.xml +++ b/doc/classes/EditorTranslationParserPlugin.xml @@ -11,7 +11,7 @@ Below shows an example of a custom parser that extracts strings from a CSV file to write into a POT. [codeblocks] [gdscript] - tool + @tool extends EditorTranslationParserPlugin func _parse_file(path, msgids, msgids_context_plural): @@ -72,7 +72,7 @@ msgidsContextPlural.Add(new Godot.Collections.Array{"Only with context", "a friendly context", ""}); [/csharp] [/codeblocks] - [b]Note:[/b] If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the [code]path[/code] argument using [method ResourceLoader.load]. This is because built-in scripts are loaded as [Resource] type, not [File] type. + [b]Note:[/b] If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the [code]path[/code] argument using [method ResourceLoader.load]. This is because built-in scripts are loaded as [Resource] type, not [FileAccess] type. For example: [codeblocks] [gdscript] @@ -112,8 +112,8 @@ <method name="_parse_file" qualifiers="virtual"> <return type="void" /> <param index="0" name="path" type="String" /> - <param index="1" name="msgids" type="Array" /> - <param index="2" name="msgids_context_plural" type="Array" /> + <param index="1" name="msgids" type="String[]" /> + <param index="2" name="msgids_context_plural" type="Array[]" /> <description> Override this method to define a custom parsing logic to extract the translatable strings. </description> diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml new file mode 100644 index 0000000000..cd96e740e8 --- /dev/null +++ b/doc/classes/EditorUndoRedoManager.xml @@ -0,0 +1,133 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EditorUndoRedoManager" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Manages undo history of scenes opened in the editor. + </brief_description> + <description> + [EditorUndoRedoManager] is a manager for [UndoRedo] objects associated with edited scenes. Each scene has its own undo history and [EditorUndoRedoManager] ensures that each action performed in the editor gets associated with a proper scene. For actions not related to scenes ([ProjectSettings] edits, external resources, etc.), a separate global history is used. + The usage is mostly the same as [UndoRedo]. You create and commit actions and the manager automatically decides under-the-hood what scenes it belongs to. The scene is deduced based on the first operation in an action, using the object from the operation. The rules are as follows: + - If the object is a [Node], use the currently edited scene; + - If the object is a built-in resource, use the scene from its path; + - If the object is external resource or anything else, use global history. + This guessing can sometimes yield false results, so you can provide a custom context object when creating an action. + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_do_method" qualifiers="vararg"> + <return type="void" /> + <param index="0" name="object" type="Object" /> + <param index="1" name="method" type="StringName" /> + <description> + Register a method that will be called when the action is committed (i.e. the "do" action). + If this is the first operation, the [param object] will be used to deduce target undo history. + </description> + </method> + <method name="add_do_property"> + <return type="void" /> + <param index="0" name="object" type="Object" /> + <param index="1" name="property" type="StringName" /> + <param index="2" name="value" type="Variant" /> + <description> + Register a property value change for "do". + If this is the first operation, the [param object] will be used to deduce target undo history. + </description> + </method> + <method name="add_do_reference"> + <return type="void" /> + <param index="0" name="object" type="Object" /> + <description> + Register a reference for "do" that will be erased if the "do" history is lost. This is useful mostly for new nodes created for the "do" call. Do not use for resources. + </description> + </method> + <method name="add_undo_method" qualifiers="vararg"> + <return type="void" /> + <param index="0" name="object" type="Object" /> + <param index="1" name="method" type="StringName" /> + <description> + Register a method that will be called when the action is undone (i.e. the "undo" action). + If this is the first operation, the [param object] will be used to deduce target undo history. + </description> + </method> + <method name="add_undo_property"> + <return type="void" /> + <param index="0" name="object" type="Object" /> + <param index="1" name="property" type="StringName" /> + <param index="2" name="value" type="Variant" /> + <description> + Register a property value change for "undo". + If this is the first operation, the [param object] will be used to deduce target undo history. + </description> + </method> + <method name="add_undo_reference"> + <return type="void" /> + <param index="0" name="object" type="Object" /> + <description> + Register a reference for "undo" that will be erased if the "undo" history is lost. This is useful mostly for nodes removed with the "do" call (not the "undo" call!). + </description> + </method> + <method name="commit_action"> + <return type="void" /> + <param index="0" name="execute" type="bool" default="true" /> + <description> + Commit the action. If [param execute] is true (default), all "do" methods/properties are called/set when this function is called. + </description> + </method> + <method name="create_action"> + <return type="void" /> + <param index="0" name="name" type="String" /> + <param index="1" name="merge_mode" type="int" enum="UndoRedo.MergeMode" default="0" /> + <param index="2" name="custom_context" type="Object" default="null" /> + <description> + Create a new action. After this is called, do all your calls to [method add_do_method], [method add_undo_method], [method add_do_property], and [method add_undo_property], then commit the action with [method commit_action]. + The way actions are merged is dictated by the [param merge_mode] argument. See [enum UndoRedo.MergeMode] for details. + If [param custom_context] object is provided, it will be used for deducing target history (instead of using the first operation). + </description> + </method> + <method name="get_history_undo_redo" qualifiers="const"> + <return type="UndoRedo" /> + <param index="0" name="id" type="int" /> + <description> + Returns the [UndoRedo] object associated with the given history [param id]. + [param id] above [code]0[/code] are mapped to the opened scene tabs (but it doesn't match their order). [param id] of [code]0[/code] or lower have special meaning (see [enum SpecialHistory]). + Best used with [method get_object_history_id]. This method is only provided in case you need some more advanced methods of [UndoRedo] (but keep in mind that directly operating on the [UndoRedo] object might affect editor's stability). + </description> + </method> + <method name="get_object_history_id" qualifiers="const"> + <return type="int" /> + <param index="0" name="object" type="Object" /> + <description> + Returns the history ID deduced from the given [param object]. It can be used with [method get_history_undo_redo]. + </description> + </method> + <method name="is_committing_action" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the [EditorUndoRedoManager] is currently committing the action, i.e. running its "do" method or property change (see [method commit_action]). + </description> + </method> + </methods> + <signals> + <signal name="history_changed"> + <description> + Emitted when the list of actions in any history has changed, either when an action is committed or a history is cleared. + </description> + </signal> + <signal name="version_changed"> + <description> + Emitted when the version of any history has changed as a result of undo or redo call. + </description> + </signal> + </signals> + <constants> + <constant name="GLOBAL_HISTORY" value="0" enum="SpecialHistory"> + Global history not associated with any scene, but with external resources etc. + </constant> + <constant name="REMOTE_HISTORY" value="-9" enum="SpecialHistory"> + History associated with remote inspector. Used when live editing a running project. + </constant> + <constant name="INVALID_HISTORY" value="-99" enum="SpecialHistory"> + Invalid "null" history. It's a special value, not associated with any object. + </constant> + </constants> +</class> diff --git a/doc/classes/EditorVCSInterface.xml b/doc/classes/EditorVCSInterface.xml index cc75861130..85c10fefd9 100644 --- a/doc/classes/EditorVCSInterface.xml +++ b/doc/classes/EditorVCSInterface.xml @@ -1,97 +1,276 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorVCSInterface" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Version Control System (VCS) interface which reads and writes to the local VCS in use. + Version Control System (VCS) interface, which reads and writes to the local VCS in use. </brief_description> <description> - Used by the editor to display VCS extracted information in the editor. The implementation of this API is included in VCS addons, which are essentially GDExtension plugins that need to be put into the project folder. These VCS addons are scripts which are attached (on demand) to the object instance of [code]EditorVCSInterface[/code]. All the functions listed below, instead of performing the task themselves, they call the internally defined functions in the VCS addons to provide a plug-n-play experience. + Defines the API that the editor uses to extract information from the underlying VCS. The implementation of this API is included in VCS plugins, which are GDExtension plugins that inherit [EditorVCSInterface] and are attached (on demand) to the singleton instance of [EditorVCSInterface]. Instead of performing the task themselves, all the virtual functions listed below are calling the internally overridden functions in the VCS plugins to provide a plug-n-play experience. A custom VCS plugin is supposed to inherit from [EditorVCSInterface] and override each of these virtual functions. </description> <tutorials> </tutorials> <methods> - <method name="commit"> + <method name="_checkout_branch" qualifiers="virtual"> + <return type="bool" /> + <param index="0" name="branch_name" type="String" /> + <description> + Checks out a [code]branch_name[/code] in the VCS. + </description> + </method> + <method name="_commit" qualifiers="virtual"> <return type="void" /> <param index="0" name="msg" type="String" /> <description> - Creates a version commit if the addon is initialized, else returns without doing anything. Uses the files which have been staged previously, with the commit message set to a value as provided as in the argument. + Commits the currently staged changes and applies the commit [code]msg[/code] to the resulting commit. + </description> + </method> + <method name="_create_branch" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="branch_name" type="String" /> + <description> + Creates a new branch named [code]branch_name[/code] in the VCS. + </description> + </method> + <method name="_create_remote" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="remote_name" type="String" /> + <param index="1" name="remote_url" type="String" /> + <description> + Creates a new remote destination with name [code]remote_name[/code] and points it to [code]remote_url[/code]. This can be an HTTPS remote or an SSH remote. </description> </method> - <method name="get_file_diff"> - <return type="Array" /> + <method name="_discard_file" qualifiers="virtual"> + <return type="void" /> <param index="0" name="file_path" type="String" /> <description> - Returns an [Array] of [Dictionary] objects containing the diff output from the VCS in use, if a VCS addon is initialized, else returns an empty [Array] object. The diff contents also consist of some contextual lines which provide context to the observed line change in the file. - Each [Dictionary] object has the line diff contents under the keys: - - [code]"content"[/code] to store a [String] containing the line contents - - [code]"status"[/code] to store a [String] which contains [code]"+"[/code] in case the content is a line addition but it stores a [code]"-"[/code] in case of deletion and an empty string in the case the line content is neither an addition nor a deletion. - - [code]"new_line_number"[/code] to store an integer containing the new line number of the line content. - - [code]"line_count"[/code] to store an integer containing the number of lines in the line content. - - [code]"old_line_number"[/code] to store an integer containing the old line number of the line content. - - [code]"offset"[/code] to store the offset of the line change since the first contextual line content. + Discards the changes made in a file present at [code]file_path[/code]. </description> </method> - <method name="get_modified_files_data"> - <return type="Dictionary" /> + <method name="_fetch" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="remote" type="String" /> <description> - Returns a [Dictionary] containing the path of the detected file change mapped to an integer signifying what kind of change the corresponding file has experienced. - The following integer values are being used to signify that the detected file is: - - [code]0[/code]: New to the VCS working directory - - [code]1[/code]: Modified - - [code]2[/code]: Renamed - - [code]3[/code]: Deleted - - [code]4[/code]: Typechanged + Fetches new changes from the remote, but doesn't write changes to the current working directory. Equivalent to [code]git fetch[/code]. </description> </method> - <method name="get_project_name"> + <method name="_get_branch_list" qualifiers="virtual"> + <return type="String[]" /> + <description> + Gets an instance of an [Array] of [String]s containing available branch names in the VCS. + </description> + </method> + <method name="_get_current_branch_name" qualifiers="virtual"> <return type="String" /> <description> - Returns the project name of the VCS working directory. + Gets the current branch name defined in the VCS. </description> </method> - <method name="get_vcs_name"> + <method name="_get_diff" qualifiers="virtual"> + <return type="Dictionary[]" /> + <param index="0" name="identifier" type="String" /> + <param index="1" name="area" type="int" /> + <description> + Returns an array of [Dictionary] items (see [method create_diff_file], [method create_diff_hunk], [method create_diff_line], [method add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), each containing information about a diff. If [code]identifier[/code] is a file path, returns a file diff, and if it is a commit identifier, then returns a commit diff. + </description> + </method> + <method name="_get_line_diff" qualifiers="virtual"> + <return type="Dictionary[]" /> + <param index="0" name="file_path" type="String" /> + <param index="1" name="text" type="String" /> + <description> + Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), each containing a line diff between a file at [code]file_path[/code] and the [code]text[/code] which is passed in. + </description> + </method> + <method name="_get_modified_files_data" qualifiers="virtual"> + <return type="Dictionary[]" /> + <description> + Returns an [Array] of [Dictionary] items (see [method create_status_file]), each containing the status data of every modified file in the project folder. + </description> + </method> + <method name="_get_previous_commits" qualifiers="virtual"> + <return type="Dictionary[]" /> + <param index="0" name="max_commits" type="int" /> + <description> + Returns an [Array] of [Dictionary] items (see [method create_commit]), each containing the data for a past commit. + </description> + </method> + <method name="_get_remotes" qualifiers="virtual"> + <return type="String[]" /> + <description> + Returns an [Array] of [String]s, each containing the name of a remote configured in the VCS. + </description> + </method> + <method name="_get_vcs_name" qualifiers="virtual"> <return type="String" /> <description> - Returns the name of the VCS if the VCS has been initialized, else return an empty string. + Returns the name of the underlying VCS provider. </description> </method> - <method name="initialize"> + <method name="_initialize" qualifiers="virtual"> <return type="bool" /> - <param index="0" name="project_root_path" type="String" /> + <param index="0" name="project_path" type="String" /> <description> - Initializes the VCS addon if not already. Uses the argument value as the path to the working directory of the project. Creates the initial commit if required. Returns [code]true[/code] if no failure occurs, else returns [code]false[/code]. + Initializes the VCS plugin when called from the editor. Returns whether or not the plugin was successfully initialized. A VCS project is initialized at [code]project_path[/code]. </description> </method> - <method name="is_addon_ready"> - <return type="bool" /> + <method name="_pull" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="remote" type="String" /> <description> - Returns [code]true[/code] if the addon is ready to respond to function calls, else returns [code]false[/code]. + Pulls changes from the remote. This can give rise to merge conflicts. </description> </method> - <method name="is_vcs_initialized"> - <return type="bool" /> + <method name="_push" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="remote" type="String" /> + <param index="1" name="force" type="bool" /> <description> - Returns [code]true[/code] if the VCS addon has been initialized, else returns [code]false[/code]. + Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] is set to true, a force push will override the change history already present on the remote. </description> </method> - <method name="shut_down"> + <method name="_remove_branch" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="branch_name" type="String" /> + <description> + Remove a branch from the local VCS. + </description> + </method> + <method name="_remove_remote" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="remote_name" type="String" /> + <description> + Remove a remote from the local VCS. + </description> + </method> + <method name="_set_credentials" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="username" type="String" /> + <param index="1" name="password" type="String" /> + <param index="2" name="ssh_public_key_path" type="String" /> + <param index="3" name="ssh_private_key_path" type="String" /> + <param index="4" name="ssh_passphrase" type="String" /> + <description> + Set user credentials in the underlying VCS. [code]username[/code] and [code]password[/code] are used only during HTTPS authentication unless not already mentioned in the remote URL. [code]ssh_public_key_path[/code], [code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only used during SSH authentication. + </description> + </method> + <method name="_shut_down" qualifiers="virtual"> <return type="bool" /> <description> - Shuts down the VCS addon to allow cleanup code to run on call. Returns [code]true[/code] is no failure occurs, else returns [code]false[/code]. + Shuts down VCS plugin instance. Called when the user either closes the editor or shuts down the VCS plugin through the editor UI. </description> </method> - <method name="stage_file"> + <method name="_stage_file" qualifiers="virtual"> <return type="void" /> <param index="0" name="file_path" type="String" /> <description> - Stages the file which should be committed when [method EditorVCSInterface.commit] is called. Argument should contain the absolute path. + Stages the file present at [code]file_path[/code] to the staged area. </description> </method> - <method name="unstage_file"> + <method name="_unstage_file" qualifiers="virtual"> <return type="void" /> <param index="0" name="file_path" type="String" /> <description> - Unstages the file which was staged previously to be committed, so that it is no longer committed when [method EditorVCSInterface.commit] is called. Argument should contain the absolute path. + Unstages the file present at [code]file_path[/code] from the staged area to the unstaged area. + </description> + </method> + <method name="add_diff_hunks_into_diff_file"> + <return type="Dictionary" /> + <param index="0" name="diff_file" type="Dictionary" /> + <param index="1" name="diff_hunks" type="Dictionary[]" /> + <description> + Helper function to add an array of [code]diff_hunks[/code] into a [code]diff_file[/code]. + </description> + </method> + <method name="add_line_diffs_into_diff_hunk"> + <return type="Dictionary" /> + <param index="0" name="diff_hunk" type="Dictionary" /> + <param index="1" name="line_diffs" type="Dictionary[]" /> + <description> + Helper function to add an array of [code]line_diffs[/code] into a [code]diff_hunk[/code]. + </description> + </method> + <method name="create_commit"> + <return type="Dictionary" /> + <param index="0" name="msg" type="String" /> + <param index="1" name="author" type="String" /> + <param index="2" name="id" type="String" /> + <param index="3" name="unix_timestamp" type="int" /> + <param index="4" name="offset_minutes" type="int" /> + <description> + Helper function to create a commit [Dictionary] item. [code]msg[/code] is the commit message of the commit. [code]author[/code] is a single human-readable string containing all the author's details, e.g. the email and name configured in the VCS. [code]id[/code] is the identifier of the commit, in whichever format your VCS may provide an identifier to commits. [code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was created. [code]offset_minutes[/code] is the timezone offset in minutes, recorded from the system timezone where the commit was created. + </description> + </method> + <method name="create_diff_file"> + <return type="Dictionary" /> + <param index="0" name="new_file" type="String" /> + <param index="1" name="old_file" type="String" /> + <description> + Helper function to create a [code]Dictionary[/code] for storing old and new diff file paths. + </description> + </method> + <method name="create_diff_hunk"> + <return type="Dictionary" /> + <param index="0" name="old_start" type="int" /> + <param index="1" name="new_start" type="int" /> + <param index="2" name="old_lines" type="int" /> + <param index="3" name="new_lines" type="int" /> + <description> + Helper function to create a [code]Dictionary[/code] for storing diff hunk data. [code]old_start[/code] is the starting line number in old file. [code]new_start[/code] is the starting line number in new file. [code]old_lines[/code] is the number of lines in the old file. [code]new_lines[/code] is the number of lines in the new file. + </description> + </method> + <method name="create_diff_line"> + <return type="Dictionary" /> + <param index="0" name="new_line_no" type="int" /> + <param index="1" name="old_line_no" type="int" /> + <param index="2" name="content" type="String" /> + <param index="3" name="status" type="String" /> + <description> + Helper function to create a [code]Dictionary[/code] for storing a line diff. [code]new_line_no[/code] is the line number in the new file (can be [code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the line number in the old file (can be [code]-1[/code] if the line is added). [code]content[/code] is the diff text. [code]status[/code] is a single character string which stores the line origin. + </description> + </method> + <method name="create_status_file"> + <return type="Dictionary" /> + <param index="0" name="file_path" type="String" /> + <param index="1" name="change_type" type="int" enum="EditorVCSInterface.ChangeType" /> + <param index="2" name="area" type="int" enum="EditorVCSInterface.TreeArea" /> + <description> + Helper function to create a [code]Dictionary[/code] used by editor to read the status of a file. + </description> + </method> + <method name="popup_error"> + <return type="void" /> + <param index="0" name="msg" type="String" /> + <description> + Pops up an error message in the edior which is shown as coming from the underlying VCS. Use this to show VCS specific error messages. </description> </method> </methods> + <constants> + <constant name="CHANGE_TYPE_NEW" value="0" enum="ChangeType"> + A new file has been added. + </constant> + <constant name="CHANGE_TYPE_MODIFIED" value="1" enum="ChangeType"> + An earlier added file has been modified. + </constant> + <constant name="CHANGE_TYPE_RENAMED" value="2" enum="ChangeType"> + An earlier added file has been renamed. + </constant> + <constant name="CHANGE_TYPE_DELETED" value="3" enum="ChangeType"> + An earlier added file has been deleted. + </constant> + <constant name="CHANGE_TYPE_TYPECHANGE" value="4" enum="ChangeType"> + An earlier added file has been typechanged. + </constant> + <constant name="CHANGE_TYPE_UNMERGED" value="5" enum="ChangeType"> + A file is left unmerged. + </constant> + <constant name="TREE_AREA_COMMIT" value="0" enum="TreeArea"> + A commit is encountered from the commit area. + </constant> + <constant name="TREE_AREA_STAGED" value="1" enum="TreeArea"> + A file is encountered from the staged area. + </constant> + <constant name="TREE_AREA_UNSTAGED" value="2" enum="TreeArea"> + A file is encountered from the unstaged area. + </constant> + </constants> </class> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 2350a1f51b..d583e07f59 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -14,12 +14,20 @@ <description> Returns the name of the CPU architecture the Godot binary was built for. Possible return values are [code]x86_64[/code], [code]x86_32[/code], [code]arm64[/code], [code]armv7[/code], [code]rv64[/code], [code]riscv[/code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and [code]wasm32[/code]. To detect whether the current CPU architecture is 64-bit, you can use the fact that all 64-bit architecture names have [code]64[/code] in their name: - [codeblock] + [codeblocks] + [gdscript] if "64" in Engine.get_architecture_name(): print("Running on 64-bit CPU.") else: print("Running on 32-bit CPU.") - [/codeblock] + [/gdscript] + [csharp] + if (Engine.GetArchitectureName().Contains("64")) + GD.Print("Running on 64-bit CPU."); + else + GD.Print("Running on 32-bit CPU."); + [/csharp] + [/codeblocks] [b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name of the host CPU architecture. For example, if running an x86_32 Godot binary on a x86_64 system, the returned value will be [code]x86_32[/code]. </description> </method> @@ -34,7 +42,7 @@ </description> </method> <method name="get_copyright_info" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> Returns an Array of copyright information Dictionaries. [code]name[/code] - String, component name @@ -83,11 +91,24 @@ <description> Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b]. See also [method get_process_frames]. [method get_physics_frames] can be used to run expensive logic less often without relying on a [Timer]: - [codeblock] + [codeblocks] + [gdscript] func _physics_process(_delta): if Engine.get_physics_frames() % 2 == 0: pass # Run expensive logic only once every 2 physics frames here. - [/codeblock] + [/gdscript] + [csharp] + public override void _PhysicsProcess(double delta) + { + base._PhysicsProcess(delta); + + if (Engine.GetPhysicsFrames() % 2 == 0) + { + // Run expensive logic only once every 2 physics frames here. + } + } + [/csharp] + [/codeblocks] </description> </method> <method name="get_physics_interpolation_fraction" qualifiers="const"> @@ -101,22 +122,37 @@ <description> Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn] and [method get_physics_frames]. [method get_process_frames] can be used to run expensive logic less often without relying on a [Timer]: - [codeblock] + [codeblocks] + [gdscript] func _process(_delta): if Engine.get_process_frames() % 2 == 0: pass # Run expensive logic only once every 2 process (render) frames here. - [/codeblock] + [/gdscript] + [csharp] + public override void _Process(double delta) + { + base._Process(delta); + + if (Engine.GetProcessFrames() % 2 == 0) + { + // Run expensive logic only once every 2 physics frames here. + } + } + [/csharp] + [/codeblocks] </description> </method> <method name="get_script_language" qualifiers="const"> <return type="ScriptLanguage" /> <param index="0" name="index" type="int" /> <description> + Returns an instance of a [ScriptLanguage] with the given index. </description> </method> <method name="get_script_language_count"> <return type="int" /> <description> + Returns the number of available script languages. Use with [method get_script_language]. </description> </method> <method name="get_singleton" qualifiers="const"> @@ -129,6 +165,7 @@ <method name="get_singleton_list" qualifiers="const"> <return type="PackedStringArray" /> <description> + Returns a list of available global singletons. </description> </method> <method name="get_version_info" qualifiers="const"> @@ -182,12 +219,20 @@ <return type="bool" /> <description> Returns [code]true[/code] if the script is currently running inside the editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] scripts to conditionally draw editor helpers, or prevent accidentally running "game" code that would affect the scene state while in the editor: - [codeblock] + [codeblocks] + [gdscript] if Engine.is_editor_hint(): draw_gizmos() else: simulate_physics() - [/codeblock] + [/gdscript] + [csharp] + if (Engine.IsEditorHint()) + DrawGizmos(); + else + SimulatePhysics(); + [/csharp] + [/codeblocks] See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information. [b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project. </description> @@ -202,6 +247,7 @@ <return type="void" /> <param index="0" name="language" type="ScriptLanguage" /> <description> + Registers a [ScriptLanguage] instance to be available with [code]ScriptServer[/code]. </description> </method> <method name="register_singleton"> @@ -209,32 +255,42 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="instance" type="Object" /> <description> + Registers the given object as a singleton, globally available under [param name]. </description> </method> <method name="unregister_singleton"> <return type="void" /> <param index="0" name="name" type="StringName" /> <description> + Unregisters the singleton registered under [param name]. The singleton object is not freed. Only works with user-defined singletons created with [method register_singleton]. </description> </method> </methods> <members> + <member name="max_fps" type="int" setter="set_max_fps" getter="get_max_fps" default="0"> + The maximum number of frames per second that can be rendered. A value of [code]0[/code] means "no limit". The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering. + Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices). + If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. + If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url]. + If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios. + See also [member physics_ticks_per_second] and [member ProjectSettings.application/run/max_fps]. + </member> + <member name="max_physics_steps_per_frame" type="int" setter="set_max_physics_steps_per_frame" getter="get_max_physics_steps_per_frame" default="8"> + Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member max_physics_steps_per_frame] if you have increased [member physics_ticks_per_second] significantly above its default value. + </member> <member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5"> Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended. [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 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. + 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 max_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second]. + [b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] significantly above its default value. </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. [b]Warning:[/b] If you set this to [code]false[/code] anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. If this is set to [code]false[/code] in a [code]@tool[/code] script, this will also impact the editor itself. Do [i]not[/i] report bugs before ensuring error messages are enabled (as they are by default). [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] 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. </member> diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 864dbd423a..33b6a786ae 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -63,21 +63,6 @@ <member name="ambient_light_source" type="int" setter="set_ambient_source" getter="get_ambient_source" enum="Environment.AmbientSource" default="0"> The ambient light source to use for rendering materials and global illumination. </member> - <member name="auto_exposure_enabled" type="bool" setter="set_tonemap_auto_exposure_enabled" getter="is_tonemap_auto_exposure_enabled" default="false"> - If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light. - </member> - <member name="auto_exposure_max_luma" type="float" setter="set_tonemap_auto_exposure_max" getter="get_tonemap_auto_exposure_max" default="8.0"> - The maximum luminance value for the auto exposure. - </member> - <member name="auto_exposure_min_luma" type="float" setter="set_tonemap_auto_exposure_min" getter="get_tonemap_auto_exposure_min" default="0.05"> - The minimum luminance value for the auto exposure. - </member> - <member name="auto_exposure_scale" type="float" setter="set_tonemap_auto_exposure_grey" getter="get_tonemap_auto_exposure_grey" default="0.4"> - The scale of the auto exposure effect. Affects the intensity of auto exposure. - </member> - <member name="auto_exposure_speed" type="float" setter="set_tonemap_auto_exposure_speed" getter="get_tonemap_auto_exposure_speed" default="0.5"> - The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure. - </member> <member name="background_camera_feed_id" type="int" setter="set_camera_feed_id" getter="get_camera_feed_id" default="1"> The ID of the camera feed to show in the background. </member> @@ -87,18 +72,21 @@ <member name="background_color" type="Color" setter="set_bg_color" getter="get_bg_color" default="Color(0, 0, 0, 1)"> The [Color] displayed for clear areas of the scene. Only effective when using the [constant BG_COLOR] background mode. </member> - <member name="background_energy" type="float" setter="set_bg_energy" getter="get_bg_energy" default="1.0"> - The power of the light emitted by the background. + <member name="background_energy_multiplier" type="float" setter="set_bg_energy_multiplier" getter="get_bg_energy_multiplier" default="1.0"> + Multiplier for background energy. Increase to make background brighter, decrease to make background dimmer. + </member> + <member name="background_intensity" type="float" setter="set_bg_intensity" getter="get_bg_intensity" default="30000.0"> + Luminance of background measured in nits (candela per square meter). Only used when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. The default value is roughly equivalent to the sky at midday. </member> <member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0"> The background mode. See [enum BGMode] for possible values. </member> <member name="fog_aerial_perspective" type="float" setter="set_fog_aerial_perspective" getter="get_fog_aerial_perspective" default="0.0"> - Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant BG_SKY]. + If set above [code]0.0[/code] (exclusive), blends between the fog's color and the color of the background [Sky]. This has a small performance cost when set above [code]0.0[/code]. Must have [member background_mode] set to [constant BG_SKY]. This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled. </member> <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.01"> - The exponential fog density to use. Higher values result in a more dense fog. + The [i]exponential[/i] fog density to use. Higher values result in a more dense fog. Fog rendering is exponential as in real life. </member> <member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false"> If [code]true[/code], fog effects are enabled. @@ -115,6 +103,10 @@ <member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0"> The fog's brightness. Higher values result in brighter fog. </member> + <member name="fog_sky_affect" type="float" setter="set_fog_sky_affect" getter="get_fog_sky_affect" default="1.0"> + The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/code] means that fog can fully obscure the sky. Lower values reduce the impact of fog on sky rendering, with [code]0.0[/code] not affecting sky rendering at all. + [b]Note:[/b] [member fog_sky_affect] has no visual effect if [member fog_aerial_perspective] is [code]1.0[/code]. + </member> <member name="fog_sun_scatter" type="float" setter="set_fog_sun_scatter" getter="get_fog_sun_scatter" default="0.0"> If set above [code]0.0[/code], renders the scene's directional light(s) in the fog color depending on the view angle. This can be used to give the impression that the sun is "piercing" through the fog. </member> @@ -300,13 +292,16 @@ The [Color] of the volumetric fog when interacting with lights. Mist and fog have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a darker albedo. </member> <member name="volumetric_fog_ambient_inject" type="float" setter="set_volumetric_fog_ambient_inject" getter="get_volumetric_fog_ambient_inject" default="0.0"> - Scales the strength of ambient light used in the volumetric fog. A value of [code]0[/code] means that ambient light will not impact the volumetric fog. + Scales the strength of ambient light used in the volumetric fog. A value of [code]0.0[/code] means that ambient light will not impact the volumetric fog. [member volumetric_fog_ambient_inject] has a small performance cost when set above [code]0.0[/code]. + [b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color. </member> <member name="volumetric_fog_anisotropy" type="float" setter="set_volumetric_fog_anisotropy" getter="get_volumetric_fog_anisotropy" default="0.2"> - The direction of scattered light as it goes through the volumetric fog. A value close [code]1[/code] means almost all light is scattered forward. A value close to [code]0[/code] means light is scattered equally in all directions. A value close to [code]-1[/code] means light is scattered mostly backward. Fog and mist scatter light slightly forward, while smoke scatters light equally in all directions. + The direction of scattered light as it goes through the volumetric fog. A value close to [code]1.0[/code] means almost all light is scattered forward. A value close to [code]0.0[/code] means light is scattered equally in all directions. A value close to [code]-1.0[/code] means light is scattered mostly backward. Fog and mist scatter light slightly forward, while smoke scatters light equally in all directions. </member> <member name="volumetric_fog_density" type="float" setter="set_volumetric_fog_density" getter="get_volumetric_fog_density" default="0.05"> - The base density of the volumetric fog. Set this to the lowest density you want to have globally. + The base [i]exponential[/i] density of the volumetric fog. Set this to the lowest density you want to have globally. [FogVolume]s can be used to add to or subtract from this density in specific areas. Fog rendering is exponential as in real life. + A value of [code]0.0[/code] disables global volumetric fog while allowing [FogVolume]s to display volumetric fog in specific areas. + To make volumetric fog work as a volumetric [i]lighting[/i] solution, set [member volumetric_fog_density] to the lowest non-zero value ([code]0.0001[/code]) then increase lights' [member Light3D.light_volumetric_fog_energy] to values between [code]10000[/code] and [code]100000[/code] to compensate for the very low density. </member> <member name="volumetric_fog_detail_spread" type="float" setter="set_volumetric_fog_detail_spread" getter="get_volumetric_fog_detail_spread" default="2.0"> The distribution of size down the length of the froxel buffer. A higher value compresses the froxels closer to the camera and places more detail closer to the camera. @@ -319,19 +314,25 @@ </member> <member name="volumetric_fog_enabled" type="bool" setter="set_volumetric_fog_enabled" getter="is_volumetric_fog_enabled" default="false"> Enables the volumetric fog effect. Volumetric fog uses a screen-aligned froxel buffer to calculate accurate volumetric scattering in the short to medium range. Volumetric fog interacts with [FogVolume]s and lights to calculate localized and global fog. Volumetric fog uses a PBR single-scattering model based on extinction, scattering, and emission which it exposes to users as density, albedo, and emission. + [b]Note:[/b] Volumetric fog is only available in the forward plus renderer. It is not available in the mobile renderer or the compatibility renderer. </member> <member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="1.0"> - Scales the strength of Global Illumination used in the volumetric fog. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog. + Scales the strength of Global Illumination used in the volumetric fog's albedo color. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog. [member volumetric_fog_gi_inject] has a small performance cost when set above [code]0.0[/code]. + [b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color. [b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) are taken into account when using [member volumetric_fog_gi_inject]. Global illumination from [LightmapGI], [ReflectionProbe] and SSIL (see [member ssil_enabled]) will be ignored by volumetric fog. </member> <member name="volumetric_fog_length" type="float" setter="set_volumetric_fog_length" getter="get_volumetric_fog_length" default="64.0"> - The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible. + The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible. See also [member ProjectSettings.rendering/environment/volumetric_fog/volume_depth]. + </member> + <member name="volumetric_fog_sky_affect" type="float" setter="set_volumetric_fog_sky_affect" getter="get_volumetric_fog_sky_affect" default="1.0"> + The factor to use when affecting the sky with volumetric fog. [code]1.0[/code] means that volumetric fog can fully obscure the sky. Lower values reduce the impact of volumetric fog on sky rendering, with [code]0.0[/code] not affecting sky rendering at all. + [b]Note:[/b] [member volumetric_fog_sky_affect] also affects [FogVolume]s, even if [member volumetric_fog_density] is [code]0.0[/code]. If you notice [FogVolume]s are disappearing when looking towards the sky, set [member volumetric_fog_sky_affect] to [code]1.0[/code]. </member> <member name="volumetric_fog_temporal_reprojection_amount" type="float" setter="set_volumetric_fog_temporal_reprojection_amount" getter="get_volumetric_fog_temporal_reprojection_amount" default="0.9"> The amount by which to blend the last frame with the current frame. A higher number results in smoother volumetric fog, but makes "ghosting" much worse. A lower value reduces ghosting but can result in the per-frame temporal jitter becoming visible. </member> <member name="volumetric_fog_temporal_reprojection_enabled" type="bool" setter="set_volumetric_fog_temporal_reprojection_enabled" getter="is_volumetric_fog_temporal_reprojection_enabled" default="true"> - Enables temporal reprojection in the volumetric fog. Temporal reprojection blends the current frame's volumetric fog with the last frame's volumetric fog to smooth out jagged edges. The performance cost is minimal, however it does lead to moving [FogVolume]s and [Light3D]s "ghosting" and leaving a trail behind them. When temporal reprojection is enabled, try to avoid moving [FogVolume]s or [Light3D]s too fast. + Enables temporal reprojection in the volumetric fog. Temporal reprojection blends the current frame's volumetric fog with the last frame's volumetric fog to smooth out jagged edges. The performance cost is minimal; however, it leads to moving [FogVolume]s and [Light3D]s "ghosting" and leaving a trail behind them. When temporal reprojection is enabled, try to avoid moving [FogVolume]s or [Light3D]s too fast. Short-lived dynamic lighting effects should have [member Light3D.light_volumetric_fog_energy] set to [code]0.0[/code] to avoid ghosting. </member> </members> <constants> diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml index 3a397f56a9..4670e0c382 100644 --- a/doc/classes/Expression.xml +++ b/doc/classes/Expression.xml @@ -12,7 +12,7 @@ var expression = Expression.new() func _ready(): - $LineEdit.connect("text_submitted", self, "_on_text_submitted") + $LineEdit.text_submitted.connect(self._on_text_submitted) func _on_text_submitted(command): var error = expression.parse(command) @@ -28,7 +28,7 @@ public override void _Ready() { - GetNode("LineEdit").Connect("text_submitted", this, nameof(OnTextEntered)); + GetNode("LineEdit").TextSubmitted += OnTextEntered; } private void OnTextEntered(string command) diff --git a/doc/classes/File.xml b/doc/classes/FileAccess.xml index 76c6a4871c..be0c8fd6ca 100644 --- a/doc/classes/File.xml +++ b/doc/classes/FileAccess.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="File" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="FileAccess" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Type to handle file reading and writing operations. </brief_description> @@ -9,39 +9,42 @@ [codeblocks] [gdscript] func save(content): - var file = File.new() - file.open("user://save_game.dat", File.WRITE) + var file = FileAccess.open("user://save_game.dat", FileAccess.WRITE) file.store_string(content) - file.close() func load(): - var file = File.new() - file.open("user://save_game.dat", File.READ) + var file = FileAccess.open("user://save_game.dat", FileAccess.READ) var content = file.get_as_text() - file.close() return content [/gdscript] [csharp] public void Save(string content) { - var file = new File(); - file.Open("user://save_game.dat", File.ModeFlags.Write); + using var file = FileAccess.Open("user://save_game.dat", FileAccess.ModeFlags.Write); file.StoreString(content); - file.Close(); } public string Load() { - var file = new File(); - file.Open("user://save_game.dat", File.ModeFlags.Read); + using var file = FileAccess.Open("user://save_game.dat", FileAccess.ModeFlags.Read); string content = file.GetAsText(); - file.Close(); return content; } [/csharp] [/codeblocks] In the example above, the file will be saved in the user data folder as specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] documentation. - [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. + There is no method to close a file in order to free it from use. Instead, [FileAccess] will close when it's freed, which happens when it goes out of scope or when it gets assigned with [code]null[/code]. In C# the reference must be disposed after we are done using it, this can be done with the [code]using[/code] statement or calling the [code]Dispose[/code] method directly. + [codeblocks] + [gdscript] + var file = FileAccess.open("res://something") # File is opened and locked for use. + file = null # File is closed. + [/gdscript] + [csharp] + using var file = FileAccess.Open("res://something"); // File is opened and locked for use. + // The using statement calls Dispose when going out of scope. + [/csharp] + [/codeblocks] + [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [FileAccess] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. [b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals. </description> <tutorials> @@ -49,12 +52,6 @@ <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> - <method name="close"> - <return type="void" /> - <description> - Closes the currently opened file and prevents subsequent read/write operations. Use [method flush] to persist the data to disk without closing the file. - </description> - </method> <method name="eof_reached" qualifiers="const"> <return type="bool" /> <description> @@ -80,12 +77,13 @@ <description> Returns [code]true[/code] if the file exists in the given path. [b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See [method ResourceLoader.exists] for an alternative approach that takes resource remapping into account. + For a non-static, relative equivalent, use [method DirAccess.file_exists]. </description> </method> <method name="flush"> <return type="void" /> <description> - Writes the file's buffer to disk. Flushing is automatically performed when the file is closed. This means you don't need to call [method flush] manually before closing a file using [method close]. Still, calling [method flush] can be used to ensure the data is safe even if the project crashes instead of being closed gracefully. + Writes the file's buffer to disk. Flushing is automatically performed when the file is closed. This means you don't need to call [method flush] manually before closing a file. Still, calling [method flush] can be used to ensure the data is safe even if the project crashes instead of being closed gracefully. [b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, it will decrease performance due to constant disk writes. </description> </method> @@ -155,6 +153,20 @@ Returns the last error that happened when trying to perform operations. Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]. </description> </method> + <method name="get_file_as_bytes" qualifiers="static"> + <return type="PackedByteArray" /> + <param index="0" name="path" type="String" /> + <description> + Returns the whole [param path] file contents as a [PackedByteArray] without any decoding. + </description> + </method> + <method name="get_file_as_string" qualifiers="static"> + <return type="String" /> + <param index="0" name="path" type="String" /> + <description> + Returns the whole [param path] file contents as a [String]. Text is interpreted as being UTF-8 encoded. + </description> + </method> <method name="get_float" qualifiers="const"> <return type="float" /> <description> @@ -174,20 +186,26 @@ Text is interpreted as being UTF-8 encoded. </description> </method> - <method name="get_md5" qualifiers="const"> + <method name="get_md5" qualifiers="static"> <return type="String" /> <param index="0" name="path" type="String" /> <description> Returns an MD5 String representing the file at the given path or an empty [String] on failure. </description> </method> - <method name="get_modified_time" qualifiers="const"> + <method name="get_modified_time" qualifiers="static"> <return type="int" /> <param index="0" name="file" type="String" /> <description> Returns the last time the [param file] was modified in Unix timestamp format or returns a [String] "ERROR IN [code]file[/code]". This Unix timestamp can be converted to another format using the [Time] singleton. </description> </method> + <method name="get_open_error" qualifiers="static"> + <return type="int" enum="Error" /> + <description> + Returns the result of the last [method open] call in the current thread. + </description> + </method> <method name="get_pascal_string"> <return type="String" /> <description> @@ -219,7 +237,7 @@ Returns the next bits from the file as a floating-point number. </description> </method> - <method name="get_sha256" qualifiers="const"> + <method name="get_sha256" qualifiers="static"> <return type="String" /> <param index="0" name="path" type="String" /> <description> @@ -240,41 +258,45 @@ Returns [code]true[/code] if the file is currently opened. </description> </method> - <method name="open"> - <return type="int" enum="Error" /> + <method name="open" qualifiers="static"> + <return type="FileAccess" /> <param index="0" name="path" type="String" /> - <param index="1" name="flags" type="int" enum="File.ModeFlags" /> + <param index="1" name="flags" type="int" enum="FileAccess.ModeFlags" /> <description> - Opens the file for writing or reading, depending on the flags. + Creates a new [FileAccess] object and opens the file for writing or reading, depending on the flags. + Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred. </description> </method> - <method name="open_compressed"> - <return type="int" enum="Error" /> + <method name="open_compressed" qualifiers="static"> + <return type="FileAccess" /> <param index="0" name="path" type="String" /> - <param index="1" name="mode_flags" type="int" enum="File.ModeFlags" /> - <param index="2" name="compression_mode" type="int" enum="File.CompressionMode" default="0" /> + <param index="1" name="mode_flags" type="int" enum="FileAccess.ModeFlags" /> + <param index="2" name="compression_mode" type="int" enum="FileAccess.CompressionMode" default="0" /> <description> - Opens a compressed file for reading or writing. + Creates a new [FileAccess] object and opens a compressed file for reading or writing. [b]Note:[/b] [method open_compressed] can only read files that were saved by Godot, not third-party compression formats. See [url=https://github.com/godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround. + Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred. </description> </method> - <method name="open_encrypted"> - <return type="int" enum="Error" /> + <method name="open_encrypted" qualifiers="static"> + <return type="FileAccess" /> <param index="0" name="path" type="String" /> - <param index="1" name="mode_flags" type="int" enum="File.ModeFlags" /> + <param index="1" name="mode_flags" type="int" enum="FileAccess.ModeFlags" /> <param index="2" name="key" type="PackedByteArray" /> <description> - Opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it. + Creates a new [FileAccess] object and opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it. [b]Note:[/b] The provided key must be 32 bytes long. + Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred. </description> </method> - <method name="open_encrypted_with_pass"> - <return type="int" enum="Error" /> + <method name="open_encrypted_with_pass" qualifiers="static"> + <return type="FileAccess" /> <param index="0" name="path" type="String" /> - <param index="1" name="mode_flags" type="int" enum="File.ModeFlags" /> + <param index="1" name="mode_flags" type="int" enum="FileAccess.ModeFlags" /> <param index="2" name="pass" type="String" /> <description> - Opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it. + Creates a new [FileAccess] object and opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it. + Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred. </description> </method> <method name="seek"> @@ -308,8 +330,7 @@ return (unsigned + MAX_15B) % MAX_16B - MAX_15B func _ready(): - var f = File.new() - f.open("user://file.dat", File.WRITE_READ) + var f = FileAccess.open("user://file.dat", FileAccess.WRITE_READ) f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42). f.store_16(121) # In bounds, will store 121. f.seek(0) # Go back to start to read the stored value. @@ -321,8 +342,7 @@ [csharp] public override void _Ready() { - var f = new File(); - f.Open("user://file.dat", File.ModeFlags.WriteRead); + using var f = FileAccess.Open("user://file.dat", FileAccess.ModeFlags.WriteRead); f.Store16(unchecked((ushort)-42)); // This wraps around and stores 65494 (2^16 - 42). f.Store16(121); // In bounds, will store 121. f.Seek(0); // Go back to start to read the stored value. @@ -432,7 +452,7 @@ </method> </methods> <members> - <member name="big_endian" type="bool" setter="set_big_endian" getter="is_big_endian" default="false"> + <member name="big_endian" type="bool" setter="set_big_endian" getter="is_big_endian"> If [code]true[/code], the file is read with big-endian [url=https://en.wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the file is read with little-endian endianness. If in doubt, leave this to [code]false[/code] as most files are written with little-endian endianness. [b]Note:[/b] [member big_endian] is only about the file format, not the CPU type. The CPU endianness doesn't affect the default endianness for files written. [b]Note:[/b] This is always reset to [code]false[/code] whenever you open the file. Therefore, you must set [member big_endian] [i]after[/i] opening the file, not before. diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml index ba6f4ffb89..af04956e61 100644 --- a/doc/classes/FileDialog.xml +++ b/doc/classes/FileDialog.xml @@ -55,7 +55,7 @@ <members> <member name="access" type="int" setter="set_access" getter="get_access" enum="FileDialog.Access" default="0"> The file system access scope. See enum [code]Access[/code] constants. - [b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or sandboxed macOS apps, FileDialog cannot access the host file system. See [url=https://github.com/godotengine/godot-proposals/issues/1123]godot-proposals#1123[/url]. + [b]Warning:[/b] Currently, in sandboxed environments such as Web builds or sandboxed macOS apps, FileDialog cannot access the host file system. See [url=https://github.com/godotengine/godot-proposals/issues/1123]godot-proposals#1123[/url]. </member> <member name="current_dir" type="String" setter="set_current_dir" getter="get_current_dir"> The current working directory of the file dialog. @@ -131,13 +131,13 @@ </constant> </constants> <theme_items> - <theme_item name="file_icon_modulate" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> - The color modulation applied to the file icon. - </theme_item> - <theme_item name="files_disabled" data_type="color" type="Color" default="Color(1, 1, 1, 0.25)"> + <theme_item name="file_disabled_color" data_type="color" type="Color" default="Color(1, 1, 1, 0.25)"> The color tint for disabled files (when the [FileDialog] is used in open folder mode). </theme_item> - <theme_item name="folder_icon_modulate" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> + <theme_item name="file_icon_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> + The color modulation applied to the file icon. + </theme_item> + <theme_item name="folder_icon_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> The color modulation applied to the folder icon. </theme_item> <theme_item name="back_folder" data_type="icon" type="Texture2D"> diff --git a/doc/classes/FileSystemDock.xml b/doc/classes/FileSystemDock.xml index 22048c6761..00f5c7ddff 100644 --- a/doc/classes/FileSystemDock.xml +++ b/doc/classes/FileSystemDock.xml @@ -32,7 +32,7 @@ </signal> <signal name="folder_moved"> <param index="0" name="old_folder" type="String" /> - <param index="1" name="new_file" type="String" /> + <param index="1" name="new_folder" type="String" /> <description> </description> </signal> @@ -46,7 +46,7 @@ <description> </description> </signal> - <signal name="instance"> + <signal name="instantiate"> <param index="0" name="files" type="PackedStringArray" /> <description> </description> diff --git a/doc/classes/FlowContainer.xml b/doc/classes/FlowContainer.xml index 256e20447b..7a324160c9 100644 --- a/doc/classes/FlowContainer.xml +++ b/doc/classes/FlowContainer.xml @@ -17,4 +17,32 @@ </description> </method> </methods> + <members> + <member name="alignment" type="int" setter="set_alignment" getter="get_alignment" enum="FlowContainer.AlignmentMode" default="0"> + The alignment of the container's children (must be one of [constant ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END]). + </member> + <member name="vertical" type="bool" setter="set_vertical" getter="is_vertical" default="false"> + If [code]true[/code], the [FlowContainer] will arrange its children vertically, rather than horizontally. + Can't be changed when using [HFlowContainer] and [VFlowContainer]. + </member> + </members> + <constants> + <constant name="ALIGNMENT_BEGIN" value="0" enum="AlignmentMode"> + The child controls will be arranged at the beginning of the container, i.e. top if orientation is vertical, left if orientation is horizontal (right for RTL layout). + </constant> + <constant name="ALIGNMENT_CENTER" value="1" enum="AlignmentMode"> + The child controls will be centered in the container. + </constant> + <constant name="ALIGNMENT_END" value="2" enum="AlignmentMode"> + The child controls will be arranged at the end of the container, i.e. bottom if orientation is vertical, right if orientation is horizontal (left for RTL layout). + </constant> + </constants> + <theme_items> + <theme_item name="h_separation" data_type="constant" type="int" default="4"> + The horizontal separation of children nodes. + </theme_item> + <theme_item name="v_separation" data_type="constant" type="int" default="4"> + The vertical separation of children nodes. + </theme_item> + </theme_items> </class> diff --git a/doc/classes/FogMaterial.xml b/doc/classes/FogMaterial.xml index e63d4ddf3e..aab6be4212 100644 --- a/doc/classes/FogMaterial.xml +++ b/doc/classes/FogMaterial.xml @@ -5,27 +5,29 @@ </brief_description> <description> A [Material] resource that can be used by [FogVolume]s to draw volumetric effects. + If you need more advanced effects, use a custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url]. </description> <tutorials> </tutorials> <members> <member name="albedo" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)"> - Sets the single-scattering [Color] of the [FogVolume]. Internally [member albedo] is converted into single-scattering which is additively blended with other [FogVolume]s and the [member Environment.volumetric_fog_albedo]. + The single-scattering [Color] of the [FogVolume]. Internally, [member albedo] is converted into single-scattering, which is additively blended with other [FogVolume]s and the [member Environment.volumetric_fog_albedo]. </member> <member name="density" type="float" setter="set_density" getter="get_density" default="1.0"> - Sets the density of the [FogVolume]. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes. + The density of the [FogVolume]. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes. Negative values can be used to subtract fog from other [FogVolume]s or global volumetric fog. + [b]Note:[/b] Due to limited precision, [member density] values between [code]-0.001[/code] and [code]0.001[/code] (exclusive) act like [code]0.0[/code]. This does not apply to [member Environment.volumetric_fog_density]. </member> <member name="density_texture" type="Texture3D" setter="set_density_texture" getter="get_density_texture"> - Sets a 3D texture that is used to scale the [member density] of the [FogVolume]. + The 3D texture that is used to scale the [member density] of the [FogVolume]. This can be used to vary fog density within the [FogVolume] with any kind of static pattern. For animated effects, consider using a custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url]. </member> <member name="edge_fade" type="float" setter="set_edge_fade" getter="get_edge_fade" default="0.1"> - Sets the hardness of the edges of the [FogVolume]. A higher number will result in softer edges while a lower number will result in harder edges. + The hardness of the edges of the [FogVolume]. A higher value will result in softer edges, while a lower value will result in harder edges. </member> <member name="emission" type="Color" setter="set_emission" getter="get_emission" default="Color(0, 0, 0, 1)"> - Sets the [Color] of the light emitted by the [FogVolume]. Emitted light will not cast light or shadows on other objects, but can be useful for modulating the [Color] of the [FogVolume] independently from light sources. + The [Color] of the light emitted by the [FogVolume]. Emitted light will not cast light or shadows on other objects, but can be useful for modulating the [Color] of the [FogVolume] independently from light sources. </member> <member name="height_falloff" type="float" setter="set_height_falloff" getter="get_height_falloff" default="0.0"> - Sets the rate by which the height-based fog decreases in density as height increases in world space. A high falloff will result in a sharp transition, while a low falloff will result in a smoother transition. A value of [code]0[/code] results in uniform-density fog. The height threshold is determined by the height of the associated [FogVolume]. + The rate by which the height-based fog decreases in density as height increases in world space. A high falloff will result in a sharp transition, while a low falloff will result in a smoother transition. A value of [code]0.0[/code] results in uniform-density fog. The height threshold is determined by the height of the associated [FogVolume]. </member> </members> </class> diff --git a/doc/classes/FogVolume.xml b/doc/classes/FogVolume.xml index 3f2ee3035c..d9fa2e6ebb 100644 --- a/doc/classes/FogVolume.xml +++ b/doc/classes/FogVolume.xml @@ -4,22 +4,23 @@ A node used to add local fog with the volumetric fog effect. </brief_description> <description> - [FogVolume]s are used to add localized fog into the global volumetric fog effect. + [FogVolume]s are used to add localized fog into the global volumetric fog effect. [FogVolume]s can also remove volumetric fog from specific areas if using a [FogMaterial] with a negative [member FogMaterial.density]. Performance of [FogVolume]s is directly related to their relative size on the screen and the complexity of their attached [FogMaterial]. It is best to keep [FogVolume]s relatively small and simple where possible. + [b]Note:[/b] [FogVolume]s only have a visible effect if [member Environment.volumetric_fog_enabled] is [code]true[/code]. If you don't want fog to be globally visible (but only within [FogVolume] nodes), set [member Environment.volumetric_fog_density] to [code]0.0[/code]. </description> <tutorials> </tutorials> <members> <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)"> - Sets the size of the [FogVolume] when [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX]. + The size of the [FogVolume] when [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX]. [b]Note:[/b] Thin fog volumes may appear to flicker when the camera moves or rotates. This can be alleviated by increasing [member ProjectSettings.rendering/environment/volumetric_fog/volume_depth] (at a performance cost) or by decreasing [member Environment.volumetric_fog_length] (at no performance cost, but at the cost of lower fog range). Alternatively, the [FogVolume] can be made thicker and use a lower density in the [member material]. [b]Note:[/b] If [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_CONE] or [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], the cone/cylinder will be adjusted to fit within the extents. Non-uniform scaling of cone/cylinder shapes via the [member extents] property is not supported, but you can scale the [FogVolume] node instead. </member> <member name="material" type="Material" setter="set_material" getter="get_material"> - Sets the [Material] to be used by the [FogVolume]. Can be either a [FogMaterial] or a custom [ShaderMaterial]. + The [Material] used by the [FogVolume]. Can be either a built-in [FogMaterial] or a custom [ShaderMaterial]. </member> <member name="shape" type="int" setter="set_shape" getter="get_shape" enum="RenderingServer.FogVolumeShape" default="3"> - Sets the shape of the [FogVolume] to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD]. + The shape of the [FogVolume]. This can be set to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD]. </member> </members> </class> diff --git a/doc/classes/Font.xml b/doc/classes/Font.xml index ad3a16afbb..761e75339a 100644 --- a/doc/classes/Font.xml +++ b/doc/classes/Font.xml @@ -161,6 +161,12 @@ Returns font family name. </description> </method> + <method name="get_font_stretch" qualifiers="const"> + <return type="int" /> + <description> + Returns font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code]. + </description> + </method> <method name="get_font_style" qualifiers="const"> <return type="int" enum="TextServer.FontStyle" /> <description> @@ -173,6 +179,12 @@ Returns font style name. </description> </method> + <method name="get_font_weight" qualifiers="const"> + <return type="int" /> + <description> + Returns weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code]. + </description> + </method> <method name="get_height" qualifiers="const"> <return type="float" /> <param index="0" name="font_size" type="int" default="16" /> @@ -228,9 +240,15 @@ <description> Returns the size of a bounding box of a single-line string, taking kerning and advance into account. See also [method get_multiline_string_size] and [method draw_string]. For example, to get the string size as displayed by a single-line Label, use: - [codeblock] + [codeblocks] + [gdscript] var string_size = $Label.get_theme_font("font").get_string_size($Label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, $Label.get_theme_font_size("font_size")) - [/codeblock] + [/gdscript] + [csharp] + Label label = GetNode<Label>("Label"); + Vector2 stringSize = label.GetThemeFont("font").GetStringSize(label.Text, HorizontalAlignment.Left, -1, label.GetThemeFontSize("font_size")); + [/csharp] + [/codeblocks] [b]Note:[/b] Real height of the string is context-dependent and can be significantly different from the value returned by [method get_height]. </description> </method> diff --git a/doc/classes/FontFile.xml b/doc/classes/FontFile.xml index 0f229ea19a..69a7627774 100644 --- a/doc/classes/FontFile.xml +++ b/doc/classes/FontFile.xml @@ -14,7 +14,6 @@ [b]Note:[/b] A character is a symbol that represents an item (letter, digit etc.) in an abstract way. [b]Note:[/b] A glyph is a bitmap or shape used to draw a one or more characters in a context-dependent manner. Glyph indices are bound to the specific font data source. [b]Note:[/b] If a none of the font data sources contain glyphs for a character used in a string, the character in question will be replaced with a box displaying its hexadecimal code. - [codeblocks] [gdscript] var f = load("res://BarlowCondensed-Bold.ttf") @@ -146,7 +145,7 @@ </description> </method> <method name="get_glyph_list" qualifiers="const"> - <return type="Array" /> + <return type="PackedInt32Array" /> <param index="0" name="cache_index" type="int" /> <param index="1" name="size" type="Vector2i" /> <description> @@ -199,7 +198,7 @@ </description> </method> <method name="get_kerning_list" qualifiers="const"> - <return type="Array" /> + <return type="Vector2i[]" /> <param index="0" name="cache_index" type="int" /> <param index="1" name="size" type="int" /> <description> @@ -233,7 +232,7 @@ </description> </method> <method name="get_size_cache_list" qualifiers="const"> - <return type="Array" /> + <return type="Vector2i[]" /> <param index="0" name="cache_index" type="int" /> <description> Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size. @@ -262,7 +261,7 @@ <param index="1" name="size" type="Vector2i" /> <param index="2" name="texture_index" type="int" /> <description> - Returns a copy of the array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty. + Returns a copy of the array containing glyph packing data. </description> </method> <method name="get_transform" qualifiers="const"> @@ -522,7 +521,7 @@ <param index="2" name="texture_index" type="int" /> <param index="3" name="offset" type="PackedInt32Array" /> <description> - Sets array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty (for the fonts without dynamic glyph generation support). + Sets array containing glyph packing data. </description> </method> <method name="set_transform"> @@ -543,8 +542,11 @@ </method> </methods> <members> - <member name="antialiased" type="bool" setter="set_antialiased" getter="is_antialiased" default="true"> - If set to [code]true[/code], font 8-bit anitialiased glyph rendering is supported and enabled. + <member name="allow_system_fallback" type="bool" setter="set_allow_system_fallback" getter="is_allow_system_fallback" default="true"> + If set to [code]true[/code], system fonts can be automatically used as fallbacks. + </member> + <member name="antialiasing" type="int" setter="set_antialiasing" getter="get_antialiasing" enum="TextServer.FontAntialiasing" default="1"> + Font anti-aliasing mode. </member> <member name="data" type="PackedByteArray" setter="set_data" getter="get_data" default="PackedByteArray()"> Contents of the dynamic font source file. @@ -558,11 +560,17 @@ <member name="font_name" type="String" setter="set_font_name" getter="get_font_name" default=""""> Font family name. </member> + <member name="font_stretch" type="int" setter="set_font_stretch" getter="get_font_stretch" default="100"> + Font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code]. + </member> <member name="font_style" type="int" setter="set_font_style" getter="get_font_style" enum="TextServer.FontStyle" default="0"> Font style flags, see [enum TextServer.FontStyle]. </member> + <member name="font_weight" type="int" setter="set_font_weight" getter="get_font_weight" default="400"> + Weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code]. + </member> <member name="force_autohinter" type="bool" setter="set_force_autohinter" getter="is_force_autohinter" default="false"> - If set to [code]true[/code], auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only. + If set to [code]true[/code], auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only (MSDF fonts don't support hinting). </member> <member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="get_generate_mipmaps" default="false"> If set to [code]true[/code], generate mipmaps for the font textures. @@ -571,25 +579,27 @@ Font hinting mode. Used by dynamic fonts only. </member> <member name="msdf_pixel_range" type="int" setter="set_msdf_pixel_range" getter="get_msdf_pixel_range" default="16"> - The width of the range around the shape between the minimum and maximum representable signed distance. + The width of the range around the shape between the minimum and maximum representable signed distance. If using font outlines, [member msdf_pixel_range] must be set to at least [i]twice[/i] the size of the largest font outline. The default [member msdf_pixel_range] value of [code]16[/code] allows outline sizes up to [code]8[/code] to look correct. </member> <member name="msdf_size" type="int" setter="set_msdf_size" getter="get_msdf_size" default="48"> - Source font size used to generate MSDF textures. + Source font size used to generate MSDF textures. Higher values allow for more precision, but are slower to render and require more memory. Only increase this value if you notice a visible lack of precision in glyph rendering. </member> <member name="multichannel_signed_distance_field" type="bool" setter="set_multichannel_signed_distance_field" getter="is_multichannel_signed_distance_field" default="false"> - If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data. + If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field (MSDF) generated from the dynamic font vector data. Since this approach does not rely on rasterizing the font every time its size changes, this allows for resizing the font in real-time without any performance penalty. Text will also not look grainy for [Control]s that are scaled down (or for [Label3D]s viewed from a long distance). As a downside, font hinting is not available with MSDF. The lack of font hinting may result in less crisp and less readable fonts at small sizes. + [b]Note:[/b] If using font outlines, [member msdf_pixel_range] must be set to at least [i]twice[/i] the size of the largest font outline. + [b]Note:[/b] MSDF font rendering does not render glyphs with overlapping shapes correctly. Overlapping shapes are not valid per the OpenType standard, but are still commonly found in many font files, especially those converted by Google Fonts. To avoid issues with overlapping glyphs, consider downloading the font file directly from the type foundry instead of relying on Google Fonts. </member> <member name="opentype_feature_overrides" type="Dictionary" setter="set_opentype_feature_overrides" getter="get_opentype_feature_overrides" default="{}"> Font OpenType feature set override. </member> <member name="oversampling" type="float" setter="set_oversampling" getter="get_oversampling" default="0.0"> - Font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only. + Font oversampling factor. If set to [code]0.0[/code], the global oversampling factor is used instead. Used by dynamic fonts only (MSDF fonts ignore oversampling). </member> <member name="style_name" type="String" setter="set_font_style_name" getter="get_font_style_name" default=""""> Font style name. </member> <member name="subpixel_positioning" type="int" setter="set_subpixel_positioning" getter="get_subpixel_positioning" enum="TextServer.SubpixelPositioning" default="1"> - Font glyph sub-pixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size. + Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of higher memory usage and lower font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size. </member> </members> </class> diff --git a/doc/classes/FontVariation.xml b/doc/classes/FontVariation.xml index 6aa381c2de..e0fad126b9 100644 --- a/doc/classes/FontVariation.xml +++ b/doc/classes/FontVariation.xml @@ -5,7 +5,6 @@ </brief_description> <description> OpenType variations, simulated bold / slant, and additional font settings like OpenType features and extra spacing. - To use simulated bold font variant: [codeblocks] [gdscript] diff --git a/doc/classes/NativeExtension.xml b/doc/classes/GDExtension.xml index 50f976ca6f..9791290bd9 100644 --- a/doc/classes/NativeExtension.xml +++ b/doc/classes/GDExtension.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NativeExtension" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="GDExtension" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> </brief_description> <description> @@ -13,13 +13,13 @@ </description> </method> <method name="get_minimum_library_initialization_level" qualifiers="const"> - <return type="int" enum="NativeExtension.InitializationLevel" /> + <return type="int" enum="GDExtension.InitializationLevel" /> <description> </description> </method> <method name="initialize_library"> <return type="void" /> - <param index="0" name="level" type="int" enum="NativeExtension.InitializationLevel" /> + <param index="0" name="level" type="int" enum="GDExtension.InitializationLevel" /> <description> </description> </method> diff --git a/doc/classes/NativeExtensionManager.xml b/doc/classes/GDExtensionManager.xml index 7d6eefa94f..f682d800c6 100644 --- a/doc/classes/NativeExtensionManager.xml +++ b/doc/classes/GDExtensionManager.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NativeExtensionManager" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="GDExtensionManager" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> </brief_description> <description> @@ -8,7 +8,7 @@ </tutorials> <methods> <method name="get_extension"> - <return type="NativeExtension" /> + <return type="GDExtension" /> <param index="0" name="path" type="String" /> <description> </description> @@ -25,19 +25,19 @@ </description> </method> <method name="load_extension"> - <return type="int" enum="NativeExtensionManager.LoadStatus" /> + <return type="int" enum="GDExtensionManager.LoadStatus" /> <param index="0" name="path" type="String" /> <description> </description> </method> <method name="reload_extension"> - <return type="int" enum="NativeExtensionManager.LoadStatus" /> + <return type="int" enum="GDExtensionManager.LoadStatus" /> <param index="0" name="path" type="String" /> <description> </description> </method> <method name="unload_extension"> - <return type="int" enum="NativeExtensionManager.LoadStatus" /> + <return type="int" enum="GDExtensionManager.LoadStatus" /> <param index="0" name="path" type="String" /> <description> </description> diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index 606d2456c5..c7d10078e8 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -5,11 +5,12 @@ </brief_description> <description> 2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] features an emitter that generates some number of particles at a given rate. - Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. + Use the [code]process_material[/code] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> <link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link> - <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> + <link title="2D Particles Demo">https://godotengine.org/asset-library/asset/118</link> + <link title="2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)">https://godotengine.org/asset-library/asset/515</link> </tutorials> <methods> <method name="capture_rect" qualifiers="const"> @@ -52,7 +53,7 @@ How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins. </member> <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30"> - The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. + The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. </member> <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true"> If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. @@ -73,7 +74,7 @@ Particle system starts as if it had already run for this many seconds. </member> <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material"> - [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial]. + [Material] for processing particles. Can be a [ParticleProcessMaterial] or a [ShaderMaterial]. </member> <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0"> Emission lifetime randomness ratio. @@ -88,12 +89,17 @@ Particle texture. If [code]null[/code], particles will be squares. </member> <member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false"> + If [code]true[/code], enables particle trails using a mesh skinning system. + [b]Note:[/b] Unlike [GPUParticles3D], the number of trail sections and subdivisions is set with the [member trail_sections] and [member trail_section_subdivisions] properties. </member> - <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3"> + <member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3"> + The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code]. </member> <member name="trail_section_subdivisions" type="int" setter="set_trail_section_subdivisions" getter="get_trail_section_subdivisions" default="4"> + The number of subdivisions to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_sections]. Only effective if [member trail_enabled] is [code]true[/code]. </member> <member name="trail_sections" type="int" setter="set_trail_sections" getter="get_trail_sections" default="8"> + The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_section_subdivisions]. Only effective if [member trail_enabled] is [code]true[/code]. </member> <member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2(-100, -100, 200, 200)"> The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active. diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index fc7b12e64f..ea53c5b4b5 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> 3D particle node used to create a variety of particle systems and effects. [GPUParticles3D] features an emitter that generates some number of particles at a given rate. - Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. + Use the [code]process_material[/code] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> <link title="Controlling thousands of fish with Particles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link> @@ -84,7 +84,7 @@ Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously. </member> <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30"> - The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. + The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. </member> <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true"> If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. @@ -105,7 +105,7 @@ Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting. </member> <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material"> - [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial]. + [Material] for processing particles. Can be a [ParticleProcessMaterial] or a [ShaderMaterial]. </member> <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0"> Emission randomness ratio. @@ -116,8 +116,12 @@ <member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath("")"> </member> <member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false"> + If [code]true[/code], enables particle trails using a mesh skinning system. Designed to work with [RibbonTrailMesh] and [TubeTrailMesh]. + [b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled on the particle mesh's material. Otherwise, setting [member trail_enabled] to [code]true[/code] will have no effect. + [b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s properties. </member> - <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3"> + <member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3"> + The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code]. </member> <member name="transform_align" type="int" setter="set_transform_align" getter="get_transform_align" enum="GPUParticles3D.TransformAlign" default="0"> </member> diff --git a/doc/classes/GPUParticlesAttractor3D.xml b/doc/classes/GPUParticlesAttractor3D.xml index e69255cc31..a1c49afcca 100644 --- a/doc/classes/GPUParticlesAttractor3D.xml +++ b/doc/classes/GPUParticlesAttractor3D.xml @@ -18,7 +18,7 @@ <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295"> The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the attractor. By default, all particles are affected by an attractor. After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position. - Particle attraction can also be disabled on a per-process material basis by setting [member ParticlesMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node. + Particle attraction can also be disabled on a per-process material basis by setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node. </member> <member name="directionality" type="float" setter="set_directionality" getter="get_directionality" default="0.0"> Adjusts how directional the attractor is. At [code]0.0[/code], the attractor is not directional at all: it will attract particles towards its center. At [code]1.0[/code], the attractor is fully directional: particles will always be pushed towards local -Z (or +Z if [member strength] is negative). diff --git a/doc/classes/GPUParticlesCollision3D.xml b/doc/classes/GPUParticlesCollision3D.xml index 435f9781f0..1b744f7ed6 100644 --- a/doc/classes/GPUParticlesCollision3D.xml +++ b/doc/classes/GPUParticlesCollision3D.xml @@ -7,7 +7,7 @@ Particle collision shapes can be used to make particles stop or bounce against them. Particle collision shapes in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is [i]not[/i] supported. Particle collision shapes can be temporarily disabled by hiding them. - [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. [b]Note:[/b] Particles pushed by a collider that is being moved will not be interpolated, which can result in visible stuttering. This can be alleviated by setting [member GPUParticles3D.fixed_fps] to [code]0[/code] or a value that matches or exceeds the target framerate. </description> @@ -15,9 +15,9 @@ </tutorials> <members> <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295"> - The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticlesMaterial.collision_enabled] set to [code]true[/code] will be affected by a collision shape. + The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticleProcessMaterial.collision_mode] set to [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] will be affected by a collision shape. After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position. - Particle attraction can also be disabled on a per-process material basis by setting [member ParticlesMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node. + Particle attraction can also be disabled on a per-process material basis by setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node. </member> </members> </class> diff --git a/doc/classes/GPUParticlesCollisionBox3D.xml b/doc/classes/GPUParticlesCollisionBox3D.xml index 60d66ca682..103be18bfd 100644 --- a/doc/classes/GPUParticlesCollisionBox3D.xml +++ b/doc/classes/GPUParticlesCollisionBox3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes. - [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> diff --git a/doc/classes/GPUParticlesCollisionHeightField3D.xml b/doc/classes/GPUParticlesCollisionHeightField3D.xml index 3fcad43efb..6e996d5fbd 100644 --- a/doc/classes/GPUParticlesCollisionHeightField3D.xml +++ b/doc/classes/GPUParticlesCollisionHeightField3D.xml @@ -7,7 +7,7 @@ Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] nodes. Heightmap shapes allow for efficiently representing collisions for convex and concave objects with a single "floor" (such as terrain). This is less flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking step. [GPUParticlesCollisionHeightField3D] can also be regenerated in real-time when it is moved, when the camera moves, or even continuously. This makes [GPUParticlesCollisionHeightField3D] a good choice for weather effects such as rain and snow and games with highly dynamic geometry. However, since heightmaps cannot represent overhangs, [GPUParticlesCollisionHeightField3D] is not suited for indoor particle collision. - [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> diff --git a/doc/classes/GPUParticlesCollisionSDF3D.xml b/doc/classes/GPUParticlesCollisionSDF3D.xml index 29adf4fbc1..8467cfdda1 100644 --- a/doc/classes/GPUParticlesCollisionSDF3D.xml +++ b/doc/classes/GPUParticlesCollisionSDF3D.xml @@ -8,7 +8,7 @@ Signed distance fields (SDF) allow for efficiently representing approximate collision shapes for convex and concave objects of any shape. This is more flexible than [GPUParticlesCollisionHeightField3D], but it requires a baking step. [b]Baking:[/b] The signed distance field texture can be baked by selecting the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s touching the [member extents] will be taken into account for baking, regardless of their [member GeometryInstance3D.gi_mode]. [b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only possible within the editor, as there is no bake method exposed for use in exported projects. However, it's still possible to load pre-baked [Texture3D]s into its [member texture] property in an exported project. - [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> diff --git a/doc/classes/GPUParticlesCollisionSphere3D.xml b/doc/classes/GPUParticlesCollisionSphere3D.xml index 6651a732da..ee582108dd 100644 --- a/doc/classes/GPUParticlesCollisionSphere3D.xml +++ b/doc/classes/GPUParticlesCollisionSphere3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes. - [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> diff --git a/doc/classes/Generic6DOFJoint3D.xml b/doc/classes/Generic6DOFJoint3D.xml index 5eec089a6f..e6058b1bf9 100644 --- a/doc/classes/Generic6DOFJoint3D.xml +++ b/doc/classes/Generic6DOFJoint3D.xml @@ -102,7 +102,7 @@ <member name="angular_limit_x/force_limit" type="float" setter="set_param_x" getter="get_param_x" default="0.0"> The maximum amount of force that can occur, when rotating around the X axis. </member> - <member name="angular_limit_x/lower_angle" type="float" setter="_set_angular_lo_limit_x" getter="_get_angular_lo_limit_x" default="0.0"> + <member name="angular_limit_x/lower_angle" type="float" setter="set_param_x" getter="get_param_x" default="0.0"> The minimum rotation in negative direction to break loose and rotate around the X axis. </member> <member name="angular_limit_x/restitution" type="float" setter="set_param_x" getter="get_param_x" default="0.0"> @@ -111,7 +111,7 @@ <member name="angular_limit_x/softness" type="float" setter="set_param_x" getter="get_param_x" default="0.5"> The speed of all rotations across the X axis. </member> - <member name="angular_limit_x/upper_angle" type="float" setter="_set_angular_hi_limit_x" getter="_get_angular_hi_limit_x" default="0.0"> + <member name="angular_limit_x/upper_angle" type="float" setter="set_param_x" getter="get_param_x" default="0.0"> The minimum rotation in positive direction to break loose and rotate around the X axis. </member> <member name="angular_limit_y/damping" type="float" setter="set_param_y" getter="get_param_y" default="1.0"> @@ -126,7 +126,7 @@ <member name="angular_limit_y/force_limit" type="float" setter="set_param_y" getter="get_param_y" default="0.0"> The maximum amount of force that can occur, when rotating around the Y axis. </member> - <member name="angular_limit_y/lower_angle" type="float" setter="_set_angular_lo_limit_y" getter="_get_angular_lo_limit_y" default="0.0"> + <member name="angular_limit_y/lower_angle" type="float" setter="set_param_y" getter="get_param_y" default="0.0"> The minimum rotation in negative direction to break loose and rotate around the Y axis. </member> <member name="angular_limit_y/restitution" type="float" setter="set_param_y" getter="get_param_y" default="0.0"> @@ -135,7 +135,7 @@ <member name="angular_limit_y/softness" type="float" setter="set_param_y" getter="get_param_y" default="0.5"> The speed of all rotations across the Y axis. </member> - <member name="angular_limit_y/upper_angle" type="float" setter="_set_angular_hi_limit_y" getter="_get_angular_hi_limit_y" default="0.0"> + <member name="angular_limit_y/upper_angle" type="float" setter="set_param_y" getter="get_param_y" default="0.0"> The minimum rotation in positive direction to break loose and rotate around the Y axis. </member> <member name="angular_limit_z/damping" type="float" setter="set_param_z" getter="get_param_z" default="1.0"> @@ -150,7 +150,7 @@ <member name="angular_limit_z/force_limit" type="float" setter="set_param_z" getter="get_param_z" default="0.0"> The maximum amount of force that can occur, when rotating around the Z axis. </member> - <member name="angular_limit_z/lower_angle" type="float" setter="_set_angular_lo_limit_z" getter="_get_angular_lo_limit_z" default="0.0"> + <member name="angular_limit_z/lower_angle" type="float" setter="set_param_z" getter="get_param_z" default="0.0"> The minimum rotation in negative direction to break loose and rotate around the Z axis. </member> <member name="angular_limit_z/restitution" type="float" setter="set_param_z" getter="get_param_z" default="0.0"> @@ -159,7 +159,7 @@ <member name="angular_limit_z/softness" type="float" setter="set_param_z" getter="get_param_z" default="0.5"> The speed of all rotations across the Z axis. </member> - <member name="angular_limit_z/upper_angle" type="float" setter="_set_angular_hi_limit_z" getter="_get_angular_hi_limit_z" default="0.0"> + <member name="angular_limit_z/upper_angle" type="float" setter="set_param_z" getter="get_param_z" default="0.0"> The minimum rotation in positive direction to break loose and rotate around the Z axis. </member> <member name="angular_motor_x/enabled" type="bool" setter="set_flag_x" getter="get_flag_x" default="false"> diff --git a/doc/classes/Geometry2D.xml b/doc/classes/Geometry2D.xml index 80d19e22c5..0142018f1a 100644 --- a/doc/classes/Geometry2D.xml +++ b/doc/classes/Geometry2D.xml @@ -10,7 +10,7 @@ </tutorials> <methods> <method name="clip_polygons"> - <return type="Array" /> + <return type="PackedVector2Array[]" /> <param index="0" name="polygon_a" type="PackedVector2Array" /> <param index="1" name="polygon_b" type="PackedVector2Array" /> <description> @@ -19,7 +19,7 @@ </description> </method> <method name="clip_polyline_with_polygon"> - <return type="Array" /> + <return type="PackedVector2Array[]" /> <param index="0" name="polyline" type="PackedVector2Array" /> <param index="1" name="polygon" type="PackedVector2Array" /> <description> @@ -33,8 +33,15 @@ Given an array of [Vector2]s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one. </description> </method> + <method name="decompose_polygon_in_convex"> + <return type="PackedVector2Array[]" /> + <param index="0" name="polygon" type="PackedVector2Array" /> + <description> + Decomposes the [param polygon] into multiple convex hulls and returns an array of [PackedVector2Array]. + </description> + </method> <method name="exclude_polygons"> - <return type="Array" /> + <return type="PackedVector2Array[]" /> <param index="0" name="polygon_a" type="PackedVector2Array" /> <param index="1" name="polygon_b" type="PackedVector2Array" /> <description> @@ -71,7 +78,7 @@ </description> </method> <method name="intersect_polygons"> - <return type="Array" /> + <return type="PackedVector2Array[]" /> <param index="0" name="polygon_a" type="PackedVector2Array" /> <param index="1" name="polygon_b" type="PackedVector2Array" /> <description> @@ -80,7 +87,7 @@ </description> </method> <method name="intersect_polyline_with_polygon"> - <return type="Array" /> + <return type="PackedVector2Array[]" /> <param index="0" name="polyline" type="PackedVector2Array" /> <param index="1" name="polygon" type="PackedVector2Array" /> <description> @@ -126,11 +133,11 @@ <return type="Dictionary" /> <param index="0" name="sizes" type="PackedVector2Array" /> <description> - Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is an array of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2]. + Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is a [PackedVector2Array] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2i]. </description> </method> <method name="merge_polygons"> - <return type="Array" /> + <return type="PackedVector2Array[]" /> <param index="0" name="polygon_a" type="PackedVector2Array" /> <param index="1" name="polygon_b" type="PackedVector2Array" /> <description> @@ -139,7 +146,7 @@ </description> </method> <method name="offset_polygon"> - <return type="Array" /> + <return type="PackedVector2Array[]" /> <param index="0" name="polygon" type="PackedVector2Array" /> <param index="1" name="delta" type="float" /> <param index="2" name="join_type" type="int" enum="Geometry2D.PolyJoinType" default="0" /> @@ -166,7 +173,7 @@ </description> </method> <method name="offset_polyline"> - <return type="Array" /> + <return type="PackedVector2Array[]" /> <param index="0" name="polyline" type="PackedVector2Array" /> <param index="1" name="delta" type="float" /> <param index="2" name="join_type" type="int" enum="Geometry2D.PolyJoinType" default="0" /> diff --git a/doc/classes/Geometry3D.xml b/doc/classes/Geometry3D.xml index c841842d14..d37b0b7b81 100644 --- a/doc/classes/Geometry3D.xml +++ b/doc/classes/Geometry3D.xml @@ -10,14 +10,14 @@ </tutorials> <methods> <method name="build_box_planes"> - <return type="Array" /> + <return type="Plane[]" /> <param index="0" name="extents" type="Vector3" /> <description> Returns an array with 6 [Plane]s that describe the sides of a box centered at the origin. The box size is defined by [param extents], which represents one (positive) corner of the box (i.e. half its actual size). </description> </method> <method name="build_capsule_planes"> - <return type="Array" /> + <return type="Plane[]" /> <param index="0" name="radius" type="float" /> <param index="1" name="height" type="float" /> <param index="2" name="sides" type="int" /> @@ -28,7 +28,7 @@ </description> </method> <method name="build_cylinder_planes"> - <return type="Array" /> + <return type="Plane[]" /> <param index="0" name="radius" type="float" /> <param index="1" name="height" type="float" /> <param index="2" name="sides" type="int" /> diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index 79a60a9e62..1ae4718536 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -9,44 +9,45 @@ <tutorials> </tutorials> <methods> - <method name="get_instance_shader_uniform" qualifiers="const"> + <method name="get_instance_shader_parameter" qualifiers="const"> <return type="Variant" /> - <param index="0" name="uniform" type="StringName" /> + <param index="0" name="name" type="StringName" /> <description> + Get the value of a shader parameter as set on this instance. </description> </method> - <method name="set_custom_aabb"> + <method name="set_instance_shader_parameter"> <return type="void" /> - <param index="0" name="aabb" type="AABB" /> - <description> - Overrides the bounding box of this node with a custom one. To remove it, set an [AABB] with all fields set to zero. - </description> - </method> - <method name="set_instance_shader_uniform"> - <return type="void" /> - <param index="0" name="uniform" type="StringName" /> + <param index="0" name="name" type="StringName" /> <param index="1" name="value" type="Variant" /> <description> + Set the value of a shader parameter for this instance only. </description> </method> </methods> <members> - <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting"> + <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting" default="1"> The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values. </member> - <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin"> + <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB(0, 0, 0, 0, 0, 0)"> + Overrides the bounding box of this node with a custom one. This can be used to avoid the expensive [AABB] recalculation that happens when a skeleton is used with a [MeshInstance3D] or to have fine control over the [MeshInstance3D]'s bounding box. To remove this, set value to an [AABB] with all fields set to zero. + </member> + <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin" default="0.0"> The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box. </member> - <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale"> + <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale" default="0"> The texel density to use for lightmapping in [LightmapGI]. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes. </member> - <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode"> + <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="1"> The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic). [b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode]. </member> - <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling"> + <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false"> + If [code]true[/code], disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use. </member> - <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias"> + <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0"> + Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances. + Useful for testing level of detail transitions in the editor. </member> <member name="material_overlay" type="Material" setter="set_material_overlay" getter="get_material_overlay"> The material overlay for the whole geometry. @@ -56,26 +57,26 @@ The material override for the whole geometry. If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh. </member> - <member name="transparency" type="float" setter="set_transparency" getter="get_transparency"> + <member name="transparency" type="float" setter="set_transparency" getter="get_transparency" default="0.0"> The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [member transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering. In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in. [b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are. </member> - <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin"> + <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin" default="0.0"> Starting distance from which the GeometryInstance3D will be visible, taking [member visibility_range_begin_margin] into account as well. The default value of 0 is used to disable the range check. </member> - <member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin"> + <member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin" default="0.0"> Margin for the [member visibility_range_begin] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_begin] threshold by this amount. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable. </member> - <member name="visibility_range_end" type="float" setter="set_visibility_range_end" getter="get_visibility_range_end"> + <member name="visibility_range_end" type="float" setter="set_visibility_range_end" getter="get_visibility_range_end" default="0.0"> Distance from which the GeometryInstance3D will be hidden, taking [member visibility_range_end_margin] into account as well. The default value of 0 is used to disable the range check. </member> - <member name="visibility_range_end_margin" type="float" setter="set_visibility_range_end_margin" getter="get_visibility_range_end_margin"> + <member name="visibility_range_end_margin" type="float" setter="set_visibility_range_end_margin" getter="get_visibility_range_end_margin" default="0.0"> Margin for the [member visibility_range_end] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_end] threshold by this amount. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable. </member> - <member name="visibility_range_fade_mode" type="int" setter="set_visibility_range_fade_mode" getter="get_visibility_range_fade_mode" enum="GeometryInstance3D.VisibilityRangeFadeMode"> + <member name="visibility_range_fade_mode" type="int" setter="set_visibility_range_fade_mode" getter="get_visibility_range_fade_mode" enum="GeometryInstance3D.VisibilityRangeFadeMode" default="0"> Controls which instances will be faded when approaching the limits of the visibility range. See [enum VisibilityRangeFadeMode] for possible values. </member> </members> diff --git a/doc/classes/Gradient.xml b/doc/classes/Gradient.xml index f081174b67..33f0a7979a 100644 --- a/doc/classes/Gradient.xml +++ b/doc/classes/Gradient.xml @@ -38,13 +38,6 @@ Returns the number of colors in the gradient. </description> </method> - <method name="interpolate"> - <return type="Color" /> - <param index="0" name="offset" type="float" /> - <description> - Returns the interpolated color specified by [param offset]. - </description> - </method> <method name="remove_point"> <return type="void" /> <param index="0" name="point" type="int" /> @@ -58,6 +51,13 @@ Reverses/mirrors the gradient. </description> </method> + <method name="sample"> + <return type="Color" /> + <param index="0" name="offset" type="float" /> + <description> + Returns the interpolated color specified by [code]offset[/code]. + </description> + </method> <method name="set_color"> <return type="void" /> <param index="0" name="point" type="int" /> diff --git a/doc/classes/GradientTexture1D.xml b/doc/classes/GradientTexture1D.xml index 3254754ac1..fa572eeed0 100644 --- a/doc/classes/GradientTexture1D.xml +++ b/doc/classes/GradientTexture1D.xml @@ -12,6 +12,7 @@ <member name="gradient" type="Gradient" setter="set_gradient" getter="get_gradient"> The [Gradient] that will be used to fill the texture. </member> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> <member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false"> If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format). </member> diff --git a/doc/classes/GradientTexture2D.xml b/doc/classes/GradientTexture2D.xml index 7561f1b947..87d86e7a59 100644 --- a/doc/classes/GradientTexture2D.xml +++ b/doc/classes/GradientTexture2D.xml @@ -27,6 +27,7 @@ <member name="repeat" type="int" setter="set_repeat" getter="get_repeat" enum="GradientTexture2D.Repeat" default="0"> The gradient repeat type, one of the [enum Repeat] values. The texture is filled starting from [member fill_from] to [member fill_to] offsets by default, but the gradient fill can be repeated to cover the entire texture. </member> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> <member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false"> If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format). </member> diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index 03206fa8ca..ea4e4b53ba 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -1,37 +1,38 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GraphEdit" inherits="Control" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - GraphEdit is an area capable of showing various GraphNodes. It manages connection events between them. + GraphEdit is a control responsible for displaying and manipulating graph-like data using [GraphNode]s. It provides access to creation, removal, connection, and disconnection of nodes. </brief_description> <description> - GraphEdit manages the showing of GraphNodes it contains, as well as connections and disconnections between them. Signals are sent for each of these two events. Disconnection between GraphNode slots is disabled by default. - It is greatly advised to enable low-processor usage mode (see [member OS.low_processor_usage_mode]) when using GraphEdits. + GraphEdit provides tools for creation, manipulation, and display of various graphs. Its main purpose in the engine is to power the visual programming systems, such as visual shaders, but it is also available for use in user projects. + GraphEdit by itself is only an empty container, representing an infinite grid where [GraphNode]s can be placed. Each [GraphNode] represent a node in the graph, a single unit of data in the connected scheme. GraphEdit, in turn, helps to control various interactions with nodes and between nodes. When the user attempts to connect, disconnect, or close a [GraphNode], a signal is emitted in the GraphEdit, but no action is taken by default. It is the responsibility of the programmer utilizing this control to implement the necessary logic to determine how each request should be handled. + [b]Performance:[/b] It is greatly advised to enable low-processor usage mode (see [member OS.low_processor_usage_mode]) when using GraphEdits. </description> <tutorials> </tutorials> <methods> <method name="_get_connection_line" qualifiers="virtual const"> <return type="PackedVector2Array" /> - <param index="0" name="from" type="Vector2" /> - <param index="1" name="to" type="Vector2" /> + <param index="0" name="from_position" type="Vector2" /> + <param index="1" name="to_position" type="Vector2" /> <description> Virtual method which can be overridden to customize how connections are drawn. </description> </method> <method name="_is_in_input_hotzone" qualifiers="virtual"> <return type="bool" /> - <param index="0" name="graph_node" type="Object" /> - <param index="1" name="slot_index" type="int" /> + <param index="0" name="in_node" type="Object" /> + <param index="1" name="in_port" type="int" /> <param index="2" name="mouse_position" type="Vector2" /> <description> Returns whether the [param mouse_position] is in the input hot zone. - By default, a hot zone is a [Rect2] positioned such that its center is at [param graph_node].[method GraphNode.get_connection_input_position]([param slot_index]) (For output's case, call [method GraphNode.get_connection_output_position] instead). The hot zone's width is twice the Theme Property [code]port_grab_distance_horizontal[/code], and its height is twice the [code]port_grab_distance_vertical[/code]. + By default, a hot zone is a [Rect2] positioned such that its center is at [param in_node].[method GraphNode.get_connection_input_position]([param in_port]) (For output's case, call [method GraphNode.get_connection_output_position] instead). The hot zone's width is twice the Theme Property [code]port_grab_distance_horizontal[/code], and its height is twice the [code]port_grab_distance_vertical[/code]. Below is a sample code to help get started: [codeblock] - func _is_in_input_hotzone(graph_node, slot_index, mouse_position): - var slot_size : Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical")) - var slot_pos : Vector2 = graph_node.get_position() + graph_node.get_connection_input_position(slot_index) - slot_size / 2 - var rect = Rect2(slot_pos, slot_size) + func _is_in_input_hotzone(in_node, in_port, mouse_position): + var port_size : Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical")) + var port_pos : Vector2 = in_node.get_position() + in_node.get_connection_input_position(in_port) - port_size / 2 + var rect = Rect2(port_pos, port_size) return rect.has_point(mouse_position) [/codeblock] @@ -39,17 +40,17 @@ </method> <method name="_is_in_output_hotzone" qualifiers="virtual"> <return type="bool" /> - <param index="0" name="graph_node" type="Object" /> - <param index="1" name="slot_index" type="int" /> + <param index="0" name="in_node" type="Object" /> + <param index="1" name="in_port" type="int" /> <param index="2" name="mouse_position" type="Vector2" /> <description> Returns whether the [param mouse_position] is in the output hot zone. For more information on hot zones, see [method _is_in_input_hotzone]. Below is a sample code to help get started: [codeblock] - func _is_in_output_hotzone(graph_node, slot_index, mouse_position): - var slot_size : Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical")) - var slot_pos : Vector2 = graph_node.get_position() + graph_node.get_connection_output_position(slot_index) - slot_size / 2 - var rect = Rect2(slot_pos, slot_size) + func _is_in_output_hotzone(in_node, in_port, mouse_position): + var port_size : Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical")) + var port_pos : Vector2 = in_node.get_position() + in_node.get_connection_output_position(in_port) - port_size / 2 + var rect = Rect2(port_pos, port_size) return rect.has_point(mouse_position) [/codeblock] @@ -57,17 +58,17 @@ </method> <method name="_is_node_hover_valid" qualifiers="virtual"> <return type="bool" /> - <param index="0" name="from" type="StringName" /> - <param index="1" name="from_slot" type="int" /> - <param index="2" name="to" type="StringName" /> - <param index="3" name="to_slot" type="int" /> + <param index="0" name="from_node" type="StringName" /> + <param index="1" name="from_port" type="int" /> + <param index="2" name="to_node" type="StringName" /> + <param index="3" name="to_port" type="int" /> <description> This virtual method can be used to insert additional error detection while the user is dragging a connection over a valid port. Return [code]true[/code] if the connection is indeed valid or return [code]false[/code] if the connection is impossible. If the connection is impossible, no snapping to the port and thus no connection request to that port will happen. In this example a connection to same node is suppressed: [codeblocks] [gdscript] - func _is_node_hover_valid(from, from_slot, to, to_slot): + func _is_node_hover_valid(from, from_port, to, to_port): return from != to [/gdscript] [csharp] @@ -83,21 +84,22 @@ <param index="0" name="from_type" type="int" /> <param index="1" name="to_type" type="int" /> <description> - Makes possible the connection between two different slot types. The type is defined with the [method GraphNode.set_slot] method. + Allows the connection between two different port types. The port type is defined individually for the left and the right port of each slot with the [method GraphNode.set_slot] method. + See also [method is_valid_connection_type] and [method remove_valid_connection_type]. </description> </method> <method name="add_valid_left_disconnect_type"> <return type="void" /> <param index="0" name="type" type="int" /> <description> - Makes possible to disconnect nodes when dragging from the slot at the left if it has the specified type. + Allows to disconnect nodes when dragging from the left port of the [GraphNode]'s slot if it has the specified type. See also [method remove_valid_left_disconnect_type]. </description> </method> <method name="add_valid_right_disconnect_type"> <return type="void" /> <param index="0" name="type" type="int" /> <description> - Makes possible to disconnect nodes when dragging from the slot at the right if it has the specified type. + Allows to disconnect nodes when dragging from the right port of the [GraphNode]'s slot if it has the specified type. See also [method remove_valid_right_disconnect_type]. </description> </method> <method name="arrange_nodes"> @@ -114,22 +116,22 @@ </method> <method name="connect_node"> <return type="int" enum="Error" /> - <param index="0" name="from" type="StringName" /> + <param index="0" name="from_node" type="StringName" /> <param index="1" name="from_port" type="int" /> - <param index="2" name="to" type="StringName" /> + <param index="2" name="to_node" type="StringName" /> <param index="3" name="to_port" type="int" /> <description> - Create a connection between the [param from_port] slot of the [param from] GraphNode and the [param to_port] slot of the [param to] GraphNode. If the connection already exists, no connection is created. + Create a connection between the [param from_port] of the [param from_node] [GraphNode] and the [param to_port] of the [param to_node] [GraphNode]. If the connection already exists, no connection is created. </description> </method> <method name="disconnect_node"> <return type="void" /> - <param index="0" name="from" type="StringName" /> + <param index="0" name="from_node" type="StringName" /> <param index="1" name="from_port" type="int" /> - <param index="2" name="to" type="StringName" /> + <param index="2" name="to_node" type="StringName" /> <param index="3" name="to_port" type="int" /> <description> - Removes the connection between the [param from_port] slot of the [param from] GraphNode and the [param to_port] slot of the [param to] GraphNode. If the connection does not exist, no connection is removed. + Removes the connection between the [param from_port] of the [param from_node] [GraphNode] and the [param to_port] of the [param to_node] [GraphNode]. If the connection does not exist, no connection is removed. </description> </method> <method name="force_connection_drag_end"> @@ -142,14 +144,14 @@ </method> <method name="get_connection_line"> <return type="PackedVector2Array" /> - <param index="0" name="from" type="Vector2" /> - <param index="1" name="to" type="Vector2" /> + <param index="0" name="from_node" type="Vector2" /> + <param index="1" name="to_node" type="Vector2" /> <description> - Returns the points which would make up a connection between [param from] and [param to]. + Returns the points which would make up a connection between [param from_node] and [param to_node]. </description> </method> <method name="get_connection_list" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> Returns an Array containing the list of connections. A connection consists in a structure of the form [code]{ from_port: 0, from: "GraphNode name 0", to_port: 1, to: "GraphNode name 1" }[/code]. </description> @@ -163,12 +165,12 @@ </method> <method name="is_node_connected"> <return type="bool" /> - <param index="0" name="from" type="StringName" /> + <param index="0" name="from_node" type="StringName" /> <param index="1" name="from_port" type="int" /> - <param index="2" name="to" type="StringName" /> + <param index="2" name="to_node" type="StringName" /> <param index="3" name="to_port" type="int" /> <description> - Returns [code]true[/code] if the [param from_port] slot of the [param from] GraphNode is connected to the [param to_port] slot of the [param to] GraphNode. + Returns [code]true[/code] if the [param from_port] of the [param from_node] [GraphNode] is connected to the [param to_port] of the [param to_node] [GraphNode]. </description> </method> <method name="is_valid_connection_type" qualifiers="const"> @@ -176,7 +178,8 @@ <param index="0" name="from_type" type="int" /> <param index="1" name="to_type" type="int" /> <description> - Returns whether it's possible to connect slots of the specified types. + Returns whether it's possible to make a connection between two different port types. The port type is defined individually for the left and the right port of each slot with the [method GraphNode.set_slot] method. + See also [method add_valid_connection_type] and [method remove_valid_connection_type]. </description> </method> <method name="remove_valid_connection_type"> @@ -184,32 +187,33 @@ <param index="0" name="from_type" type="int" /> <param index="1" name="to_type" type="int" /> <description> - Makes it not possible to connect between two different slot types. The type is defined with the [method GraphNode.set_slot] method. + Disallows the connection between two different port types previously allowed by [method add_valid_connection_type]. The port type is defined individually for the left and the right port of each slot with the [method GraphNode.set_slot] method. + See also [method is_valid_connection_type]. </description> </method> <method name="remove_valid_left_disconnect_type"> <return type="void" /> <param index="0" name="type" type="int" /> <description> - Removes the possibility to disconnect nodes when dragging from the slot at the left if it has the specified type. + Disallows to disconnect nodes when dragging from the left port of the [GraphNode]'s slot if it has the specified type. Use this to disable disconnection previously allowed with [method add_valid_left_disconnect_type]. </description> </method> <method name="remove_valid_right_disconnect_type"> <return type="void" /> <param index="0" name="type" type="int" /> <description> - Removes the possibility to disconnect nodes when dragging from the slot at the right if it has the specified type. + Disallows to disconnect nodes when dragging from the right port of the [GraphNode]'s slot if it has the specified type. Use this to disable disconnection previously allowed with [method add_valid_right_disconnect_type]. </description> </method> <method name="set_connection_activity"> <return type="void" /> - <param index="0" name="from" type="StringName" /> + <param index="0" name="from_node" type="StringName" /> <param index="1" name="from_port" type="int" /> - <param index="2" name="to" type="StringName" /> + <param index="2" name="to_node" type="StringName" /> <param index="3" name="to_port" type="int" /> <param index="4" name="amount" type="float" /> <description> - Sets the coloration of the connection between [param from]'s [param from_port] and [param to]'s [param to_port] with the color provided in the [theme_item activity] theme property. + Sets the coloration of the connection between [param from_node]'s [param from_port] and [param to_node]'s [param to_port] with the color provided in the [theme_item activity] theme property. </description> </method> <method name="set_selected"> @@ -221,6 +225,9 @@ </method> </methods> <members> + <member name="arrange_nodes_button_hidden" type="bool" setter="set_arrange_nodes_button_hidden" getter="is_arrange_nodes_button_hidden" default="false"> + If [code]true[/code], the Arrange Nodes button is hidden. + </member> <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" /> <member name="connection_lines_antialiased" type="bool" setter="set_connection_lines_antialiased" getter="is_connection_lines_antialiased" default="true"> If [code]true[/code], the lines between nodes will use antialiasing. @@ -284,36 +291,36 @@ </description> </signal> <signal name="connection_drag_started"> - <param index="0" name="from" type="String" /> - <param index="1" name="slot" type="String" /> + <param index="0" name="from_node" type="StringName" /> + <param index="1" name="from_port" type="int" /> <param index="2" name="is_output" type="bool" /> <description> Emitted at the beginning of a connection drag. </description> </signal> <signal name="connection_from_empty"> - <param index="0" name="to" type="StringName" /> - <param index="1" name="to_slot" type="int" /> + <param index="0" name="to_node" type="StringName" /> + <param index="1" name="to_port" type="int" /> <param index="2" name="release_position" type="Vector2" /> <description> - Emitted when user dragging connection from input port into empty space of the graph. + Emitted when user drags a connection from an input port into the empty space of the graph. </description> </signal> <signal name="connection_request"> - <param index="0" name="from" type="StringName" /> - <param index="1" name="from_slot" type="int" /> - <param index="2" name="to" type="StringName" /> - <param index="3" name="to_slot" type="int" /> + <param index="0" name="from_node" type="StringName" /> + <param index="1" name="from_port" type="int" /> + <param index="2" name="to_node" type="StringName" /> + <param index="3" name="to_port" type="int" /> <description> - Emitted to the GraphEdit when the connection between the [param from_slot] slot of the [param from] GraphNode and the [param to_slot] slot of the [param to] GraphNode is attempted to be created. + Emitted to the GraphEdit when the connection between the [param from_port] of the [param from_node] [GraphNode] and the [param to_port] of the [param to_node] [GraphNode] is attempted to be created. </description> </signal> <signal name="connection_to_empty"> - <param index="0" name="from" type="StringName" /> - <param index="1" name="from_slot" type="int" /> + <param index="0" name="from_node" type="StringName" /> + <param index="1" name="from_port" type="int" /> <param index="2" name="release_position" type="Vector2" /> <description> - Emitted when user dragging connection from output port into empty space of the graph. + Emitted when user drags a connection from an output port into the empty space of the graph. </description> </signal> <signal name="copy_nodes_request"> @@ -328,12 +335,12 @@ </description> </signal> <signal name="disconnection_request"> - <param index="0" name="from" type="StringName" /> - <param index="1" name="from_slot" type="int" /> - <param index="2" name="to" type="StringName" /> - <param index="3" name="to_slot" type="int" /> + <param index="0" name="from_node" type="StringName" /> + <param index="1" name="from_port" type="int" /> + <param index="2" name="to_node" type="StringName" /> + <param index="3" name="to_port" type="int" /> <description> - Emitted to the GraphEdit when the connection between [param from_slot] slot of [param from] GraphNode and [param to_slot] slot of [param to] GraphNode is attempted to be removed. + Emitted to the GraphEdit when the connection between [param from_port] of [param from_node] [GraphNode] and [param to_port] of [param to_node] [GraphNode] is attempted to be removed. </description> </signal> <signal name="duplicate_nodes_request"> diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml index 009c329ee2..16386ff81b 100644 --- a/doc/classes/GraphNode.xml +++ b/doc/classes/GraphNode.xml @@ -1,12 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GraphNode" inherits="Container" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A GraphNode is a container with potentially several input and output slots allowing connections between GraphNodes. Slots can have different, incompatible types. + GraphNode is a [Container] control that represents a single data unit in a [GraphEdit] graph. You can customize the number, type, and color of left- and right-side connection ports. </brief_description> <description> - A GraphNode is a container. Each GraphNode can have several input and output slots, sometimes referred to as ports, allowing connections between GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node to it. - After adding at least one child to GraphNode new sections will be automatically created in the Inspector called 'Slot'. When 'Slot' is expanded you will see list with index number for each slot. You can click on each of them to expand further. - In the Inspector you can enable (show) or disable (hide) slots. By default, all slots are disabled so you may not see any slots on your GraphNode initially. You can assign a type to each slot. Only slots of the same type will be able to connect to each other. You can also assign colors to slots. A tuple of input and output slots is defined for each GUI element included in the GraphNode. Input connections are on the left and output connections are on the right side of GraphNode. Only enabled slots are counted as connections. + GraphNode allows to create nodes for a [GraphEdit] graph with customizable content based on its child [Control]s. GraphNode is a [Container] and is responsible for placing its children on screen. This works similar to [VBoxContainer]. Children, in turn, provide GraphNode with so-called slots, each of which can have a connection port on either side. This is similar to how [TabContainer] uses children to create the tabs. + Each GraphNode slot is defined by its index and can provide the node with up to two ports: one on the left, and one on the right. By convention the left port is also referred to as the input port and the right port is referred to as the output port. Each port can be enabled and configured individually, using different type and color. The type is an arbitrary value that you can define using your own considerations. The parent [GraphEdit] will receive this information on each connect and disconnect request. + Slots can be configured in the Inspector dock once you add at least one child [Control]. The properties are grouped by each slot's index in the "Slot" section. + [b]Note:[/b] While GraphNode is set up using slots and slot indices, connections are made between the ports which are enabled. Because of that [GraphEdit] uses port's index and not slot's index. You can use [method get_connection_input_slot] and [method get_connection_output_slot] to get the slot index from the port index. </description> <tutorials> </tutorials> @@ -19,16 +20,16 @@ </method> <method name="clear_slot"> <return type="void" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="slot_index" type="int" /> <description> - Disables input and output slot whose index is [param idx]. + Disables input and output slot whose index is [param slot_index]. </description> </method> <method name="get_connection_input_color"> <return type="Color" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="port" type="int" /> <description> - Returns the [Color] of the input connection [param idx]. + Returns the [Color] of the input connection [param port]. </description> </method> <method name="get_connection_input_count"> @@ -39,30 +40,37 @@ </method> <method name="get_connection_input_height"> <return type="int" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="port" type="int" /> <description> - Returns the height of the input connection [param idx]. + Returns the height of the input connection [param port]. </description> </method> <method name="get_connection_input_position"> <return type="Vector2" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="port" type="int" /> + <description> + Returns the position of the input connection [param port]. + </description> + </method> + <method name="get_connection_input_slot"> + <return type="int" /> + <param index="0" name="port" type="int" /> <description> - Returns the position of the input connection [param idx]. + Returns the corresponding slot index of the input connection [param port]. </description> </method> <method name="get_connection_input_type"> <return type="int" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="port" type="int" /> <description> - Returns the type of the input connection [param idx]. + Returns the type of the input connection [param port]. </description> </method> <method name="get_connection_output_color"> <return type="Color" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="port" type="int" /> <description> - Returns the [Color] of the output connection [param idx]. + Returns the [Color] of the output connection [param port]. </description> </method> <method name="get_connection_output_count"> @@ -73,150 +81,157 @@ </method> <method name="get_connection_output_height"> <return type="int" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="port" type="int" /> <description> - Returns the height of the output connection [param idx]. + Returns the height of the output connection [param port]. </description> </method> <method name="get_connection_output_position"> <return type="Vector2" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="port" type="int" /> + <description> + Returns the position of the output connection [param port]. + </description> + </method> + <method name="get_connection_output_slot"> + <return type="int" /> + <param index="0" name="port" type="int" /> <description> - Returns the position of the output connection [param idx]. + Returns the corresponding slot index of the output connection [param port]. </description> </method> <method name="get_connection_output_type"> <return type="int" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="port" type="int" /> <description> - Returns the type of the output connection [param idx]. + Returns the type of the output connection [param port]. </description> </method> <method name="get_slot_color_left" qualifiers="const"> <return type="Color" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="slot_index" type="int" /> <description> - Returns the left (input) [Color] of the slot [param idx]. + Returns the left (input) [Color] of the slot [param slot_index]. </description> </method> <method name="get_slot_color_right" qualifiers="const"> <return type="Color" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="slot_index" type="int" /> <description> - Returns the right (output) [Color] of the slot [param idx]. + Returns the right (output) [Color] of the slot [param slot_index]. </description> </method> <method name="get_slot_type_left" qualifiers="const"> <return type="int" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="slot_index" type="int" /> <description> - Returns the left (input) type of the slot [param idx]. + Returns the left (input) type of the slot [param slot_index]. </description> </method> <method name="get_slot_type_right" qualifiers="const"> <return type="int" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="slot_index" type="int" /> <description> - Returns the right (output) type of the slot [param idx]. + Returns the right (output) type of the slot [param slot_index]. </description> </method> <method name="is_slot_draw_stylebox" qualifiers="const"> <return type="bool" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="slot_index" type="int" /> <description> - Returns true if the background [StyleBox] of the slot [param idx] is drawn. + Returns true if the background [StyleBox] of the slot [param slot_index] is drawn. </description> </method> <method name="is_slot_enabled_left" qualifiers="const"> <return type="bool" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="slot_index" type="int" /> <description> - Returns [code]true[/code] if left (input) side of the slot [param idx] is enabled. + Returns [code]true[/code] if left (input) side of the slot [param slot_index] is enabled. </description> </method> <method name="is_slot_enabled_right" qualifiers="const"> <return type="bool" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="slot_index" type="int" /> <description> - Returns [code]true[/code] if right (output) side of the slot [param idx] is enabled. + Returns [code]true[/code] if right (output) side of the slot [param slot_index] is enabled. </description> </method> <method name="set_slot"> <return type="void" /> - <param index="0" name="idx" type="int" /> - <param index="1" name="enable_left" type="bool" /> + <param index="0" name="slot_index" type="int" /> + <param index="1" name="enable_left_port" type="bool" /> <param index="2" name="type_left" type="int" /> <param index="3" name="color_left" type="Color" /> - <param index="4" name="enable_right" type="bool" /> + <param index="4" name="enable_right_port" type="bool" /> <param index="5" name="type_right" type="int" /> <param index="6" name="color_right" type="Color" /> - <param index="7" name="custom_left" type="Texture2D" default="null" /> - <param index="8" name="custom_right" type="Texture2D" default="null" /> - <param index="9" name="enable" type="bool" default="true" /> - <description> - Sets properties of the slot with ID [param idx]. - If [param enable_left]/[param enable_right], a port will appear and the slot will be able to be connected from this side. - [param type_left]/[param type_right] is an arbitrary type of the port. Only ports with the same type values can be connected. - [param color_left]/[param color_right] is the tint of the port's icon on this side. - [param custom_left]/[param custom_right] is a custom texture for this side's port. - [b]Note:[/b] This method only sets properties of the slot. To create the slot, add a [Control]-derived child to the GraphNode. - Individual properties can be set using one of the [code]set_slot_*[/code] methods. You must enable at least one side of the slot to do so. + <param index="7" name="custom_icon_left" type="Texture2D" default="null" /> + <param index="8" name="custom_icon_right" type="Texture2D" default="null" /> + <param index="9" name="draw_stylebox" type="bool" default="true" /> + <description> + Sets properties of the slot with the [param slot_index] index. + If [param enable_left_port]/[param enable_right_port] is [code]true[/code], a port will appear and the slot will be able to be connected from this side. + With [param type_left]/[param type_right] an arbitrary type can be assigned to each port. Two ports can be connected if they share the same type, or if the connection between their types is allowed in the parent [GraphEdit] (see [method GraphEdit.add_valid_connection_type]). Keep in mind that the [GraphEdit] has the final say in accepting the connection. Type compatibility simply allows the [signal GraphEdit.connection_request] signal to be emitted. + Ports can be further customized using [param color_left]/[param color_right] and [param custom_icon_left]/[param custom_icon_right]. The color parameter adds a tint to the icon. The custom icon can be used to override the default port dot. + Additionally, [param draw_stylebox] can be used to enable or disable drawing of the background stylebox for each slot. See [theme_item slot]. + Individual properties can also be set using one of the [code]set_slot_*[/code] methods. + [b]Note:[/b] This method only sets properties of the slot. To create the slot itself, add a [Control]-derived child to the GraphNode. </description> </method> <method name="set_slot_color_left"> <return type="void" /> - <param index="0" name="idx" type="int" /> - <param index="1" name="color_left" type="Color" /> + <param index="0" name="slot_index" type="int" /> + <param index="1" name="color" type="Color" /> <description> - Sets the [Color] of the left (input) side of the slot [param idx] to [param color_left]. + Sets the [Color] of the left (input) side of the slot [param slot_index] to [param color]. </description> </method> <method name="set_slot_color_right"> <return type="void" /> - <param index="0" name="idx" type="int" /> - <param index="1" name="color_right" type="Color" /> + <param index="0" name="slot_index" type="int" /> + <param index="1" name="color" type="Color" /> <description> - Sets the [Color] of the right (output) side of the slot [param idx] to [param color_right]. + Sets the [Color] of the right (output) side of the slot [param slot_index] to [param color]. </description> </method> <method name="set_slot_draw_stylebox"> <return type="void" /> - <param index="0" name="idx" type="int" /> - <param index="1" name="draw_stylebox" type="bool" /> + <param index="0" name="slot_index" type="int" /> + <param index="1" name="enable" type="bool" /> <description> - Toggles the background [StyleBox] of the slot [param idx]. + Toggles the background [StyleBox] of the slot [param slot_index]. </description> </method> <method name="set_slot_enabled_left"> <return type="void" /> - <param index="0" name="idx" type="int" /> - <param index="1" name="enable_left" type="bool" /> + <param index="0" name="slot_index" type="int" /> + <param index="1" name="enable" type="bool" /> <description> - Toggles the left (input) side of the slot [param idx]. If [param enable_left] is [code]true[/code], a port will appear on the left side and the slot will be able to be connected from this side. + Toggles the left (input) side of the slot [param slot_index]. If [param enable] is [code]true[/code], a port will appear on the left side and the slot will be able to be connected from this side. </description> </method> <method name="set_slot_enabled_right"> <return type="void" /> - <param index="0" name="idx" type="int" /> - <param index="1" name="enable_right" type="bool" /> + <param index="0" name="slot_index" type="int" /> + <param index="1" name="enable" type="bool" /> <description> - Toggles the right (output) side of the slot [param idx]. If [param enable_right] is [code]true[/code], a port will appear on the right side and the slot will be able to be connected from this side. + Toggles the right (output) side of the slot [param slot_index]. If [param enable] is [code]true[/code], a port will appear on the right side and the slot will be able to be connected from this side. </description> </method> <method name="set_slot_type_left"> <return type="void" /> - <param index="0" name="idx" type="int" /> - <param index="1" name="type_left" type="int" /> + <param index="0" name="slot_index" type="int" /> + <param index="1" name="type" type="int" /> <description> - Sets the left (input) type of the slot [param idx] to [param type_left]. + Sets the left (input) type of the slot [param slot_index] to [param type]. If the value is negative, all connections will be disallowed to be created via user inputs. </description> </method> <method name="set_slot_type_right"> <return type="void" /> - <param index="0" name="idx" type="int" /> - <param index="1" name="type_right" type="int" /> + <param index="0" name="slot_index" type="int" /> + <param index="1" name="type" type="int" /> <description> - Sets the right (output) type of the slot [param idx] to [param type_right]. + Sets the right (output) type of the slot [param slot_index] to [param type]. If the value is negative, all connections will be disallowed to be created via user inputs. </description> </method> </methods> @@ -224,6 +239,9 @@ <member name="comment" type="bool" setter="set_comment" getter="is_comment" default="false"> If [code]true[/code], the GraphNode is a comment node. </member> + <member name="draggable" type="bool" setter="set_draggable" getter="is_draggable" default="true"> + If [code]true[/code], the user can drag the GraphNode. + </member> <member name="language" type="String" setter="set_language" getter="get_language" default=""""> Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. </member> @@ -239,6 +257,9 @@ If [code]true[/code], the user can resize the GraphNode. [b]Note:[/b] Dragging the handle will only emit the [signal resize_request] signal, the GraphNode needs to be resized manually. </member> + <member name="selectable" type="bool" setter="set_selectable" getter="is_selectable" default="true"> + If [code]true[/code], the user can select the GraphNode. + </member> <member name="selected" type="bool" setter="set_selected" getter="is_selected" default="false"> If [code]true[/code], the GraphNode is selected. </member> @@ -259,6 +280,11 @@ Emitted when the GraphNode is requested to be closed. Happens on clicking the close button (see [member show_close]). </description> </signal> + <signal name="deselected"> + <description> + Emitted when the GraphNode is deselected. + </description> + </signal> <signal name="dragged"> <param index="0" name="from" type="Vector2" /> <param index="1" name="to" type="Vector2" /> @@ -282,6 +308,11 @@ Emitted when the GraphNode is requested to be resized. Happens on dragging the resizer handle (see [member resizable]). </description> </signal> + <signal name="selected"> + <description> + Emitted when the GraphNode is selected. + </description> + </signal> <signal name="slot_updated"> <param index="0" name="idx" type="int" /> <description> diff --git a/doc/classes/HMACContext.xml b/doc/classes/HMACContext.xml index 52d4fce28f..706ee30963 100644 --- a/doc/classes/HMACContext.xml +++ b/doc/classes/HMACContext.xml @@ -32,22 +32,22 @@ public class CryptoNode : Node { private HMACContext ctx = new HMACContext(); + public override void _Ready() { - PackedByteArray key = String("supersecret").to_utf8(); - Error err = ctx.Start(HashingContext.HASH_SHA256, key); - GD.Assert(err == OK); - PackedByteArray msg1 = String("this is ").to_utf8(); - PackedByteArray msg2 = String("super duper secret").to_utf8(); + byte[] key = "supersecret".ToUTF8(); + Error err = ctx.Start(HashingContext.HashType.Sha256, key); + Debug.Assert(err == Error.Ok); + byte[] msg1 = "this is ".ToUTF8(); + byte[] msg2 = "super duper secret".ToUTF8(); err = ctx.Update(msg1); - GD.Assert(err == OK); + Debug.Assert(err == Error.Ok); err = ctx.Update(msg2); - GD.Assert(err == OK); - PackedByteArray hmac = ctx.Finish(); + Debug.Assert(err == Error.Ok); + byte[] hmac = ctx.Finish(); GD.Print(hmac.HexEncode()); } } - [/csharp] [/codeblocks] </description> diff --git a/doc/classes/HSlider.xml b/doc/classes/HSlider.xml index 60208eee0f..19bb26a1b0 100644 --- a/doc/classes/HSlider.xml +++ b/doc/classes/HSlider.xml @@ -10,6 +10,9 @@ <tutorials> </tutorials> <theme_items> + <theme_item name="grabber_offset" data_type="constant" type="int" default="0"> + Vertical offset of the grabber. + </theme_item> <theme_item name="grabber" data_type="icon" type="Texture2D"> The texture for the grabber (the draggable element). </theme_item> @@ -26,6 +29,7 @@ The background of the area to the left of the grabber. </theme_item> <theme_item name="grabber_area_highlight" data_type="style" type="StyleBox"> + The background of the area to the left of the grabber that displays when it's being hovered or focused. </theme_item> <theme_item name="slider" data_type="style" type="StyleBox"> The background for the whole slider. Determines the height of the [code]grabber_area[/code]. diff --git a/doc/classes/HSplitContainer.xml b/doc/classes/HSplitContainer.xml index 8137e26b8c..13915bd762 100644 --- a/doc/classes/HSplitContainer.xml +++ b/doc/classes/HSplitContainer.xml @@ -13,6 +13,9 @@ <theme_item name="autohide" data_type="constant" type="int" default="1"> Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically when it isn't under the cursor. If 0 ([code]false[/code]), it's always visible. </theme_item> + <theme_item name="minimum_grab_thickness" data_type="constant" type="int" default="6"> + The minimum thickness of the area users can click on to grab the splitting line. If [theme_item separation] or [theme_item grabber]'s thickness are too small, this ensure that the splitting line can still be dragged. + </theme_item> <theme_item name="separation" data_type="constant" type="int" default="12"> The space between sides of the container. </theme_item> diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 97178bc94d..b3ed38d250 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -7,17 +7,17 @@ Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. See the [HTTPRequest] node for a higher-level alternative. [b]Note:[/b] This client only needs to connect to a host once (see [method connect_to_host]) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See [method request] for a full example and to get started. - A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side. + A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports Transport Layer Security (TLS), including server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side. For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616). [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. - [b]Note:[/b] It's recommended to use transport encryption (SSL/TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead. - [b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. - [b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error. - [b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period. + [b]Note:[/b] It's recommended to use transport encryption (TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead. + [b]Note:[/b] When performing HTTP requests from a project exported to Web, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. + [b]Note:[/b] TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error. + [b]Warning:[/b] TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period. </description> <tutorials> <link title="HTTP client class">$DOCS_URL/tutorials/networking/http_client_class.html</link> - <link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link> + <link title="TLS certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="close"> @@ -30,13 +30,13 @@ <return type="int" enum="Error" /> <param index="0" name="host" type="String" /> <param index="1" name="port" type="int" default="-1" /> - <param index="2" name="use_ssl" type="bool" default="false" /> + <param index="2" name="use_tls" type="bool" default="false" /> <param index="3" name="verify_host" type="bool" default="true" /> <description> Connects to a host. This needs to be done before any requests are sent. The host should not have http:// prepended but will strip the protocol identifier if provided. - If no [param port] is specified (or [code]-1[/code] is used), it is automatically set to 80 for HTTP and 443 for HTTPS (if [param use_ssl] is enabled). - [param verify_host] will check the SSL identity of the host if set to [code]true[/code]. + If no [param port] is specified (or [code]-1[/code] is used), it is automatically set to 80 for HTTP and 443 for HTTPS (if [param use_tls] is enabled). + [param verify_host] will check the TLS identity of the host if set to [code]true[/code]. </description> </method> <method name="get_response_body_length" qualifiers="const"> @@ -262,8 +262,8 @@ <constant name="STATUS_CONNECTION_ERROR" value="8" enum="Status"> Status: Error in HTTP connection. </constant> - <constant name="STATUS_SSL_HANDSHAKE_ERROR" value="9" enum="Status"> - Status: Error in SSL handshake. + <constant name="STATUS_TLS_HANDSHAKE_ERROR" value="9" enum="Status"> + Status: Error in TLS handshake. </constant> <constant name="RESPONSE_CONTINUE" value="100" enum="ResponseCode"> HTTP status code [code]100 Continue[/code]. Interim response that indicates everything so far is OK and that the client should continue with the request (or ignore this status if already finished). diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 490b918f40..c504e26d58 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -6,7 +6,7 @@ <description> A node with the ability to send HTTP requests. Uses [HTTPClient] internally. Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP. - [b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, especially regarding SSL security. + [b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, especially regarding TLS security. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. [b]Example of contacting a REST API and printing one of its returned fields:[/b] [codeblocks] @@ -30,7 +30,6 @@ if error != OK: push_error("An error occurred in the HTTP request.") - # Called when the HTTP request is completed. func _http_request_completed(result, response_code, headers, body): var json = JSON.new() @@ -95,7 +94,6 @@ if error != OK: push_error("An error occurred in the HTTP request.") - # Called when the HTTP request is completed. func _http_request_completed(result, response_code, headers, body): if result != HTTPRequest.RESULT_SUCCESS: @@ -157,7 +155,7 @@ </description> <tutorials> <link title="Making HTTP requests">$DOCS_URL/tutorials/networking/http_request_class.html</link> - <link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link> + <link title="TLS certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="cancel_request"> @@ -176,7 +174,7 @@ <method name="get_downloaded_bytes" qualifiers="const"> <return type="int" /> <description> - Returns the amount of bytes this HTTPRequest downloaded. + Returns the number of bytes this HTTPRequest downloaded. </description> </method> <method name="get_http_client_status" qualifiers="const"> @@ -189,21 +187,21 @@ <return type="int" enum="Error" /> <param index="0" name="url" type="String" /> <param index="1" name="custom_headers" type="PackedStringArray" default="PackedStringArray()" /> - <param index="2" name="ssl_validate_domain" type="bool" default="true" /> + <param index="2" name="tls_validate_domain" type="bool" default="true" /> <param index="3" name="method" type="int" enum="HTTPClient.Method" default="0" /> <param index="4" name="request_data" type="String" default="""" /> <description> Creates request on the underlying [HTTPClient]. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request]. Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host. [b]Note:[/b] When [param method] is [constant HTTPClient.METHOD_GET], the payload sent via [param request_data] might be ignored by the server or even cause the server to reject the request (check [url=https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/url] for more details). As a workaround, you can send data as a query string in the URL (see [method String.uri_encode] for an example). - [b]Note:[/b] It's recommended to use transport encryption (SSL/TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead. + [b]Note:[/b] It's recommended to use transport encryption (TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead. </description> </method> <method name="request_raw"> <return type="int" enum="Error" /> <param index="0" name="url" type="String" /> <param index="1" name="custom_headers" type="PackedStringArray" default="PackedStringArray()" /> - <param index="2" name="ssl_validate_domain" type="bool" default="true" /> + <param index="2" name="tls_validate_domain" type="bool" default="true" /> <param index="3" name="method" type="int" enum="HTTPClient.Method" default="0" /> <param index="4" name="request_data_raw" type="PackedByteArray" default="PackedByteArray()" /> <description> @@ -283,8 +281,8 @@ <constant name="RESULT_CONNECTION_ERROR" value="4" enum="Result"> Request failed due to connection (read/write) error. </constant> - <constant name="RESULT_SSL_HANDSHAKE_ERROR" value="5" enum="Result"> - Request failed on SSL handshake. + <constant name="RESULT_TLS_HANDSHAKE_ERROR" value="5" enum="Result"> + Request failed on TLS handshake. </constant> <constant name="RESULT_NO_RESPONSE" value="6" enum="Result"> Request does not have a response (yet). diff --git a/doc/classes/HingeJoint3D.xml b/doc/classes/HingeJoint3D.xml index d2547434e7..99524795f9 100644 --- a/doc/classes/HingeJoint3D.xml +++ b/doc/classes/HingeJoint3D.xml @@ -47,7 +47,7 @@ <member name="angular_limit/enable" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the hinges maximum and minimum rotation, defined by [member angular_limit/lower] and [member angular_limit/upper] has effects. </member> - <member name="angular_limit/lower" type="float" setter="_set_lower_limit" getter="_get_lower_limit" default="-90.0"> + <member name="angular_limit/lower" type="float" setter="set_param" getter="get_param" default="-1.5708"> The minimum rotation. Only active if [member angular_limit/enable] is [code]true[/code]. </member> <member name="angular_limit/relaxation" type="float" setter="set_param" getter="get_param" default="1.0"> @@ -55,7 +55,7 @@ </member> <member name="angular_limit/softness" type="float" setter="set_param" getter="get_param" default="0.9"> </member> - <member name="angular_limit/upper" type="float" setter="_set_upper_limit" getter="_get_upper_limit" default="90.0"> + <member name="angular_limit/upper" type="float" setter="set_param" getter="get_param" default="1.5708"> The maximum rotation. Only active if [member angular_limit/enable] is [code]true[/code]. </member> <member name="motor/enable" type="bool" setter="set_flag" getter="get_flag" default="false"> diff --git a/doc/classes/IP.xml b/doc/classes/IP.xml index e476a86a49..1e5e6da513 100644 --- a/doc/classes/IP.xml +++ b/doc/classes/IP.xml @@ -24,13 +24,13 @@ </description> </method> <method name="get_local_addresses" qualifiers="const"> - <return type="Array" /> + <return type="PackedStringArray" /> <description> Returns all the user's current IPv4 and IPv6 addresses as an array. </description> </method> <method name="get_local_interfaces" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> Returns all network adapters as an array. Each adapter is a dictionary of the form: @@ -74,7 +74,7 @@ </description> </method> <method name="resolve_hostname_addresses"> - <return type="Array" /> + <return type="PackedStringArray" /> <param index="0" name="host" type="String" /> <param index="1" name="ip_type" type="int" enum="IP.Type" default="3" /> <description> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index b138a55ea3..ed1b40488e 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -26,7 +26,7 @@ <param index="1" name="src_rect" type="Rect2i" /> <param index="2" name="dst" type="Vector2i" /> <description> - Alpha-blends [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with not positive size is treated as empty. + Alpha-blends [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with non-positive size is treated as empty. </description> </method> <method name="blend_rect_mask"> @@ -36,7 +36,7 @@ <param index="2" name="src_rect" type="Rect2i" /> <param index="3" name="dst" type="Vector2i" /> <description> - Alpha-blends [param src_rect] from [param src] image to this image using [param mask] image at coordinates [param dst], clipped accordingly to both image bounds. Alpha channels are required for both [param src] and [param mask]. [param dst] pixels and [param src] pixels will blend if the corresponding mask pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with not positive size is treated as empty. + Alpha-blends [param src_rect] from [param src] image to this image using [param mask] image at coordinates [param dst], clipped accordingly to both image bounds. Alpha channels are required for both [param src] and [param mask]. [param dst] pixels and [param src] pixels will blend if the corresponding mask pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with non-positive size is treated as empty. </description> </method> <method name="blit_rect"> @@ -45,7 +45,7 @@ <param index="1" name="src_rect" type="Rect2i" /> <param index="2" name="dst" type="Vector2i" /> <description> - Copies [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with not positive size is treated as empty. + Copies [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with non-positive size is treated as empty. </description> </method> <method name="blit_rect_mask"> @@ -55,7 +55,7 @@ <param index="2" name="src_rect" type="Rect2i" /> <param index="3" name="dst" type="Vector2i" /> <description> - Blits [param src_rect] area from [param src] image to this image at the coordinates given by [param dst], clipped accordingly to both image bounds. [param src] pixel is copied onto [param dst] if the corresponding [param mask] pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with not positive size is treated as empty. + Blits [param src_rect] area from [param src] image to this image at the coordinates given by [param dst], clipped accordingly to both image bounds. [param src] pixel is copied onto [param dst] if the corresponding [param mask] pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with non-positive size is treated as empty. </description> </method> <method name="bump_map_to_normal_map"> @@ -76,8 +76,12 @@ <param index="0" name="mode" type="int" enum="Image.CompressMode" /> <param index="1" name="source" type="int" enum="Image.CompressSource" default="0" /> <param index="2" name="lossy_quality" type="float" default="0.7" /> + <param index="3" name="astc_format" type="int" enum="Image.ASTCFormat" default="0" /> <description> - Compresses the image to use less memory. Can not directly access pixel data while the image is compressed. Returns error if the chosen compression mode is not available. See [enum CompressMode] and [enum CompressSource] constants. + Compresses the image to use less memory. Can not directly access pixel data while the image is compressed. Returns error if the chosen compression mode is not available. + The [param mode] parameter helps to pick the best compression method for DXT and ETC2 formats. It is ignored for ASTC compression. + The [param lossy_quality] parameter is optional for compressors that support it. + For ASTC compression, the [param astc_format] parameter must be supplied. </description> </method> <method name="compress_from_channels"> @@ -85,7 +89,12 @@ <param index="0" name="mode" type="int" enum="Image.CompressMode" /> <param index="1" name="channels" type="int" enum="Image.UsedChannels" /> <param index="2" name="lossy_quality" type="float" default="0.7" /> + <param index="3" name="astc_format" type="int" enum="Image.ASTCFormat" default="0" /> <description> + Compresses the image to use less memory. Can not directly access pixel data while the image is compressed. Returns error if the chosen compression mode is not available. + This is an alternative to [method compress] that lets the user supply the channels used in order for the compressor to pick the best DXT and ETC2 formats. For other formats (non DXT or ETC2), this argument is ignored. + The [param lossy_quality] parameter is optional for compressors that support it. + For ASTC compression, the [param astc_format] parameter must be supplied. </description> </method> <method name="compute_image_metrics"> @@ -111,18 +120,18 @@ Copies [param src] image to this image. </description> </method> - <method name="create"> - <return type="void" /> + <method name="create" qualifiers="static"> + <return type="Image" /> <param index="0" name="width" type="int" /> <param index="1" name="height" type="int" /> <param index="2" name="use_mipmaps" type="bool" /> <param index="3" name="format" type="int" enum="Image.Format" /> <description> - Creates an empty image of given size and format. See [enum Format] constants. If [param use_mipmaps] is [code]true[/code] then generate mipmaps for this image. See the [method generate_mipmaps]. + Creates an empty image of given size and format. See [enum Format] constants. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for this image. See the [method generate_mipmaps]. </description> </method> - <method name="create_from_data"> - <return type="void" /> + <method name="create_from_data" qualifiers="static"> + <return type="Image" /> <param index="0" name="width" type="int" /> <param index="1" name="height" type="int" /> <param index="2" name="use_mipmaps" type="bool" /> @@ -197,7 +206,6 @@ <param index="0" name="renormalize" type="bool" default="false" /> <description> Generates mipmaps for the image. Mipmaps are precalculated lower-resolution copies of the image that are automatically used if the image needs to be scaled down when rendered. They help improve image quality and performance when rendering. This method returns an error if the image is compressed, in a custom format, or if the image's width/height is [code]0[/code]. - [b]Note:[/b] Mipmap generation is done on the CPU, is single-threaded and is [i]always[/i] done on the main thread. This means generating mipmaps will result in noticeable stuttering during gameplay, even if [method generate_mipmaps] is called from a [Thread]. </description> </method> <method name="get_data" qualifiers="const"> @@ -242,11 +250,11 @@ This is the same as [method get_pixel], but with a [Vector2i] argument instead of two integer arguments. </description> </method> - <method name="get_rect" qualifiers="const"> + <method name="get_region" qualifiers="const"> <return type="Image" /> - <param index="0" name="rect" type="Rect2i" /> + <param index="0" name="region" type="Rect2i" /> <description> - Returns a new image that is a copy of the image's area specified with [param rect]. + Returns a new [Image] that is a copy of this [Image]'s area specified with [param region]. </description> </method> <method name="get_size" qualifiers="const"> @@ -455,13 +463,25 @@ Saves the image as a WebP (Web Picture) file to a byte array. By default it will save lossless. If [param lossy] is true, the image will be saved lossy, using the [param quality] setting between 0.0 and 1.0 (inclusive). </description> </method> + <method name="set_data"> + <return type="void" /> + <param index="0" name="width" type="int" /> + <param index="1" name="height" type="int" /> + <param index="2" name="use_mipmaps" type="bool" /> + <param index="3" name="format" type="int" enum="Image.Format" /> + <param index="4" name="data" type="PackedByteArray" /> + <description> + Overwrites data of an existing [Image]. Non-static equivalent of [method create_from_data]. + </description> + </method> <method name="set_pixel"> <return type="void" /> <param index="0" name="x" type="int" /> <param index="1" name="y" type="int" /> <param index="2" name="color" type="Color" /> <description> - Sets the [Color] of the pixel at [code](x, y)[/code] to [param color]. Example: + Sets the [Color] of the pixel at [code](x, y)[/code] to [param color]. + [b]Example:[/b] [codeblocks] [gdscript] var img_width = 10 @@ -488,7 +508,8 @@ <param index="0" name="point" type="Vector2i" /> <param index="1" name="color" type="Color" /> <description> - Sets the [Color] of the pixel at [param point] to [param color]. Example: + Sets the [Color] of the pixel at [param point] to [param color]. + [b]Example:[/b] [codeblocks] [gdscript] var img_width = 10 @@ -646,7 +667,19 @@ </constant> <constant name="FORMAT_DXT5_RA_AS_RG" value="34" enum="Format"> </constant> - <constant name="FORMAT_MAX" value="35" enum="Format"> + <constant name="FORMAT_ASTC_4x4" value="35" enum="Format"> + [url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texutre Compression[/url]. This implements the 4x4 (high quality) mode. + </constant> + <constant name="FORMAT_ASTC_4x4_HDR" value="36" enum="Format"> + Same format as [constant FORMAT_ASTC_4x4], but with the hint to let the GPU know it is used for HDR. + </constant> + <constant name="FORMAT_ASTC_8x8" value="37" enum="Format"> + [url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texutre Compression[/url]. This implements the 8x8 (low quality) mode. + </constant> + <constant name="FORMAT_ASTC_8x8_HDR" value="38" enum="Format"> + Same format as [constant FORMAT_ASTC_8x8], but with the hint to let the GPU know it is used for HDR. + </constant> + <constant name="FORMAT_MAX" value="39" enum="Format"> Represents the size of the [enum Format] enum. </constant> <constant name="INTERPOLATE_NEAREST" value="0" enum="Interpolation"> @@ -710,5 +743,11 @@ <constant name="COMPRESS_SOURCE_NORMAL" value="2" enum="CompressSource"> Source texture (before compression) is a normal texture (e.g. it can be compressed into two channels). </constant> + <constant name="ASTC_FORMAT_4x4" value="0" enum="ASTCFormat"> + Hint to indicate that the high quality 4x4 ASTC compression format should be used. + </constant> + <constant name="ASTC_FORMAT_8x8" value="1" enum="ASTCFormat"> + Hint to indicate that the low quality 8x8 ASTC compression format should be used. + </constant> </constants> </class> diff --git a/doc/classes/ImageFormatLoader.xml b/doc/classes/ImageFormatLoader.xml new file mode 100644 index 0000000000..c6b1ec922a --- /dev/null +++ b/doc/classes/ImageFormatLoader.xml @@ -0,0 +1,19 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="ImageFormatLoader" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Base class to add support for specific image formats. + </brief_description> + <description> + The engine supports multiple image formats out of the box (PNG, SVG, JPEG, WebP to name a few), but you can choose to implement support for additional image formats by extending [ImageFormatLoaderExtension]. + </description> + <tutorials> + </tutorials> + <constants> + <constant name="FLAG_NONE" value="0" enum="LoaderFlags" is_bitfield="true"> + </constant> + <constant name="FLAG_FORCE_LINEAR" value="1" enum="LoaderFlags" is_bitfield="true"> + </constant> + <constant name="FLAG_CONVERT_COLORS" value="2" enum="LoaderFlags" is_bitfield="true"> + </constant> + </constants> +</class> diff --git a/doc/classes/ImageFormatLoaderExtension.xml b/doc/classes/ImageFormatLoaderExtension.xml new file mode 100644 index 0000000000..9d18ee8b84 --- /dev/null +++ b/doc/classes/ImageFormatLoaderExtension.xml @@ -0,0 +1,42 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="ImageFormatLoaderExtension" inherits="ImageFormatLoader" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Base class for creating [ImageFormatLoader] extensions (adding support for extra image formats). + </brief_description> + <description> + The engine supports multiple image formats out of the box (PNG, SVG, JPEG, WebP to name a few), but you can choose to implement support for additional image formats by extending this class. + Be sure to respect the documented return types and values. You should create an instance of it, and call [method add_format_loader] to register that loader during the initialization phase. + </description> + <tutorials> + </tutorials> + <methods> + <method name="_get_recognized_extensions" qualifiers="virtual const"> + <return type="PackedStringArray" /> + <description> + Returns the list of file extensions for this image format. Files with the given extensions will be treated as image file and loaded using this class. + </description> + </method> + <method name="_load_image" qualifiers="virtual"> + <return type="int" enum="Error" /> + <param index="0" name="image" type="Image" /> + <param index="1" name="fileaccess" type="FileAccess" /> + <param index="2" name="flags" type="int" enum="ImageFormatLoader.LoaderFlags" /> + <param index="3" name="scale" type="float" /> + <description> + Loads the content of [param fileaccess] into the provided [param image]. + </description> + </method> + <method name="add_format_loader"> + <return type="void" /> + <description> + Add this format loader to the engine, allowing it to recognize the file extensions returned by [method _get_recognized_extensions]. + </description> + </method> + <method name="remove_format_loader"> + <return type="void" /> + <description> + Remove this format loader from the engine. + </description> + </method> + </methods> +</class> diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml index c750b540a4..03d1947475 100644 --- a/doc/classes/ImageTexture.xml +++ b/doc/classes/ImageTexture.xml @@ -6,20 +6,20 @@ <description> A [Texture2D] based on an [Image]. For an image to be displayed, an [ImageTexture] has to be created from it using the [method create_from_image] method: [codeblock] - var image = Image.load_from_file("res://icon.png") + var image = Image.load_from_file("res://icon.svg") var texture = ImageTexture.create_from_image(image) $Sprite2D.texture = texture [/codeblock] This way, textures can be created at run-time by loading images both from within the editor and externally. [b]Warning:[/b] Prefer to load imported textures with [method @GDScript.load] over loading them from within the filesystem dynamically with [method Image.load], as it may not work in exported projects: [codeblock] - var texture = load("res://icon.png") + var texture = load("res://icon.svg") $Sprite2D.texture = texture [/codeblock] This is because images have to be imported as a [CompressedTexture2D] first to be loaded with [method @GDScript.load]. If you'd still like to load an image file just like any other [Resource], import it as an [Image] resource instead, and then load it normally using the [method @GDScript.load] method. [b]Note:[/b] The image can be retrieved from an imported texture using the [method Texture2D.get_image] method, which returns a copy of the image: [codeblock] - var texture = load("res://icon.png") + var texture = load("res://icon.svg") var image : Image = texture.get_image() [/codeblock] An [ImageTexture] is not meant to be operated from within the editor interface directly, and is mostly useful for rendering images on screen dynamically via code. If you need to generate images procedurally from within the editor, consider saving and importing images as custom texture resources implementing a new [EditorImportPlugin]. @@ -67,4 +67,7 @@ </description> </method> </methods> + <members> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> + </members> </class> diff --git a/doc/classes/ImageTexture3D.xml b/doc/classes/ImageTexture3D.xml index 958c5f90f1..ee26a959aa 100644 --- a/doc/classes/ImageTexture3D.xml +++ b/doc/classes/ImageTexture3D.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ImageTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Texture with 3 dimensions. </brief_description> <description> + [ImageTexture3D] is a 3-dimensional [ImageTexture] that has a width, height, and depth. See also [ImageTextureLayered]. + 3D textures are typically used to store density maps for [FogMaterial], color correction LUTs for [Environment], vector fields for [GPUParticlesAttractorVectorField3D] and collision maps for [GPUParticlesCollisionSDF3D]. 3D textures can also be used in custom shaders. </description> <tutorials> </tutorials> @@ -16,12 +19,14 @@ <param index="4" name="use_mipmaps" type="bool" /> <param index="5" name="data" type="Image[]" /> <description> + Creates the [ImageTexture3D] with specified [param width], [param height], and [param depth]. See [enum Image.Format] for [param format] options. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for the [ImageTexture3D]. </description> </method> <method name="update"> <return type="void" /> <param index="0" name="data" type="Image[]" /> <description> + Replaces the texture's existing data with the layers specified in [code]data[/code]. The size of [code]data[/code] must match the parameters that were used for [method create]. In other words, the texture cannot be resized or have its format changed by calling [method update]. </description> </method> </methods> diff --git a/doc/classes/ImageTextureLayered.xml b/doc/classes/ImageTextureLayered.xml index c0ad19ddd7..0aa1d65d5a 100644 --- a/doc/classes/ImageTextureLayered.xml +++ b/doc/classes/ImageTextureLayered.xml @@ -1,16 +1,20 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ImageTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Base class for texture types which contain the data of multiple [ImageTexture]s. Each image is of the same size and format. </brief_description> <description> + Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D]. </description> <tutorials> </tutorials> <methods> <method name="create_from_images"> <return type="int" enum="Error" /> - <param index="0" name="images" type="Array" /> + <param index="0" name="images" type="Image[]" /> <description> + Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image.create] for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images [i]must[/i] have the same width, height, image format and mipmapping setting. + Each [Image] represents one [code]layer[/code]. </description> </method> <method name="update_layer"> @@ -18,6 +22,10 @@ <param index="0" name="image" type="Image" /> <param index="1" name="layer" type="int" /> <description> + Replaces the existing [Image] data at the given [code]layer[/code] with this new image. + The given [Image] must have the same width, height, image format and mipmapping setting (a [code]bool[/code] value) as the rest of the referenced images. + If the image format is unsupported, it will be decompressed and converted to a similar and supported [enum Image.Format]. + The update is immediate: it's synchronized with drawing. </description> </method> </methods> diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml index 7a658cb52a..b80857a7bf 100644 --- a/doc/classes/ImporterMesh.xml +++ b/doc/classes/ImporterMesh.xml @@ -5,7 +5,6 @@ </brief_description> <description> ImporterMesh is a type of [Resource] analogous to [ArrayMesh]. It contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials. - Unlike its runtime counterpart, [ImporterMesh] contains mesh data before various import steps, such as lod and shadow mesh generation, have taken place. Modify surface data by calling [method clear], followed by [method add_surface] for each surface. </description> <tutorials> @@ -22,7 +21,7 @@ <return type="void" /> <param index="0" name="primitive" type="int" enum="Mesh.PrimitiveType" /> <param index="1" name="arrays" type="Array" /> - <param index="2" name="blend_shapes" type="Array" default="[]" /> + <param index="2" name="blend_shapes" type="Array[]" default="[]" /> <param index="3" name="lods" type="Dictionary" default="{}" /> <param index="4" name="material" type="Material" default="null" /> <param index="5" name="name" type="String" default="""" /> @@ -43,10 +42,12 @@ <return type="void" /> <param index="0" name="normal_merge_angle" type="float" /> <param index="1" name="normal_split_angle" type="float" /> + <param index="2" name="bone_transform_array" type="Array" /> <description> Generates all lods for this ImporterMesh. [param normal_merge_angle] and [param normal_split_angle] are in degrees and used in the same way as the importer settings in [code]lods[/code]. As a good default, use 25 and 60 respectively. The number of generated lods can be accessed using [method get_surface_lod_count], and each LOD is available in [method get_surface_lod_size] and [method get_surface_lod_indices]. + [param bone_transform_array] is an [Array] which can be either empty or contain [Transform3D]s which, for each of the mesh's bone IDs, will apply mesh skinning when generating the LOD mesh variations. This is usually used to account for discrepancies in scale between the mesh itself and its skinning data. </description> </method> <method name="get_blend_shape_count" qualifiers="const"> @@ -101,7 +102,7 @@ <method name="get_surface_count" qualifiers="const"> <return type="int" /> <description> - Returns the amount of surfaces that the mesh holds. + Returns the number of surfaces that the mesh holds. </description> </method> <method name="get_surface_format" qualifiers="const"> @@ -115,7 +116,7 @@ <return type="int" /> <param index="0" name="surface_idx" type="int" /> <description> - Returns the amount of lods that the mesh holds on a given surface. + Returns the number of lods that the mesh holds on a given surface. </description> </method> <method name="get_surface_lod_indices" qualifiers="const"> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 90da000586..be8c8ff83f 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -157,7 +157,7 @@ <method name="get_mouse_button_mask" qualifiers="const"> <return type="int" enum="MouseButton" /> <description> - Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. + Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to [method DisplayServer.mouse_get_button_state]. </description> </method> <method name="get_vector" qualifiers="const"> @@ -254,7 +254,7 @@ <param index="0" name="event" type="InputEvent" /> <description> Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls. - Example: + [b]Example:[/b] [codeblocks] [gdscript] var cancel_event = InputEventAction.new() @@ -339,7 +339,7 @@ <param index="2" name="strong_magnitude" type="float" /> <param index="3" name="duration" type="float" default="0" /> <description> - Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. [param weak_magnitude] is the strength of the weak motor (between 0 and 1) and [param strong_magnitude] is the strength of the strong motor (between 0 and 1). [param duration] is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). + Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. [param weak_magnitude] is the strength of the weak motor (between 0 and 1) and [param strong_magnitude] is the strength of the strong motor (between 0 and 1). [param duration] is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). The vibration can be stopped early by calling [method stop_joy_vibration]. [b]Note:[/b] Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds. </description> </method> @@ -347,18 +347,18 @@ <return type="void" /> <param index="0" name="device" type="int" /> <description> - Stops the vibration of the joypad. + Stops the vibration of the joypad started with [method start_joy_vibration]. </description> </method> <method name="vibrate_handheld"> <return type="void" /> <param index="0" name="duration_ms" type="int" default="500" /> <description> - Vibrate handheld devices. - [b]Note:[/b] This method is implemented on Android, iOS, and HTML5. - [b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] permission in the export preset. - [b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and later. - [b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support this method. + Vibrate the handheld device for the specified duration in milliseconds. + [b]Note:[/b] This method is implemented on Android, iOS, and Web. It has no effect on other platforms. + [b]Note:[/b] For Android, [method vibrate_handheld] requires enabling the [code]VIBRATE[/code] permission in the export preset. Otherwise, [method vibrate_handheld] will have no effect. + [b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 and later. + [b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support [method vibrate_handheld]. </description> </method> <method name="warp_mouse"> @@ -366,7 +366,7 @@ <param index="0" name="position" type="Vector2" /> <description> Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window. - Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [code]MOUSE_MODE_CONFINED[/code] or [code]MOUSE_MODE_CONFINED_HIDDEN[/code]. + Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [constant MOUSE_MODE_CONFINED] or [constant MOUSE_MODE_CONFINED_HIDDEN]. </description> </method> </methods> diff --git a/doc/classes/InputEventMIDI.xml b/doc/classes/InputEventMIDI.xml index 2af88149b6..67e7ced2e8 100644 --- a/doc/classes/InputEventMIDI.xml +++ b/doc/classes/InputEventMIDI.xml @@ -69,18 +69,18 @@ The MIDI channel of this input event. There are 16 channels, so this value ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion instruments, the rest of the channels are for non-percussion instruments. </member> <member name="controller_number" type="int" setter="set_controller_number" getter="get_controller_number" default="0"> - If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates the controller number, otherwise this is zero. Controllers include devices such as pedals and levers. + If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the controller number, otherwise this is zero. Controllers include devices such as pedals and levers. </member> <member name="controller_value" type="int" setter="set_controller_value" getter="get_controller_value" default="0"> - If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates the controller value, otherwise this is zero. Controllers include devices such as pedals and levers. + If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the controller value, otherwise this is zero. Controllers include devices such as pedals and levers. </member> <member name="instrument" type="int" setter="set_instrument" getter="get_instrument" default="0"> The instrument of this input event. This value ranges from 0 to 127. Refer to the instrument list on the General MIDI wikipedia article to see a list of instruments, except that this value is 0-index, so subtract one from every number on that chart. A standard piano will have an instrument number of 0. </member> <member name="message" type="int" setter="set_message" getter="get_message" enum="MIDIMessage" default="0"> - Returns a value indicating the type of message for this MIDI signal. This is a member of the [enum @GlobalScope.MIDIMessage] enum. + Returns a value indicating the type of message for this MIDI signal. This is a member of the [enum MIDIMessage] enum. For MIDI messages between 0x80 and 0xEF, only the left half of the bits are returned as this value, as the other part is the channel (ex: 0x94 becomes 0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is. - Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, therefore your code should treat the input as stopped if some period of time has passed. + Notes will return [constant MIDI_MESSAGE_NOTE_ON] when activated, but they might not always return [constant MIDI_MESSAGE_NOTE_OFF] when deactivated, therefore your code should treat the input as stopped if some period of time has passed. For more information, see the MIDI message status byte list chart linked above. </member> <member name="pitch" type="int" setter="set_pitch" getter="get_pitch" default="0"> @@ -90,7 +90,7 @@ The pressure of the MIDI signal. This value ranges from 0 to 127. For many devices, this value is always zero. </member> <member name="velocity" type="int" setter="set_velocity" getter="get_velocity" default="0"> - The velocity of the MIDI signal. This value ranges from 0 to 127. For a piano, this corresponds to how quickly the key was pressed, and is rarely above about 110 in practice. + The velocity of the MIDI signal. This value ranges from 0 to 127. For a piano, this corresponds to how quickly the key was pressed, and is rarely above about 110 in practice. Note that some MIDI devices may send a [constant MIDI_MESSAGE_NOTE_ON] message with zero velocity and expect this to be treated the same as a [constant MIDI_MESSAGE_NOTE_OFF] message, but device implementations vary so Godot reports event data exactly as received. </member> </members> </class> diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index e5cc522b21..c1d126ca4a 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -13,12 +13,21 @@ <member name="index" type="int" setter="set_index" getter="get_index" default="0"> The drag event index in the case of a multi-drag event. </member> + <member name="pen_inverted" type="bool" setter="set_pen_inverted" getter="get_pen_inverted" default="false"> + Returns [code]true[/code] when using the eraser end of a stylus pen. + </member> <member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)"> The drag position. </member> + <member name="pressure" type="float" setter="set_pressure" getter="get_pressure" default="0.0"> + Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code]. + </member> <member name="relative" type="Vector2" setter="set_relative" getter="get_relative" default="Vector2(0, 0)"> The drag position relative to the previous position (position at the last frame). </member> + <member name="tilt" type="Vector2" setter="set_tilt" getter="get_tilt" default="Vector2(0, 0)"> + Represents the angles of tilt of the pen. Positive X-coordinate value indicates a tilt to the right. Positive Y-coordinate value indicates a tilt toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both axes. + </member> <member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)"> The drag velocity. </member> diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index fb50454917..346b6bf732 100644 --- a/doc/classes/InputEventScreenTouch.xml +++ b/doc/classes/InputEventScreenTouch.xml @@ -11,6 +11,9 @@ <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <members> + <member name="double_tap" type="bool" setter="set_double_tap" getter="is_double_tap" default="false"> + If [code]true[/code], the touch's state is a double tap. + </member> <member name="index" type="int" setter="set_index" getter="get_index" default="0"> The touch index in the case of a multi-touch event. One index = one finger. </member> diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index ff2e6409c9..c6311d780c 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -9,25 +9,30 @@ <tutorials> <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> + <methods> + <method name="is_command_or_control_pressed" qualifiers="const"> + <return type="bool" /> + <description> + On macOS, returns [code]true[/code] if [kbd]Meta[/kbd] ([kbd]Command[/kbd]) is pressed. + On other platforms, returns [code]true[/code] if [kbd]Ctrl[/kbd] is pressed. + </description> + </method> + </methods> <members> <member name="alt_pressed" type="bool" setter="set_alt_pressed" getter="is_alt_pressed" default="false"> State of the [kbd]Alt[/kbd] modifier. </member> - <member name="command_pressed" type="bool" setter="set_command_pressed" getter="is_command_pressed" default="false"> - State of the [kbd]Cmd[/kbd] modifier. + <member name="command_or_control_autoremap" type="bool" setter="set_command_or_control_autoremap" getter="is_command_or_control_autoremap" default="false"> + Automatically use [kbd]Meta[/kbd] ([kbd]Command[/kbd]) on macOS and [kbd]Ctrl[/kbd] on other platforms. If [code]true[/code], [member ctrl_pressed] and [member meta_pressed] cannot be set. </member> <member name="ctrl_pressed" type="bool" setter="set_ctrl_pressed" getter="is_ctrl_pressed" default="false"> State of the [kbd]Ctrl[/kbd] modifier. </member> <member name="meta_pressed" type="bool" setter="set_meta_pressed" getter="is_meta_pressed" default="false"> - State of the [kbd]Meta[/kbd] modifier. + State of the [kbd]Meta[/kbd] modifier. On Windows and Linux, this represents the Windows key (sometimes called "meta" or "super" on Linux). On macOS, this represents the Command key. </member> <member name="shift_pressed" type="bool" setter="set_shift_pressed" getter="is_shift_pressed" default="false"> State of the [kbd]Shift[/kbd] modifier. </member> - <member name="store_command" type="bool" setter="set_store_command" getter="is_storing_command" default="true"> - If [code]true[/code], pressing [kbd]Cmd[/kbd] on macOS or [kbd]Ctrl[/kbd] on all other platforms will both be serialized as [member command_pressed]. If [code]false[/code], those same keys will be serialized as [member meta_pressed] on macOS and [member ctrl_pressed] on all other platforms. - This aids with cross-platform compatibility when developing e.g. on Windows for macOS, or vice-versa. - </member> </members> </class> diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index d60abd7975..1d7d54f681 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -41,7 +41,7 @@ </description> </method> <method name="action_get_events"> - <return type="Array" /> + <return type="InputEvent[]" /> <param index="0" name="action" type="StringName" /> <description> Returns an array of [InputEvent]s associated with a given action. @@ -91,7 +91,7 @@ </description> </method> <method name="get_actions"> - <return type="Array" /> + <return type="StringName[]" /> <description> Returns an array of all actions in the [InputMap]. </description> diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml index 75a0e1cef7..c485d26e0c 100644 --- a/doc/classes/ItemList.xml +++ b/doc/classes/ItemList.xml @@ -349,7 +349,7 @@ The width all columns will be adjusted to. A value of zero disables the adjustment, each item will have a width equal to the width of its content and the columns will have an uneven width. </member> - <member name="fixed_icon_size" type="Vector2" setter="set_fixed_icon_size" getter="get_fixed_icon_size" default="Vector2(0, 0)"> + <member name="fixed_icon_size" type="Vector2i" setter="set_fixed_icon_size" getter="get_fixed_icon_size" default="Vector2i(0, 0)"> The size all icons will be adjusted to. If either X or Y component is not greater than zero, icon size won't be affected. </member> @@ -459,6 +459,7 @@ </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the item text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="v_separation" data_type="constant" type="int" default="2"> The vertical spacing between items. @@ -469,18 +470,18 @@ <theme_item name="font_size" data_type="font_size" type="int"> Font size of the item's text. </theme_item> - <theme_item name="bg" data_type="style" type="StyleBox"> - Default [StyleBox] for the [ItemList], i.e. used when the control is not being focused. - </theme_item> - <theme_item name="bg_focus" data_type="style" type="StyleBox"> - [StyleBox] used when the [ItemList] is being focused. - </theme_item> <theme_item name="cursor" data_type="style" type="StyleBox"> [StyleBox] used for the cursor, when the [ItemList] is being focused. </theme_item> <theme_item name="cursor_unfocused" data_type="style" type="StyleBox"> [StyleBox] used for the cursor, when the [ItemList] is not being focused. </theme_item> + <theme_item name="focus" data_type="style" type="StyleBox"> + The focused style for the [ItemList], drawn on top of the background, but below everything else. + </theme_item> + <theme_item name="panel" data_type="style" type="StyleBox"> + The background style for the [ItemList]. + </theme_item> <theme_item name="selected" data_type="style" type="StyleBox"> [StyleBox] for the selected items, used when the [ItemList] is not being focused. </theme_item> diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml index 49ebb55a52..93731cf553 100644 --- a/doc/classes/JSON.xml +++ b/doc/classes/JSON.xml @@ -6,18 +6,17 @@ <description> The [JSON] enables all data types to be converted to and from a JSON string. This useful for serializing data to save to a file or send over the network. [method stringify] is used to convert any data type into a JSON string. - [method parse] is used to convert any existing JSON data into a [Variant] that can be used within Godot. If successfully parsed, use [method get_data] to retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's type is what you expect. JSON Objects are converted into a [Dictionary], but JSON data can be used to store [Array]s, numbers, [String]s and even just a boolean. + [method parse] is used to convert any existing JSON data into a [Variant] that can be used within Godot. If successfully parsed, use [member data] to retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's type is what you expect. JSON Objects are converted into a [Dictionary], but JSON data can be used to store [Array]s, numbers, [String]s and even just a boolean. [b]Example[/b] [codeblock] var data_to_send = ["a", "b", "c"] - var json = JSON.new() - var json_string = json.stringify(data_to_send) + var json_string = JSON.stringify(data_to_send) # Save data # ... # Retrieve data var error = json.parse(json_string) if error == OK: - var data_received = json.get_data() + var data_received = json.data if typeof(data_received) == TYPE_ARRAY: print(data_received) # Prints array else: @@ -25,17 +24,19 @@ else: print("JSON Parse Error: ", json.get_error_message(), " in ", json_string, " at line ", json.get_error_line()) [/codeblock] + Alternatively, you can parse string using the static [method parse_string] method, but it doesn't allow to handle errors. + [codeblock] + var data = JSON.parse_string(json_string) # Returns null if parsing failed. + [/codeblock] + [b]Note:[/b] Both parse methods do not fully comply with the JSON specification: + - Trailing commas in arrays or objects are ignored, instead of causing a parser error. + - New line and tab characters are accepted in string literals, and are treated like their corresponding escape sequences [code]\n[/code] and [code]\t[/code]. + - Numbers are parsed using [method String.to_float] which is generally more lax than the JSON specification. + - Certain errors, such as invalid Unicode sequences, do not cause a parser error. Instead, the string is cleansed and an error is logged to the console. </description> <tutorials> </tutorials> <methods> - <method name="get_data" qualifiers="const"> - <return type="Variant" /> - <description> - Returns the [Variant] containing the data of a successful [method parse]. - [b]Note:[/b] It will return [code]Null[/code] if the last call to parse was unsuccessful or [method parse] has not yet been called. - </description> - </method> <method name="get_error_line" qualifiers="const"> <return type="int" /> <description> @@ -53,10 +54,18 @@ <param index="0" name="json_string" type="String" /> <description> Attempts to parse the [param json_string] provided. - Returns an [enum Error]. If the parse was successful, it returns [code]OK[/code] and the result can be retrieved using [method get_data]. If unsuccessful, use [method get_error_line] and [method get_error_message] for identifying the source of the failure. + Returns an [enum Error]. If the parse was successful, it returns [constant OK] and the result can be retrieved using [member data]. If unsuccessful, use [method get_error_line] and [method get_error_message] for identifying the source of the failure. + Non-static variant of [method parse_string], if you want custom error handling. + </description> + </method> + <method name="parse_string" qualifiers="static"> + <return type="Variant" /> + <param index="0" name="json_string" type="String" /> + <description> + Attempts to parse the [param json_string] provided and returns the parsed data. Returns [code]null[/code] if parse failed. </description> </method> - <method name="stringify"> + <method name="stringify" qualifiers="static"> <return type="String" /> <param index="0" name="data" type="Variant" /> <param index="1" name="indent" type="String" default="""" /> @@ -107,4 +116,9 @@ </description> </method> </methods> + <members> + <member name="data" type="Variant" setter="set_data" getter="get_data" default="null"> + Contains the parsed JSON data in [Variant] form. + </member> + </members> </class> diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScriptBridge.xml index 21eb80155e..5e36b5cc80 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScriptBridge.xml @@ -1,11 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="JavaScript" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="JavaScriptBridge" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Singleton that connects the engine with the browser's JavaScript context in HTML5 export. + Singleton that connects the engine with the browser's JavaScript context in Web export. </brief_description> <description> - The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. - [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. + The JavaScriptBridge singleton is implemented only in the Web export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. + [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. </description> <tutorials> <link title="Exporting for the Web: Calling JavaScript from script">$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link> diff --git a/doc/classes/JavaScriptObject.xml b/doc/classes/JavaScriptObject.xml index 5c1a37266b..7132cc5cad 100644 --- a/doc/classes/JavaScriptObject.xml +++ b/doc/classes/JavaScriptObject.xml @@ -1,27 +1,27 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="JavaScriptObject" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A wrapper class for native JavaScript objects. + A wrapper class for web native JavaScript objects. </brief_description> <description> - JavaScriptObject is used to interact with JavaScript objects retrieved or created via [method JavaScript.get_interface], [method JavaScript.create_object], or [method JavaScript.create_callback]. - Example: + JavaScriptObject is used to interact with JavaScript objects retrieved or created via [method JavaScriptBridge.get_interface], [method JavaScriptBridge.create_object], or [method JavaScriptBridge.create_callback]. + [b]Example:[/b] [codeblock] extends Node - var _my_js_callback = JavaScript.create_callback(self, "myCallback") # This reference must be kept - var console = JavaScript.get_interface("console") + var _my_js_callback = JavaScriptBridge.create_callback(self, "myCallback") # This reference must be kept + var console = JavaScriptBridge.get_interface("console") func _init(): - var buf = JavaScript.create_object("ArrayBuffer", 10) # new ArrayBuffer(10) + var buf = JavaScriptBridge.create_object("ArrayBuffer", 10) # new ArrayBuffer(10) print(buf) # prints [JavaScriptObject:OBJECT_ID] - var uint8arr = JavaScript.create_object("Uint8Array", buf) # new Uint8Array(buf) + var uint8arr = JavaScriptBridge.create_object("Uint8Array", buf) # new Uint8Array(buf) uint8arr[1] = 255 prints(uint8arr[1], uint8arr.byteLength) # prints 255 10 console.log(uint8arr) # prints in browser console "Uint8Array(10) [ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0 ]" - # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback) - JavaScript.get_interface("Array").from(uint8arr).forEach(_my_js_callback) + # Equivalent of JavaScriptBridge: Array.from(uint8arr).forEach(myCallback) + JavaScriptBridge.get_interface("Array").from(uint8arr).forEach(_my_js_callback) func myCallback(args): # Will be called with the parameters passed to the "forEach" callback @@ -31,7 +31,7 @@ # [0, 9, [JavaScriptObject:1180]] print(args) [/codeblock] - [b]Note:[/b] Only available in the HTML5 platform. + [b]Note:[/b] Only available in the Web platform. </description> <tutorials> </tutorials> diff --git a/doc/classes/Joint3D.xml b/doc/classes/Joint3D.xml index fef8fdf965..a9ca86d269 100644 --- a/doc/classes/Joint3D.xml +++ b/doc/classes/Joint3D.xml @@ -10,16 +10,16 @@ <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link> </tutorials> <members> - <member name="collision/exclude_nodes" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> + <member name="exclude_nodes_from_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> If [code]true[/code], the two bodies of the nodes are not able to collide with each other. </member> - <member name="nodes/node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")"> + <member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")"> The node attached to the first side (A) of the joint. </member> - <member name="nodes/node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")"> + <member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")"> The node attached to the second side (B) of the joint. </member> - <member name="solver/priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1"> + <member name="solver_priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1"> The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority. </member> </members> diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml index 7353e4df9c..1a8cbf0584 100644 --- a/doc/classes/Label.xml +++ b/doc/classes/Label.xml @@ -5,7 +5,7 @@ </brief_description> <description> Label displays plain text on the screen. It gives you control over the horizontal and vertical alignment and can wrap the text inside the node's bounding rectangle. It doesn't support bold, italics, or other formatting. For that, use [RichTextLabel] instead. - [b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control.mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it doesn't react to mouse input events). This implies that a label won't display any configured [member Control.hint_tooltip], unless you change its mouse filter. + [b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control.mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it doesn't react to mouse input events). This implies that a label won't display any configured [member Control.tooltip_text], unless you change its mouse filter. </description> <tutorials> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> @@ -14,7 +14,7 @@ <method name="get_line_count" qualifiers="const"> <return type="int" /> <description> - Returns the amount of lines of text the Label has. + Returns the number of lines of text the Label has. </description> </method> <method name="get_line_height" qualifiers="const"> @@ -50,6 +50,7 @@ Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants. </member> <member name="label_settings" type="LabelSettings" setter="set_label_settings" getter="get_label_settings"> + A [LabelSettings] resource that can be shared between multiple [Label] nodes. Takes priority over theme properties. </member> <member name="language" type="String" setter="set_language" getter="get_language" default=""""> Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. @@ -61,10 +62,6 @@ Limits the lines of text the node shows on screen. </member> <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="2" /> - <member name="percent_visible" type="float" setter="set_percent_visible" getter="get_percent_visible" default="1.0"> - Limits the amount of visible characters. If you set [code]percent_visible[/code] to 0.5, only up to half of the text's characters will display on screen. Useful to animate the text in a dialog box. - [b]Note:[/b] Setting this property updates [member visible_characters] based on current [method get_total_character_count]. - </member> <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="4" /> <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0"> Set BiDi algorithm override for the structured text. @@ -88,11 +85,15 @@ Controls the text's vertical alignment. Supports top, center, bottom, and fill. Set it to one of the [enum VerticalAlignment] constants. </member> <member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1"> - Restricts the number of characters to display. Set to -1 to disable. - [b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count]. + The number of characters to display. If set to [code]-1[/code], all characters are displayed. This can be useful when animating the text appearing in a dialog box. + [b]Note:[/b] Setting this property updates [member visible_ratio] accordingly. </member> <member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0"> - Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info. + Sets the clipping behavior when [member visible_characters] or [member visible_ratio] is set. See [enum TextServer.VisibleCharactersBehavior] for more info. + </member> + <member name="visible_ratio" type="float" setter="set_visible_ratio" getter="get_visible_ratio" default="1.0"> + The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box. + [b]Note:[/b] Setting this property updates [member visible_characters] accordingly. </member> </members> <theme_items> @@ -100,7 +101,7 @@ Default text [Color] of the [Label]. </theme_item> <theme_item name="font_outline_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> - The tint of text outline. + The color of text outline. </theme_item> <theme_item name="font_shadow_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)"> [Color] of the text's shadow effect. @@ -110,6 +111,7 @@ </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> Text outline size. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="shadow_offset_x" data_type="constant" type="int" default="1"> The horizontal offset of the text's shadow. diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml index e4dc24d0b5..0cbca2224e 100644 --- a/doc/classes/Label3D.xml +++ b/doc/classes/Label3D.xml @@ -44,6 +44,7 @@ <member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0"> The billboard mode to use for the label. See [enum BaseMaterial3D.BillboardMode] for possible values. </member> + <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" overrides="GeometryInstance3D" enum="GeometryInstance3D.ShadowCastingSetting" default="0" /> <member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true"> If [code]true[/code], text can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind. </member> @@ -54,8 +55,10 @@ Font configuration used to display text. </member> <member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="32"> - Font size of the [Label3D]'s text. + Font size of the [Label3D]'s text. To make the font look more detailed when up close, increase [member font_size] while decreasing [member pixel_size] at the same time. + Higher font sizes require more time to render new characters, which can cause stuttering during gameplay. </member> + <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" overrides="GeometryInstance3D" enum="GeometryInstance3D.GIMode" default="0" /> <member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="1"> Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants. </member> @@ -86,7 +89,7 @@ Text outline size. </member> <member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.005"> - The size of one pixel's width on the label to scale it in 3D. + The size of one pixel's width on the label to scale it in 3D. To make the font look more detailed when up close, increase [member font_size] while decreasing [member pixel_size] at the same time. </member> <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0"> Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects. @@ -138,7 +141,7 @@ Represents the size of the [enum DrawFlags] enum. </constant> <constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode"> - This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping. + This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping. [member GeometryInstance3D.cast_shadow] has no effect when this transparency mode is used; the [Label3D] will never cast shadows. </constant> <constant name="ALPHA_CUT_DISCARD" value="1" enum="AlphaCutMode"> This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i]. diff --git a/doc/classes/LabelSettings.xml b/doc/classes/LabelSettings.xml index aa972f2cf3..d73cb78295 100644 --- a/doc/classes/LabelSettings.xml +++ b/doc/classes/LabelSettings.xml @@ -1,29 +1,40 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="LabelSettings" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Collection of common settings to customize label text. </brief_description> <description> + [LabelSettings] is a resource that can be assigned to a [Label] node to customize it. It will take priority over the properties defined in theme. The resource can be shared between multiple labels and swapped on the fly, so it's convenient and flexible way to setup text style. </description> <tutorials> </tutorials> <members> <member name="font" type="Font" setter="set_font" getter="get_font"> + [Font] used for the text. </member> <member name="font_color" type="Color" setter="set_font_color" getter="get_font_color" default="Color(1, 1, 1, 1)"> + Color of the text. </member> <member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="16"> + Size of the text. </member> <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="3.0"> + Vertical space between lines when the text is multiline. </member> <member name="outline_color" type="Color" setter="set_outline_color" getter="get_outline_color" default="Color(1, 1, 1, 1)"> + The color of the outline. </member> <member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0"> + Text outline size. </member> <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(0, 0, 0, 0)"> + Color of the shadow effect. If alpha is [code]0[/code], no shadow will be drawn. </member> <member name="shadow_offset" type="Vector2" setter="set_shadow_offset" getter="get_shadow_offset" default="Vector2(1, 1)"> + Offset of the shadow effect, in pixels. </member> <member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="1"> + Size of the shadow effect. </member> </members> </class> diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 00815758a1..062d532464 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -4,8 +4,7 @@ Casts light in a 2D environment. </brief_description> <description> - Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). - [b]Note:[/b] Light2D can also be used as a mask. + Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). </description> <tutorials> <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link> @@ -14,12 +13,14 @@ <method name="get_height" qualifiers="const"> <return type="float" /> <description> + Returns the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height]. </description> </method> <method name="set_height"> <return type="void" /> <param index="0" name="height" type="float" /> <description> + Sets the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height]. </description> </method> </methods> @@ -64,7 +65,7 @@ Shadow filter type. See [enum ShadowFilter] for possible values. </member> <member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth" default="0.0"> - Smoothing value for shadows. + Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. [member shadow_filter_smooth] only has an effect if [member shadow_filter] is [constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13]. </member> <member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1"> The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows. @@ -72,13 +73,13 @@ </members> <constants> <constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter"> - No filter applies to the shadow map. See [member shadow_filter]. + No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See [member shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF5" value="1" enum="ShadowFilter"> - Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter]. + Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See [member shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter"> - Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter]. + Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtereing mode, and should be used sparingly. See [member shadow_filter]. </constant> <constant name="BLEND_MODE_ADD" value="0" enum="BlendMode"> Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light. diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index 80ff83ec46..fe7756faaf 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -11,6 +11,12 @@ <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> + <method name="get_correlated_color" qualifiers="const"> + <return type="Color" /> + <description> + Returns the [Color] of an idealized blackbody at the given [member light_temperature]. This value is calculated internally based on the [member light_temperature]. This [Color] is multiplied by [member light_color] before being sent to the [RenderingServer]. + </description> + </method> <method name="get_param" qualifiers="const"> <return type="float" /> <param index="0" name="param" type="int" enum="Light3D.Param" /> @@ -49,6 +55,7 @@ </member> <member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0"> The light's angular size in degrees. Increasing this will make shadows softer at greater distances. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. + [b]Note:[/b] [member light_angular_distance] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). </member> <member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="2"> The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering. See [enum BakeMode]. @@ -67,6 +74,15 @@ Secondary multiplier used with indirect light (light bounces). Used with [VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled]). [b]Note:[/b] This property is ignored if [member light_energy] is equal to [code]0.0[/code], as the light won't be present at all in the GI shader. </member> + <member name="light_intensity_lumens" type="float" setter="set_param" getter="get_param"> + Used by positional lights ([OmniLight3D] and [SpotLight3D]) when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code]. Sets the intensity of the light source measured in Lumens. Lumens are a measure of luminous flux, which is the total amount of visible light emitted by a light source per unit of time. + For [SpotLight3D]s, we assume that the area outside the visible cone is surrounded by a perfect light absorbing material. Accordingly, the apparent brightness of the cone area does not change as the cone increases and decreases in size. + A typical household lightbulb can range from around 600 lumens to 1,200 lumens, a candle is about 13 lumens, while a streetlight can be approximately 60,000 lumens. + </member> + <member name="light_intensity_lux" type="float" setter="set_param" getter="get_param"> + Used by [DirectionalLight3D]s when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code]. Sets the intensity of the light source measured in Lux. Lux is a measure pf luminous flux per unit area, it is equal to one lumen per square metre. Lux is the measure of how much light hits a surface at a given time. + On a clear sunny day a surface in direct sunlight may be approximately 100,000 lux, a typical room in a home may be approximately 50 lux, while the moonlit ground may be approximately 0.1 lux. + </member> <member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false"> If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows. </member> @@ -76,10 +92,19 @@ </member> <member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0"> The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent. + [b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). </member> <member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5"> The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface. </member> + <member name="light_temperature" type="float" setter="set_temperature" getter="get_temperature"> + Sets the color temperature of the light source, measured in Kelvin. This is used to calculate a correlated color temperature which tints the [member light_color]. + The sun on a cloudy day is approximately 6500 Kelvin, on a clear day it is between 5500 to 6000 Kelvin, and on a clear day at sunrise or sunset it ranges to around 1850 Kelvin. + </member> + <member name="light_volumetric_fog_energy" type="float" setter="set_param" getter="get_param" default="1.0"> + Secondary multiplier multiplied with [member light_energy] then used with the [Environment]'s volumetric fog (if enabled). If set to [code]0.0[/code], computing volumetric fog will be skipped for this light, which can improve performance for large amounts of lights when volumetric fog is enabled. + [b]Note:[/b] To prevent short-lived dynamic light effects from poorly interacting with volumetric fog, lights used in those effects should have [member light_volumetric_fog_energy] set to [code]0.0[/code] unless [member Environment.volumetric_fog_temporal_reprojection_enabled] is disabled (or unless the reprojection amount is significantly lowered). + </member> <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.1"> Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed. </member> @@ -89,9 +114,7 @@ <member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false"> If [code]true[/code], the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using [member distance_fade_enabled] to hide the light when far away from the [Camera3D]. </member> - <member name="shadow_fog_fade" type="float" setter="set_param" getter="get_param" default="0.1"> - </member> - <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0"> + <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0"> Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible. </member> <member name="shadow_opacity" type="float" setter="set_param" getter="get_param" default="1.0"> @@ -110,61 +133,64 @@ <constant name="PARAM_INDIRECT_ENERGY" value="1" enum="Param"> Constant for accessing [member light_indirect_energy]. </constant> - <constant name="PARAM_SPECULAR" value="2" enum="Param"> + <constant name="PARAM_VOLUMETRIC_FOG_ENERGY" value="2" enum="Param"> + Constant for accessing [member light_volumetric_fog_energy]. + </constant> + <constant name="PARAM_SPECULAR" value="3" enum="Param"> Constant for accessing [member light_specular]. </constant> - <constant name="PARAM_RANGE" value="3" enum="Param"> + <constant name="PARAM_RANGE" value="4" enum="Param"> Constant for accessing [member OmniLight3D.omni_range] or [member SpotLight3D.spot_range]. </constant> - <constant name="PARAM_SIZE" value="4" enum="Param"> + <constant name="PARAM_SIZE" value="5" enum="Param"> Constant for accessing [member light_size]. </constant> - <constant name="PARAM_ATTENUATION" value="5" enum="Param"> + <constant name="PARAM_ATTENUATION" value="6" enum="Param"> Constant for accessing [member OmniLight3D.omni_attenuation] or [member SpotLight3D.spot_attenuation]. </constant> - <constant name="PARAM_SPOT_ANGLE" value="6" enum="Param"> + <constant name="PARAM_SPOT_ANGLE" value="7" enum="Param"> Constant for accessing [member SpotLight3D.spot_angle]. </constant> - <constant name="PARAM_SPOT_ATTENUATION" value="7" enum="Param"> + <constant name="PARAM_SPOT_ATTENUATION" value="8" enum="Param"> Constant for accessing [member SpotLight3D.spot_angle_attenuation]. </constant> - <constant name="PARAM_SHADOW_MAX_DISTANCE" value="8" enum="Param"> + <constant name="PARAM_SHADOW_MAX_DISTANCE" value="9" enum="Param"> Constant for accessing [member DirectionalLight3D.directional_shadow_max_distance]. </constant> - <constant name="PARAM_SHADOW_SPLIT_1_OFFSET" value="9" enum="Param"> + <constant name="PARAM_SHADOW_SPLIT_1_OFFSET" value="10" enum="Param"> Constant for accessing [member DirectionalLight3D.directional_shadow_split_1]. </constant> - <constant name="PARAM_SHADOW_SPLIT_2_OFFSET" value="10" enum="Param"> + <constant name="PARAM_SHADOW_SPLIT_2_OFFSET" value="11" enum="Param"> Constant for accessing [member DirectionalLight3D.directional_shadow_split_2]. </constant> - <constant name="PARAM_SHADOW_SPLIT_3_OFFSET" value="11" enum="Param"> + <constant name="PARAM_SHADOW_SPLIT_3_OFFSET" value="12" enum="Param"> Constant for accessing [member DirectionalLight3D.directional_shadow_split_3]. </constant> - <constant name="PARAM_SHADOW_FADE_START" value="12" enum="Param"> + <constant name="PARAM_SHADOW_FADE_START" value="13" enum="Param"> Constant for accessing [member DirectionalLight3D.directional_shadow_fade_start]. </constant> - <constant name="PARAM_SHADOW_NORMAL_BIAS" value="13" enum="Param"> + <constant name="PARAM_SHADOW_NORMAL_BIAS" value="14" enum="Param"> Constant for accessing [member shadow_normal_bias]. </constant> - <constant name="PARAM_SHADOW_BIAS" value="14" enum="Param"> + <constant name="PARAM_SHADOW_BIAS" value="15" enum="Param"> Constant for accessing [member shadow_bias]. </constant> - <constant name="PARAM_SHADOW_PANCAKE_SIZE" value="15" enum="Param"> + <constant name="PARAM_SHADOW_PANCAKE_SIZE" value="16" enum="Param"> Constant for accessing [member DirectionalLight3D.directional_shadow_pancake_size]. </constant> - <constant name="PARAM_SHADOW_OPACITY" value="16" enum="Param"> + <constant name="PARAM_SHADOW_OPACITY" value="17" enum="Param"> Constant for accessing [member shadow_opacity]. </constant> - <constant name="PARAM_SHADOW_BLUR" value="17" enum="Param"> + <constant name="PARAM_SHADOW_BLUR" value="18" enum="Param"> Constant for accessing [member shadow_blur]. </constant> - <constant name="PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="18" enum="Param"> - Constant for accessing [member shadow_fog_fade]. - </constant> <constant name="PARAM_TRANSMITTANCE_BIAS" value="19" enum="Param"> Constant for accessing [member shadow_transmittance_bias]. </constant> - <constant name="PARAM_MAX" value="20" enum="Param"> + <constant name="PARAM_INTENSITY" value="20" enum="Param"> + Constant for accessing [member light_intensity_lumens] and [member light_intensity_lux]. Only used when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code]. + </constant> + <constant name="PARAM_MAX" value="21" enum="Param"> Represents the size of the [enum Param] enum. </constant> <constant name="BAKE_DISABLED" value="0" enum="BakeMode"> diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index c0766cd1ec..53dae1a8e6 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -17,9 +17,12 @@ <member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.0005"> The bias to use when computing shadows. Increasing [member bias] can fix shadow acne on the resulting baked lightmap, but can introduce peter-panning (shadows not connecting to their casters). Real-time [Light3D] shadows are not affected by this [member bias] property. </member> - <member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="1"> + <member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="3"> Number of light bounces that are taken into account during baking. Higher values result in brighter, more realistic lighting, at the cost of longer bake times. If set to [code]0[/code], only environment lighting, direct light and emissive lighting is baked. </member> + <member name="camera_attributes" type="CameraAttributes" setter="set_camera_attributes" getter="get_camera_attributes"> + The [CameraAttributes] resource that specifies exposure levels to bake at. Auto-exposure and non exposure properties will be ignored. Exposure settings should be used to reduce the dynamic range present when baking. If exposure is too high, the [LightmapGI] will have banding artifacts or may have over-exposure artifacts. + </member> <member name="directional" type="bool" setter="set_directional" getter="is_directional" default="false"> If [code]true[/code], bakes lightmaps to contain directional information as spherical harmonics. This results in more realistic lighting appearance, especially with normal mapped materials and for lights that have their direct light baked ([member Light3D.light_bake_mode] set to [constant Light3D.BAKE_STATIC]). The directional information is also used to provide rough reflections for static and dynamic objects. This has a small run-time performance cost as the shader has to perform more work to interpret the direction information from the lightmap. Directional lightmaps also take longer to bake and result in larger file sizes. [b]Note:[/b] The property's name has no relationship with [DirectionalLight3D]. [member directional] works with all light types. @@ -33,10 +36,10 @@ <member name="environment_custom_sky" type="Sky" setter="set_environment_custom_sky" getter="get_environment_custom_sky"> The sky to use as a source of environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY]. </member> - <member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="LightmapGI.EnvironmentMode" default="0"> + <member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="LightmapGI.EnvironmentMode" default="1"> The environment mode to use when baking lightmaps. </member> - <member name="generate_probes_subdiv" type="int" setter="set_generate_probes" getter="get_generate_probes" enum="LightmapGI.GenerateProbes" default="0"> + <member name="generate_probes_subdiv" type="int" setter="set_generate_probes" getter="get_generate_probes" enum="LightmapGI.GenerateProbes" default="2"> The level of subdivision to use when automatically generating [LightmapProbe]s for dynamic object lighting. Higher values result in more accurate indirect lighting on dynamic objects, at the cost of longer bake times and larger file sizes. [b]Note:[/b] Automatically generated [LightmapProbe]s are not visible as nodes in the Scene tree dock, and cannot be modified this way after they are generated. [b]Note:[/b] Regardless of [member generate_probes_subdiv], direct lighting on dynamic objects is always applied using [Light3D] nodes in real-time. diff --git a/doc/classes/Line2D.xml b/doc/classes/Line2D.xml index f4bf803554..4547c3589f 100644 --- a/doc/classes/Line2D.xml +++ b/doc/classes/Line2D.xml @@ -29,7 +29,7 @@ <method name="get_point_count" qualifiers="const"> <return type="int" /> <description> - Returns the amount of points in the line. + Returns the number of points in the line. </description> </method> <method name="get_point_position" qualifiers="const"> diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index 9caaed8377..b8383aaed9 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -65,7 +65,7 @@ </description> </method> <method name="get_scroll_offset" qualifiers="const"> - <return type="int" /> + <return type="float" /> <description> Returns the scroll offset due to [member caret_column], as a number of characters. </description> @@ -144,7 +144,7 @@ <member name="caret_blink" type="bool" setter="set_caret_blink_enabled" getter="is_caret_blink_enabled" default="false"> If [code]true[/code], the caret (text cursor) blinks. </member> - <member name="caret_blink_speed" type="float" setter="set_caret_blink_speed" getter="get_caret_blink_speed" default="0.65"> + <member name="caret_blink_interval" type="float" setter="set_caret_blink_interval" getter="get_caret_blink_interval" default="0.65"> Duration (in seconds) of a caret's blinking cycle. </member> <member name="caret_column" type="int" setter="set_caret_column" getter="get_caret_column" default="0"> @@ -183,7 +183,7 @@ Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. </member> <member name="max_length" type="int" setter="set_max_length" getter="get_max_length" default="0"> - Maximum amount of characters that can be entered inside the [LineEdit]. If [code]0[/code], there is no limit. + Maximum number of characters that can be entered inside the [LineEdit]. If [code]0[/code], there is no limit. When a limit is defined, characters that would exceed [member max_length] are truncated. This happens both for existing [member text] contents when setting the max length, or for new text inserted in the [LineEdit], including pasting. If any input text is truncated, the [signal text_change_rejected] signal is emitted with the truncated substring as parameter. [b]Example:[/b] [codeblocks] @@ -224,6 +224,9 @@ <member name="secret_character" type="String" setter="set_secret_character" getter="get_secret_character" default=""•""> The character to use to mask secret input (defaults to "•"). Only a single character can be used as the secret character. </member> + <member name="select_all_on_focus" type="bool" setter="set_select_all_on_focus" getter="is_select_all_on_focus" default="false"> + If [code]true[/code], the [LineEdit] will select the whole text when it gains focus. + </member> <member name="selecting_enabled" type="bool" setter="set_selecting_enabled" getter="is_selecting_enabled" default="true"> If [code]false[/code], it's impossible to select the text using mouse nor keyboard. </member> @@ -379,7 +382,7 @@ </constant> <constant name="KEYBOARD_TYPE_PASSWORD" value="6" enum="VirtualKeyboardType"> Virtual keyboard for entering a password. On most platforms, this should disable autocomplete and autocapitalization. - [b]Note:[/b] This is not supported on HTML5. Instead, this behaves identically to [constant KEYBOARD_TYPE_DEFAULT]. + [b]Note:[/b] This is not supported on Web. Instead, this behaves identically to [constant KEYBOARD_TYPE_DEFAULT]. </constant> <constant name="KEYBOARD_TYPE_URL" value="7" enum="VirtualKeyboardType"> Virtual keyboard with additional keys to assist with typing URLs. @@ -417,10 +420,11 @@ The caret's width in pixels. Greater values can be used to improve accessibility by ensuring the caret is easily visible, or to ensure consistency with a large font size. </theme_item> <theme_item name="minimum_character_width" data_type="constant" type="int" default="4"> - Minimum horizontal space for the text (not counting the clear button and content margins). This value is measured in count of 'M' characters (i.e. this amount of 'M' characters can be displayed without scrolling). + Minimum horizontal space for the text (not counting the clear button and content margins). This value is measured in count of 'M' characters (i.e. this number of 'M' characters can be displayed without scrolling). </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="font" data_type="font" type="Font"> Font used for the text. diff --git a/doc/classes/LinkButton.xml b/doc/classes/LinkButton.xml index 7c6ff2d4e1..b3938999f3 100644 --- a/doc/classes/LinkButton.xml +++ b/doc/classes/LinkButton.xml @@ -10,9 +10,11 @@ <tutorials> </tutorials> <members> + <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="0" /> <member name="language" type="String" setter="set_language" getter="get_language" default=""""> Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. </member> + <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" overrides="Control" enum="Control.CursorShape" default="2" /> <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0"> Set BiDi algorithm override for the structured text. </member> @@ -26,7 +28,23 @@ Base text writing direction. </member> <member name="underline" type="int" setter="set_underline_mode" getter="get_underline_mode" enum="LinkButton.UnderlineMode" default="0"> - Determines when to show the underline. See [enum UnderlineMode] for options. + The underline mode to use for the text. See [enum LinkButton.UnderlineMode] for the available modes. + </member> + <member name="uri" type="String" setter="set_uri" getter="get_uri" default=""""> + The [url=https://en.wikipedia.org/wiki/Uniform_Resource_Identifier]URI[/url] for this [LinkButton]. If set to a valid URI, pressing the button opens the URI using the operating system's default program for the protocol (via [method OS.shell_open]). HTTP and HTTPS URLs open the default web browser. + [b]Examples:[/b] + [codeblocks] + [gdscript] + uri = "https://godotengine.org" # Opens the URL in the default web browser. + uri = "C:\SomeFolder" # Opens the file explorer at the given path. + uri = "C:\SomeImage.png" # Opens the given image in the default viewing app. + [/gdscript] + [csharp] + Uri = "https://godotengine.org"; // Opens the URL in the default web browser. + Uri = "C:\SomeFolder"; // Opens the file explorer at the given path. + Uri = "C:\SomeImage.png"; // Opens the given image in the default viewing app. + [/csharp] + [/codeblocks] </member> </members> <constants> @@ -58,6 +76,7 @@ </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="underline_spacing" data_type="constant" type="int" default="2"> The vertical space between the baseline of text and the underline. diff --git a/doc/classes/Position2D.xml b/doc/classes/Marker2D.xml index 754fd1fdf1..bf90438bf0 100644 --- a/doc/classes/Position2D.xml +++ b/doc/classes/Marker2D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Position2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="Marker2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Generic 2D position hint for editing. </brief_description> diff --git a/doc/classes/Marker3D.xml b/doc/classes/Marker3D.xml new file mode 100644 index 0000000000..0d49b376a8 --- /dev/null +++ b/doc/classes/Marker3D.xml @@ -0,0 +1,16 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="Marker3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Generic 3D position hint for editing. + </brief_description> + <description> + Generic 3D position hint for editing. It's just like a plain [Node3D], but it displays as a cross in the 3D editor at all times. + </description> + <tutorials> + </tutorials> + <members> + <member name="gizmo_extents" type="float" setter="set_gizmo_extents" getter="get_gizmo_extents" default="0.25"> + Size of the gizmo cross that appears in the editor. + </member> + </members> +</class> diff --git a/doc/classes/MenuBar.xml b/doc/classes/MenuBar.xml new file mode 100644 index 0000000000..79876e56a3 --- /dev/null +++ b/doc/classes/MenuBar.xml @@ -0,0 +1,170 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="MenuBar" inherits="Control" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + A horizontal menu bar, which displays [PopupMenu]s or system global menu. + </brief_description> + <description> + New items can be created by adding [PopupMenu] nodes to his node. + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_menu_count" qualifiers="const"> + <return type="int" /> + <description> + Returns number of menu items. + </description> + </method> + <method name="get_menu_popup" qualifiers="const"> + <return type="PopupMenu" /> + <param index="0" name="menu" type="int" /> + <description> + Returns [PopupMenu] associated with menu item. + </description> + </method> + <method name="get_menu_title" qualifiers="const"> + <return type="String" /> + <param index="0" name="menu" type="int" /> + <description> + Returns menu item title. + </description> + </method> + <method name="get_menu_tooltip" qualifiers="const"> + <return type="String" /> + <param index="0" name="menu" type="int" /> + <description> + Returns menu item tooltip. + </description> + </method> + <method name="is_menu_disabled" qualifiers="const"> + <return type="bool" /> + <param index="0" name="menu" type="int" /> + <description> + Returns [code]true[/code], if menu item is disabled. + </description> + </method> + <method name="is_menu_hidden" qualifiers="const"> + <return type="bool" /> + <param index="0" name="menu" type="int" /> + <description> + Returns [code]true[/code], if menu item is hidden. + </description> + </method> + <method name="is_native_menu" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code], if system global menu is supported and used by this [MenuBar]. + </description> + </method> + <method name="set_disable_shortcuts"> + <return type="void" /> + <param index="0" name="disabled" type="bool" /> + <description> + If [code]true[/code], shortcuts are disabled and cannot be used to trigger the button. + </description> + </method> + <method name="set_menu_disabled"> + <return type="void" /> + <param index="0" name="menu" type="int" /> + <param index="1" name="disabled" type="bool" /> + <description> + If [code]true[/code], menu item is disabled. + </description> + </method> + <method name="set_menu_hidden"> + <return type="void" /> + <param index="0" name="menu" type="int" /> + <param index="1" name="hidden" type="bool" /> + <description> + If [code]true[/code], menu item is hidden. + </description> + </method> + <method name="set_menu_title"> + <return type="void" /> + <param index="0" name="menu" type="int" /> + <param index="1" name="title" type="String" /> + <description> + Sets menu item title. + </description> + </method> + <method name="set_menu_tooltip"> + <return type="void" /> + <param index="0" name="menu" type="int" /> + <param index="1" name="tooltip" type="String" /> + <description> + Sets menu item tooltip. + </description> + </method> + </methods> + <members> + <member name="flat" type="bool" setter="set_flat" getter="is_flat" default="false"> + Flat [MenuBar] don't display item decoration. + </member> + <member name="language" type="String" setter="set_language" getter="get_language" default=""""> + Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </member> + <member name="prefer_global_menu" type="bool" setter="set_prefer_global_menu" getter="is_prefer_global_menu" default="true"> + If [code]true[/code], [MenuBar] will use system global menu when supported. + </member> + <member name="start_index" type="int" setter="set_start_index" getter="get_start_index" default="-1"> + Position in the global menu to insert first [MenuBar] item at. + </member> + <member name="switch_on_hover" type="bool" setter="set_switch_on_hover" getter="is_switch_on_hover" default="true"> + If [code]true[/code], when the cursor hovers above menu item, it will close the current [PopupMenu] and open the other one. + </member> + <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> + Base text writing direction. + </member> + </members> + <theme_items> + <theme_item name="font_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 1)"> + Default text [Color] of the menu item. + </theme_item> + <theme_item name="font_disabled_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 0.5)"> + Text [Color] used when the menu item is disabled. + </theme_item> + <theme_item name="font_focus_color" data_type="color" type="Color" default="Color(0.95, 0.95, 0.95, 1)"> + Text [Color] used when the menu item is focused. Only replaces the normal text color of the menu item. Disabled, hovered, and pressed states take precedence over this color. + </theme_item> + <theme_item name="font_hover_color" data_type="color" type="Color" default="Color(0.95, 0.95, 0.95, 1)"> + Text [Color] used when the menu item is being hovered. + </theme_item> + <theme_item name="font_hover_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> + Text [Color] used when the menu item is being hovered and pressed. + </theme_item> + <theme_item name="font_outline_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> + The tint of text outline of the menu item. + </theme_item> + <theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> + Text [Color] used when the menu item is being pressed. + </theme_item> + <theme_item name="h_separation" data_type="constant" type="int" default="4"> + The horizontal space between menu items. + </theme_item> + <theme_item name="outline_size" data_type="constant" type="int" default="0"> + The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. + </theme_item> + <theme_item name="font" data_type="font" type="Font"> + [Font] of the menu item's text. + </theme_item> + <theme_item name="font_size" data_type="font_size" type="int"> + Font size of the menu item's text. + </theme_item> + <theme_item name="disabled" data_type="style" type="StyleBox"> + [StyleBox] used when the menu item is disabled. + </theme_item> + <theme_item name="focus" data_type="style" type="StyleBox"> + [StyleBox] used when the menu item is focused. The [code]focus[/code] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially transparent [StyleBox] should be used to ensure the base [StyleBox] remains visible. A [StyleBox] that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons. + </theme_item> + <theme_item name="hover" data_type="style" type="StyleBox"> + [StyleBox] used when the menu item is being hovered. + </theme_item> + <theme_item name="normal" data_type="style" type="StyleBox"> + Default [StyleBox] for the menu item. + </theme_item> + <theme_item name="pressed" data_type="style" type="StyleBox"> + [StyleBox] used when the menu item is being pressed. + </theme_item> + </theme_items> +</class> diff --git a/doc/classes/MenuButton.xml b/doc/classes/MenuButton.xml index 8baa724292..3061149570 100644 --- a/doc/classes/MenuButton.xml +++ b/doc/classes/MenuButton.xml @@ -25,6 +25,12 @@ If [code]true[/code], shortcuts are disabled and cannot be used to trigger the button. </description> </method> + <method name="show_popup"> + <return type="void" /> + <description> + Adjusts popup position and sizing for the [MenuButton], then shows the [PopupMenu]. Prefer this over using [code]get_popup().popup()[/code]. + </description> + </method> </methods> <members> <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" overrides="BaseButton" enum="BaseButton.ActionMode" default="0" /> @@ -65,10 +71,11 @@ Text [Color] used when the [MenuButton] is being pressed. </theme_item> <theme_item name="h_separation" data_type="constant" type="int" default="3"> - The horizontal space between [MenuButton]'s icon and text. + The horizontal space between [MenuButton]'s icon and text. Negative values will be treated as [code]0[/code] when used. </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="font" data_type="font" type="Font"> [Font] of the [MenuButton]'s text. diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index 0de42b64af..4d3fb7ed5c 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -60,7 +60,7 @@ </description> </method> <method name="_surface_get_blend_shape_arrays" qualifiers="virtual const"> - <return type="Array" /> + <return type="Array[]" /> <param index="0" name="index" type="int" /> <description> </description> @@ -97,13 +97,13 @@ </description> </method> <method name="create_convex_shape" qualifiers="const"> - <return type="Shape3D" /> + <return type="ConvexPolygonShape3D" /> <param index="0" name="clean" type="bool" default="true" /> <param index="1" name="simplify" type="bool" default="false" /> <description> Calculate a [ConvexPolygonShape3D] from the mesh. If [param clean] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed. - If [param simplify] is [code]true[/code], the geometry can be further simplified to reduce the amount of vertices. Disabled by default. + If [param simplify] is [code]true[/code], the geometry can be further simplified to reduce the number of vertices. Disabled by default. </description> </method> <method name="create_outline" qualifiers="const"> @@ -115,7 +115,7 @@ </description> </method> <method name="create_trimesh_shape" qualifiers="const"> - <return type="Shape3D" /> + <return type="ConcavePolygonShape3D" /> <description> Calculate a [ConcavePolygonShape3D] from the mesh. </description> @@ -129,7 +129,7 @@ <method name="get_aabb" qualifiers="const"> <return type="AABB" /> <description> - Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code]. See also [method VisualInstance3D.get_transformed_aabb]. + Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code]. [b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]. </description> </method> @@ -142,7 +142,7 @@ <method name="get_surface_count" qualifiers="const"> <return type="int" /> <description> - Returns the amount of surfaces that the [Mesh] holds. + Returns the number of surfaces that the [Mesh] holds. </description> </method> <method name="surface_get_arrays" qualifiers="const"> @@ -153,7 +153,7 @@ </description> </method> <method name="surface_get_blend_shape_arrays" qualifiers="const"> - <return type="Array" /> + <return type="Array[]" /> <param index="0" name="surf_idx" type="int" /> <description> Returns the blend shape arrays for the requested surface. @@ -176,7 +176,7 @@ </method> </methods> <members> - <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint"> + <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2i(0, 0)"> Sets a hint to be used for lightmap resolution. </member> </members> diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml index 7dfee420d4..618503c8df 100644 --- a/doc/classes/MeshInstance3D.xml +++ b/doc/classes/MeshInstance3D.xml @@ -20,7 +20,7 @@ <description> This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing. If [param clean] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed. - If [param simplify] is [code]true[/code], the geometry can be further simplified to reduce the amount of vertices. Disabled by default. + If [param simplify] is [code]true[/code], the geometry can be further simplified to reduce the number of vertices. Disabled by default. </description> </method> <method name="create_debug_tangents"> diff --git a/doc/classes/MeshLibrary.xml b/doc/classes/MeshLibrary.xml index 85e57dd0f3..7c93ba5dce 100644 --- a/doc/classes/MeshLibrary.xml +++ b/doc/classes/MeshLibrary.xml @@ -59,14 +59,21 @@ Returns the item's name. </description> </method> - <method name="get_item_navmesh" qualifiers="const"> + <method name="get_item_navigation_layers" qualifiers="const"> + <return type="int" /> + <param index="0" name="id" type="int" /> + <description> + Returns the item's navigation layers bitmask. + </description> + </method> + <method name="get_item_navigation_mesh" qualifiers="const"> <return type="NavigationMesh" /> <param index="0" name="id" type="int" /> <description> Returns the item's navigation mesh. </description> </method> - <method name="get_item_navmesh_transform" qualifiers="const"> + <method name="get_item_navigation_mesh_transform" qualifiers="const"> <return type="Transform3D" /> <param index="0" name="id" type="int" /> <description> @@ -126,18 +133,26 @@ This name is shown in the editor. It can also be used to look up the item later using [method find_item_by_name]. </description> </method> - <method name="set_item_navmesh"> + <method name="set_item_navigation_layers"> + <return type="void" /> + <param index="0" name="id" type="int" /> + <param index="1" name="navigation_layers" type="int" /> + <description> + Sets the item's navigation layers bitmask. + </description> + </method> + <method name="set_item_navigation_mesh"> <return type="void" /> <param index="0" name="id" type="int" /> - <param index="1" name="navmesh" type="NavigationMesh" /> + <param index="1" name="navigation_mesh" type="NavigationMesh" /> <description> Sets the item's navigation mesh. </description> </method> - <method name="set_item_navmesh_transform"> + <method name="set_item_navigation_mesh_transform"> <return type="void" /> <param index="0" name="id" type="int" /> - <param index="1" name="navmesh" type="Transform3D" /> + <param index="1" name="navigation_mesh" type="Transform3D" /> <description> Sets the transform to apply to the item's navigation mesh. </description> diff --git a/doc/classes/MeshTexture.xml b/doc/classes/MeshTexture.xml index 8e2bccc79f..d09fa4c898 100644 --- a/doc/classes/MeshTexture.xml +++ b/doc/classes/MeshTexture.xml @@ -18,5 +18,6 @@ <member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh"> Sets the mesh used to draw. It must be a mesh using 2D vertices. </member> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> </members> </class> diff --git a/doc/classes/MissingNode.xml b/doc/classes/MissingNode.xml index b5aa02cfd6..ac54329313 100644 --- a/doc/classes/MissingNode.xml +++ b/doc/classes/MissingNode.xml @@ -4,7 +4,7 @@ This is an internal editor class intended for keeping data of nodes of unknown type. </brief_description> <description> - This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is. + This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is. </description> <tutorials> </tutorials> diff --git a/doc/classes/MissingResource.xml b/doc/classes/MissingResource.xml index eede6350d8..e5a6c4d064 100644 --- a/doc/classes/MissingResource.xml +++ b/doc/classes/MissingResource.xml @@ -4,7 +4,7 @@ This is an internal editor class intended for keeping data of resources of unknown type. </brief_description> <description> - This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is. + This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is. </description> <tutorials> </tutorials> diff --git a/doc/classes/MovieWriter.xml b/doc/classes/MovieWriter.xml index f2509ad2b2..1652dd52aa 100644 --- a/doc/classes/MovieWriter.xml +++ b/doc/classes/MovieWriter.xml @@ -4,7 +4,7 @@ Abstract class for non-real-time video recording encoders. </brief_description> <description> - Godot can record videos with non-real-time simulation. Like the [code]--fixed-fps[/code] command line argument, this forces the reported [code]delta[/code] in [method Node._process] functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities. + Godot can record videos with non-real-time simulation. Like the [code]--fixed-fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], this forces the reported [code]delta[/code] in [method Node._process] functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities. Godot has 2 built-in [MovieWriter]s: - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most. - PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent. @@ -46,7 +46,7 @@ <param index="1" name="fps" type="int" /> <param index="2" name="base_path" type="String" /> <description> - Called once before the engine starts writing video and audio data. [param movie_size] is the width and height of the video to save. [param fps] is the number of frames per second specified in the project settings or using the [code]--fixed-fps <fps>[/code] command line argument. + Called once before the engine starts writing video and audio data. [param movie_size] is the width and height of the video to save. [param fps] is the number of frames per second specified in the project settings or using the [code]--fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. </description> </method> <method name="_write_end" qualifiers="virtual"> diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index bae2335cfb..d8a232b3cf 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -1,13 +1,15 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="MultiMesh" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Provides high-performance mesh instancing. + Provides high-performance drawing of a mesh multiple times using GPU instancing. </brief_description> <description> MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance3D] nodes can be slow, since each object is submitted to the GPU then drawn individually. MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead. As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object). Since instances may have any behavior, the AABB used for visibility must be provided by the user. + [b]Note:[/b] A MultiMesh is a single object, therefore the same maximum lights per object restriction applies. This means, that once the maximum lights are consumed by one or more instances, the rest of the MultiMesh instances will [b]not[/b] receive any lighting. + [b]Note:[/b] Blend Shapes will be ignored if used in a MultiMesh. </description> <tutorials> <link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link> @@ -17,14 +19,14 @@ <method name="get_aabb" qualifiers="const"> <return type="AABB" /> <description> - Returns the visibility axis-aligned bounding box in local space. See also [method VisualInstance3D.get_transformed_aabb]. + Returns the visibility axis-aligned bounding box in local space. </description> </method> <method name="get_instance_color" qualifiers="const"> <return type="Color" /> <param index="0" name="instance" type="int" /> <description> - Gets a specific instance's color. + Gets a specific instance's color multiplier. </description> </method> <method name="get_instance_custom_data" qualifiers="const"> @@ -53,8 +55,8 @@ <param index="0" name="instance" type="int" /> <param index="1" name="color" type="Color" /> <description> - Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors. - For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If the color doesn't look as expected, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]). + Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors. This allows for different color tinting per instance. + For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]). </description> </method> <method name="set_instance_custom_data"> @@ -64,6 +66,7 @@ <description> Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers. For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code]. + This custom instance data has to be manually accessed in your custom shader using [code]INSTANCE_CUSTOM[/code]. </description> </method> <method name="set_instance_transform"> @@ -87,28 +90,33 @@ <member name="buffer" type="PackedFloat32Array" setter="set_buffer" getter="get_buffer" default="PackedFloat32Array()"> </member> <member name="color_array" type="PackedColorArray" setter="_set_color_array" getter="_get_color_array"> + See [method set_instance_color]. </member> <member name="custom_data_array" type="PackedColorArray" setter="_set_custom_data_array" getter="_get_custom_data_array"> + See [method set_instance_custom_data]. </member> <member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count" default="0"> Number of instances that will get drawn. This clears and (re)sizes the buffers. Setting data format or flags afterwards will have no effect. By default, all instances are drawn but you can limit this with [member visible_instance_count]. </member> <member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh"> - Mesh to be drawn. + [Mesh] resource to be instanced. + The looks of the individual instances can be modified using [method set_instance_color] and [method set_instance_custom_data]. </member> <member name="transform_2d_array" type="PackedVector2Array" setter="_set_transform_2d_array" getter="_get_transform_2d_array"> + See [method set_instance_transform_2d]. </member> <member name="transform_array" type="PackedVector3Array" setter="_set_transform_array" getter="_get_transform_array"> + See [method set_instance_transform]. </member> <member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat" default="0"> Format of transform used to transform mesh, either 2D or 3D. </member> <member name="use_colors" type="bool" setter="set_use_colors" getter="is_using_colors" default="false"> - If [code]true[/code], the [MultiMesh] will use color data (see [member color_array]). + If [code]true[/code], the [MultiMesh] will use color data (see [method set_instance_color]). Can only be set when [member instance_count] is [code]0[/code] or less. This means that you need to call this method before setting the instance count, or temporarily reset it to [code]0[/code]. </member> <member name="use_custom_data" type="bool" setter="set_use_custom_data" getter="is_using_custom_data" default="false"> - If [code]true[/code], the [MultiMesh] will use custom data (see [member custom_data_array]). + If [code]true[/code], the [MultiMesh] will use custom data (see [method set_instance_custom_data]). Can only be set when [member instance_count] is [code]0[/code] or less. This means that you need to call this method before setting the instance count, or temporarily reset it to [code]0[/code]. </member> <member name="visible_instance_count" type="int" setter="set_visible_instance_count" getter="get_visible_instance_count" default="-1"> Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers. diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml index 52cc9cb65f..70fbf235e2 100644 --- a/doc/classes/MultiMeshInstance3D.xml +++ b/doc/classes/MultiMeshInstance3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> [MultiMeshInstance3D] is a specialized node to instance [GeometryInstance3D]s based on a [MultiMesh] resource. - This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands). + This is useful to optimize the rendering of a high number of instances of a given mesh (for example trees in a forest or grass strands). </description> <tutorials> <link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link> diff --git a/doc/classes/MultiplayerAPIExtension.xml b/doc/classes/MultiplayerAPIExtension.xml index e67970cc89..c4012a920a 100644 --- a/doc/classes/MultiplayerAPIExtension.xml +++ b/doc/classes/MultiplayerAPIExtension.xml @@ -5,7 +5,7 @@ </brief_description> <description> This class can be used to augment or replace the default [MultiplayerAPI] implementation via script or extensions. - The following example augment the default implemenation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication. + The following example augment the default implementation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication. [codeblocks] [gdscript] extends MultiplayerAPIExtension diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml index 0f57ff9e55..dd7dac3f23 100644 --- a/doc/classes/MultiplayerPeer.xml +++ b/doc/classes/MultiplayerPeer.xml @@ -1,11 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="MultiplayerPeer" inherits="PacketPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A high-level network interface to simplify multiplayer interactions. + Abstract class for specialized [PacketPeer]s used by the [MultiplayerAPI]. </brief_description> <description> - Manages the connection to multiplayer peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI]. - [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. + Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also [MultiplayerAPI]. + [b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. </description> <tutorials> @@ -13,6 +13,20 @@ <link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link> </tutorials> <methods> + <method name="close"> + <return type="void" /> + <description> + Immediately close the multiplayer peer returning to the state [constant CONNECTION_DISCONNECTED]. Connected peers will be dropped without emitting [signal peer_disconnected]. + </description> + </method> + <method name="disconnect_peer"> + <return type="void" /> + <param index="0" name="peer" type="int" /> + <param index="1" name="force" type="bool" default="false" /> + <description> + Disconnects the given [param peer] from this host. If [param force] is [code]true[/code] the [signal peer_disconnected] signal will not be emitted for this peer. + </description> + </method> <method name="generate_unique_id" qualifiers="const"> <return type="int" /> <description> @@ -25,10 +39,22 @@ Returns the current state of the connection. See [enum ConnectionStatus]. </description> </method> + <method name="get_packet_channel" qualifiers="const"> + <return type="int" /> + <description> + Returns the channel over which the next available packet was received. See [method PacketPeer.get_available_packet_count]. + </description> + </method> + <method name="get_packet_mode" qualifiers="const"> + <return type="int" enum="MultiplayerPeer.TransferMode" /> + <description> + Returns the [enum MultiplayerPeer.TransferMode] the remote peer used to send the next available packet. See [method PacketPeer.get_available_packet_count]. + </description> + </method> <method name="get_packet_peer" qualifiers="const"> <return type="int" /> <description> - Returns the ID of the [MultiplayerPeer] who sent the most recent packet. + Returns the ID of the [MultiplayerPeer] who sent the next available packet. See [method PacketPeer.get_available_packet_count]. </description> </method> <method name="get_unique_id" qualifiers="const"> @@ -37,6 +63,12 @@ Returns the ID of this [MultiplayerPeer]. </description> </method> + <method name="is_server_relay_supported" qualifiers="const"> + <return type="bool" /> + <description> + Returns true if the server can act as a relay in the current configuration (i.e. if the higher level [MultiplayerAPI] should notify connected clients of other peers, and implement a relay protocol to allow communication between them). + </description> + </method> <method name="poll"> <return type="void" /> <description> @@ -61,53 +93,38 @@ [b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 separate channels (one for each [enum TransferMode]) so that [constant TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly. </member> <member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="MultiplayerPeer.TransferMode" default="2"> - The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode]. + The manner in which to send packets to the target peer. See [enum TransferMode], and the [method set_target_peer] method. </member> </members> <signals> - <signal name="connection_failed"> - <description> - Emitted when a connection attempt fails. - </description> - </signal> - <signal name="connection_succeeded"> - <description> - Emitted when a connection attempt succeeds. - </description> - </signal> <signal name="peer_connected"> <param index="0" name="id" type="int" /> <description> - Emitted by the server when a client connects. + Emitted when a remote peer connects. </description> </signal> <signal name="peer_disconnected"> <param index="0" name="id" type="int" /> <description> - Emitted by the server when a client disconnects. - </description> - </signal> - <signal name="server_disconnected"> - <description> - Emitted by clients when the server disconnects. + Emitted when a remote peer has disconnected. </description> </signal> </signals> <constants> <constant name="CONNECTION_DISCONNECTED" value="0" enum="ConnectionStatus"> - The ongoing connection disconnected. + The MultiplayerPeer is disconnected. </constant> <constant name="CONNECTION_CONNECTING" value="1" enum="ConnectionStatus"> - A connection attempt is ongoing. + The MultiplayerPeer is currently connecting to a server. </constant> <constant name="CONNECTION_CONNECTED" value="2" enum="ConnectionStatus"> - The connection attempt succeeded. + This MultiplayerPeer is connected. </constant> <constant name="TARGET_PEER_BROADCAST" value="0"> - Packets are sent to the server and then redistributed to other peers. + Packets are sent to all connected peers. </constant> <constant name="TARGET_PEER_SERVER" value="1"> - Packets are sent to the server alone. + Packets are sent to the remote peer acting as server. </constant> <constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode"> Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters. diff --git a/doc/classes/MultiplayerPeerExtension.xml b/doc/classes/MultiplayerPeerExtension.xml index 3a193abd7d..5717135b80 100644 --- a/doc/classes/MultiplayerPeerExtension.xml +++ b/doc/classes/MultiplayerPeerExtension.xml @@ -9,6 +9,20 @@ <tutorials> </tutorials> <methods> + <method name="_close" qualifiers="virtual"> + <return type="void" /> + <description> + Called when the multiplayer peer should be immediately closed (see [method MultiplayerPeer.close]). + </description> + </method> + <method name="_disconnect_peer" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="p_peer" type="int" /> + <param index="1" name="p_force" type="bool" /> + <description> + Called when the connected [param p_peer] should be forcibly disconnected (see [method MultiplayerPeer.disconnect_peer]). + </description> + </method> <method name="_get_available_packet_count" qualifiers="virtual const"> <return type="int" /> <description> @@ -16,7 +30,7 @@ </description> </method> <method name="_get_connection_status" qualifiers="virtual const"> - <return type="int" /> + <return type="int" enum="MultiplayerPeer.ConnectionStatus" /> <description> Called when the connection status is requested on the [MultiplayerPeer] (see [method MultiplayerPeer.get_connection_status]). </description> @@ -28,7 +42,7 @@ </description> </method> <method name="_get_packet" qualifiers="virtual"> - <return type="int" /> + <return type="int" enum="Error" /> <param index="0" name="r_buffer" type="const uint8_t **" /> <param index="1" name="r_buffer_size" type="int32_t*" /> <description> @@ -54,7 +68,7 @@ </description> </method> <method name="_get_transfer_mode" qualifiers="virtual const"> - <return type="int" /> + <return type="int" enum="MultiplayerPeer.TransferMode" /> <description> Called when the transfer mode to use is read on this [MultiplayerPeer] (see [member MultiplayerPeer.transfer_mode]). </description> @@ -78,13 +92,13 @@ </description> </method> <method name="_poll" qualifiers="virtual"> - <return type="int" /> + <return type="void" /> <description> Called when the [MultiplayerAPI] is polled. See [method MultiplayerAPI.poll]. </description> </method> <method name="_put_packet" qualifiers="virtual"> - <return type="int" /> + <return type="int" enum="Error" /> <param index="0" name="p_buffer" type="const uint8_t*" /> <param index="1" name="p_buffer_size" type="int" /> <description> @@ -92,7 +106,7 @@ </description> </method> <method name="_put_packet_script" qualifiers="virtual"> - <return type="int" /> + <return type="int" enum="Error" /> <param index="0" name="p_buffer" type="PackedByteArray" /> <description> Called when a packet needs to be sent by the [MultiplayerAPI], if [method _put_packet] isn't implemented. Use this when extending this class via GDScript. @@ -121,7 +135,7 @@ </method> <method name="_set_transfer_mode" qualifiers="virtual"> <return type="void" /> - <param index="0" name="p_mode" type="int" /> + <param index="0" name="p_mode" type="int" enum="MultiplayerPeer.TransferMode" /> <description> Called when the transfer mode is set on this [MultiplayerPeer] (see [member MultiplayerPeer.transfer_mode]). </description> diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml index 30ad13ec93..31d347d76c 100644 --- a/doc/classes/NavigationAgent2D.xml +++ b/doc/classes/NavigationAgent2D.xml @@ -1,11 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NavigationAgent2D" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="NavigationAgent2D" inherits="Node" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> 2D Agent used in navigation for collision avoidance. </brief_description> <description> 2D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent2D] is physics safe. - [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. + [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. </description> <tutorials> </tutorials> @@ -13,27 +13,33 @@ <method name="distance_to_target" qualifiers="const"> <return type="float" /> <description> - Returns the distance to the target location, using the agent's global position. The user must set the target location with [method set_target_location] in order for this to be accurate. + Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate. </description> </method> - <method name="get_final_location"> - <return type="Vector2" /> - <description> - Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. - </description> - </method> - <method name="get_nav_path" qualifiers="const"> + <method name="get_current_navigation_path" qualifiers="const"> <return type="PackedVector2Array" /> <description> Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. </description> </method> - <method name="get_nav_path_index" qualifiers="const"> + <method name="get_current_navigation_path_index" qualifiers="const"> <return type="int" /> <description> Returns which index the agent is currently on in the navigation path's [PackedVector2Array]. </description> </method> + <method name="get_current_navigation_result" qualifiers="const"> + <return type="NavigationPathQueryResult2D" /> + <description> + Returns the path query result for the path the agent is currently following. + </description> + </method> + <method name="get_final_location"> + <return type="Vector2" /> + <description> + Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. + </description> + </method> <method name="get_navigation_layer_value" qualifiers="const"> <return type="bool" /> <param index="0" name="layer_number" type="int" /> @@ -59,12 +65,6 @@ Returns the [RID] of this agent on the [NavigationServer2D]. </description> </method> - <method name="get_target_location" qualifiers="const"> - <return type="Vector2" /> - <description> - Returns the user defined [Vector2] after setting the target location. - </description> - </method> <method name="is_navigation_finished"> <return type="bool" /> <description> @@ -74,13 +74,13 @@ <method name="is_target_reachable"> <return type="bool" /> <description> - Returns true if the target location is reachable. The target location is set using [method set_target_location]. + Returns true if [member target_location] is reachable. </description> </method> <method name="is_target_reached" qualifiers="const"> <return type="bool" /> <description> - Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. + Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. </description> </method> <method name="set_navigation_layer_value"> @@ -98,13 +98,6 @@ Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer. </description> </method> - <method name="set_target_location"> - <return type="void" /> - <param index="0" name="location" type="Vector2" /> - <description> - Sets the user desired final location. This will clear the current navigation path. - </description> - </method> <method name="set_velocity"> <return type="void" /> <param index="0" name="velocity" type="Vector2" /> @@ -126,7 +119,7 @@ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> A bitfield determining what navigation layers of navigation regions this agent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new navigation layers. </member> - <member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="500.0"> + <member name="neighbor_distance" type="float" setter="set_neighbor_distance" getter="get_neighbor_distance" default="500.0"> The distance to search for other agents. </member> <member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0"> @@ -135,18 +128,35 @@ <member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0"> The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. </member> + <member name="path_metadata_flags" type="int" setter="set_path_metadata_flags" getter="get_path_metadata_flags" enum="NavigationPathQueryParameters2D.PathMetadataFlags" default="7"> + Additional information to return with the navigation path. + </member> <member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0"> - The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]). + The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_distance]). Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size. </member> <member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0"> The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update. </member> + <member name="target_location" type="Vector2" setter="set_target_location" getter="get_target_location" default="Vector2(0, 0)"> + The user-defined target location. Setting this property will clear the current navigation path. + </member> <member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0"> The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive. </member> </members> <signals> + <signal name="link_reached"> + <param index="0" name="details" type="Dictionary" /> + <description> + Notifies when a navigation link has been reached. + The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: + - [code]location[/code]: The start location of the link that was reached. + - [code]type[/code]: Always [constant NavigationPathQueryResult2D.PATH_SEGMENT_TYPE_LINK]. + - [code]rid[/code]: The [RID] of the link. + - [code]owner[/code]: The object which manages the link (usually [NavigationLink2D]). + </description> + </signal> <signal name="navigation_finished"> <description> Notifies when the final location is reached. @@ -159,13 +169,24 @@ </signal> <signal name="target_reached"> <description> - Notifies when the player defined target, set with [method set_target_location], is reached. + Notifies when the player-defined [member target_location] is reached. </description> </signal> <signal name="velocity_computed"> - <param index="0" name="safe_velocity" type="Vector3" /> + <param index="0" name="safe_velocity" type="Vector2" /> <description> - Notifies when the collision avoidance velocity is calculated. Emitted by [method set_velocity]. + Notifies when the collision avoidance velocity is calculated. Emitted by [method set_velocity]. Only emitted when [member avoidance_enabled] is true. + </description> + </signal> + <signal name="waypoint_reached"> + <param index="0" name="details" type="Dictionary" /> + <description> + Notifies when a waypoint along the path has been reached. + The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: + - [code]location[/code]: The location of the waypoint that was reached. + - [code]type[/code]: The type of navigation primitive (region or link) that contains this waypoint. + - [code]rid[/code]: The [RID] of the containing navigation primitive (region or link). + - [code]owner[/code]: The object which manages the containing navigation primitive (region or link). </description> </signal> </signals> diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml index 22c468cb6b..c3f4809b5e 100644 --- a/doc/classes/NavigationAgent3D.xml +++ b/doc/classes/NavigationAgent3D.xml @@ -1,11 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NavigationAgent3D" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="NavigationAgent3D" inherits="Node" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> 3D Agent used in navigation for collision avoidance. </brief_description> <description> 3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent3D] is physics safe. - [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. + [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. </description> <tutorials> </tutorials> @@ -13,27 +13,33 @@ <method name="distance_to_target" qualifiers="const"> <return type="float" /> <description> - Returns the distance to the target location, using the agent's global position. The user must set the target location with [method set_target_location] in order for this to be accurate. + Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate. </description> </method> - <method name="get_final_location"> - <return type="Vector3" /> - <description> - Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. - </description> - </method> - <method name="get_nav_path" qualifiers="const"> + <method name="get_current_navigation_path" qualifiers="const"> <return type="PackedVector3Array" /> <description> Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. </description> </method> - <method name="get_nav_path_index" qualifiers="const"> + <method name="get_current_navigation_path_index" qualifiers="const"> <return type="int" /> <description> Returns which index the agent is currently on in the navigation path's [PackedVector3Array]. </description> </method> + <method name="get_current_navigation_result" qualifiers="const"> + <return type="NavigationPathQueryResult3D" /> + <description> + Returns the path query result for the path the agent is currently following. + </description> + </method> + <method name="get_final_location"> + <return type="Vector3" /> + <description> + Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. + </description> + </method> <method name="get_navigation_layer_value" qualifiers="const"> <return type="bool" /> <param index="0" name="layer_number" type="int" /> @@ -59,12 +65,6 @@ Returns the [RID] of this agent on the [NavigationServer3D]. </description> </method> - <method name="get_target_location" qualifiers="const"> - <return type="Vector3" /> - <description> - Returns the user defined [Vector3] after setting the target location. - </description> - </method> <method name="is_navigation_finished"> <return type="bool" /> <description> @@ -74,13 +74,13 @@ <method name="is_target_reachable"> <return type="bool" /> <description> - Returns true if the target location is reachable. The target location is set using [method set_target_location]. + Returns true if [member target_location] is reachable. </description> </method> <method name="is_target_reached" qualifiers="const"> <return type="bool" /> <description> - Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. + Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. </description> </method> <method name="set_navigation_layer_value"> @@ -98,13 +98,6 @@ Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer. </description> </method> - <method name="set_target_location"> - <return type="void" /> - <param index="0" name="location" type="Vector3" /> - <description> - Sets the user desired final location. This will clear the current navigation path. - </description> - </method> <method name="set_velocity"> <return type="void" /> <param index="0" name="velocity" type="Vector3" /> @@ -132,7 +125,7 @@ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> A bitfield determining what navigation layers of navigation regions this NavigationAgent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new navigation layers. </member> - <member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="50.0"> + <member name="neighbor_distance" type="float" setter="set_neighbor_distance" getter="get_neighbor_distance" default="50.0"> The distance to search for other agents. </member> <member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0"> @@ -141,18 +134,35 @@ <member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0"> The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. </member> + <member name="path_metadata_flags" type="int" setter="set_path_metadata_flags" getter="get_path_metadata_flags" enum="NavigationPathQueryParameters3D.PathMetadataFlags" default="7"> + Additional information to return with the navigation path. + </member> <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0"> - The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]). + The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_distance]). Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size. </member> <member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0"> The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update. </member> + <member name="target_location" type="Vector3" setter="set_target_location" getter="get_target_location" default="Vector3(0, 0, 0)"> + The user-defined target location. Setting this property will clear the current navigation path. + </member> <member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0"> The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive. </member> </members> <signals> + <signal name="link_reached"> + <param index="0" name="details" type="Dictionary" /> + <description> + Notifies when a navigation link has been reached. + The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: + - [code]location[/code]: The start location of the link that was reached. + - [code]type[/code]: Always [constant NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK]. + - [code]rid[/code]: The [RID] of the link. + - [code]owner[/code]: The object which manages the link (usually [NavigationLink3D]). + </description> + </signal> <signal name="navigation_finished"> <description> Notifies when the final location is reached. @@ -165,13 +175,24 @@ </signal> <signal name="target_reached"> <description> - Notifies when the player defined target, set with [method set_target_location], is reached. + Notifies when the player-defined [member target_location] is reached. </description> </signal> <signal name="velocity_computed"> <param index="0" name="safe_velocity" type="Vector3" /> <description> - Notifies when the collision avoidance velocity is calculated. Emitted by [method set_velocity]. + Notifies when the collision avoidance velocity is calculated. Emitted by [method set_velocity]. Only emitted when [member avoidance_enabled] is true. + </description> + </signal> + <signal name="waypoint_reached"> + <param index="0" name="details" type="Dictionary" /> + <description> + Notifies when a waypoint along the path has been reached. + The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: + - [code]location[/code]: The location of the waypoint that was reached. + - [code]type[/code]: The type of navigation primitive (region or link) that contains this waypoint. + - [code]rid[/code]: The [RID] of the containing navigation primitive (region or link). + - [code]owner[/code]: The object which manages the containing navigation primitive (region or link). </description> </signal> </signals> diff --git a/doc/classes/NavigationLink2D.xml b/doc/classes/NavigationLink2D.xml new file mode 100644 index 0000000000..9d75694360 --- /dev/null +++ b/doc/classes/NavigationLink2D.xml @@ -0,0 +1,55 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="NavigationLink2D" inherits="Node2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Creates a link between two locations that [NavigationServer2D] can route agents through. + </brief_description> + <description> + Creates a link between two locations that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_navigation_layer_value" qualifiers="const"> + <return type="bool" /> + <param index="0" name="layer_number" type="int" /> + <description> + Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32. + </description> + </method> + <method name="set_navigation_layer_value"> + <return type="void" /> + <param index="0" name="layer_number" type="int" /> + <param index="1" name="value" type="bool" /> + <description> + Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32. + </description> + </method> + </methods> + <members> + <member name="bidirectional" type="bool" setter="set_bidirectional" getter="is_bidirectional" default="true"> + Whether this link can be traveled in both directions or only from [member start_location] to [member end_location]. + </member> + <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> + Whether this link is currently active. If [code]false[/code], [method NavigationServer2D.map_get_path] will ignore this link. + </member> + <member name="end_location" type="Vector2" setter="set_end_location" getter="get_end_location" default="Vector2(0, 0)"> + Ending position of the link. + This position will search out the nearest polygon in the navigation mesh to attach to. + The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius]. + </member> + <member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0"> + When pathfinding enters this link from another regions navigation mesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path. + </member> + <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> + A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer2D.map_get_path]. + </member> + <member name="start_location" type="Vector2" setter="set_start_location" getter="get_start_location" default="Vector2(0, 0)"> + Starting position of the link. + This position will search out the nearest polygon in the navigation mesh to attach to. + The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius]. + </member> + <member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0"> + When pathfinding moves along the link the traveled distance is multiplied with [code]travel_cost[/code] for determining the shortest path. + </member> + </members> +</class> diff --git a/doc/classes/NavigationLink3D.xml b/doc/classes/NavigationLink3D.xml new file mode 100644 index 0000000000..730c43c5a8 --- /dev/null +++ b/doc/classes/NavigationLink3D.xml @@ -0,0 +1,55 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="NavigationLink3D" inherits="Node3D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Creates a link between two locations that [NavigationServer3D] can route agents through. + </brief_description> + <description> + Creates a link between two locations that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_navigation_layer_value" qualifiers="const"> + <return type="bool" /> + <param index="0" name="layer_number" type="int" /> + <description> + Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32. + </description> + </method> + <method name="set_navigation_layer_value"> + <return type="void" /> + <param index="0" name="layer_number" type="int" /> + <param index="1" name="value" type="bool" /> + <description> + Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32. + </description> + </method> + </methods> + <members> + <member name="bidirectional" type="bool" setter="set_bidirectional" getter="is_bidirectional" default="true"> + Whether this link can be traveled in both directions or only from [member start_location] to [member end_location]. + </member> + <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> + Whether this link is currently active. If [code]false[/code], [method NavigationServer3D.map_get_path] will ignore this link. + </member> + <member name="end_location" type="Vector3" setter="set_end_location" getter="get_end_location" default="Vector3(0, 0, 0)"> + Ending position of the link. + This position will search out the nearest polygon in the navigation mesh to attach to. + The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius]. + </member> + <member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0"> + When pathfinding enters this link from another regions navigation mesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path. + </member> + <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> + A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer3D.map_get_path]. + </member> + <member name="start_location" type="Vector3" setter="set_start_location" getter="get_start_location" default="Vector3(0, 0, 0)"> + Starting position of the link. + This position will search out the nearest polygon in the navigation mesh to attach to. + The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius]. + </member> + <member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0"> + When pathfinding moves along the link the traveled distance is multiplied with [code]travel_cost[/code] for determining the shortest path. + </member> + </members> +</class> diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml index c86bc47e04..ff898551d4 100644 --- a/doc/classes/NavigationMesh.xml +++ b/doc/classes/NavigationMesh.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NavigationMesh" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="NavigationMesh" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A mesh to approximate the walkable areas and obstacles. </brief_description> @@ -133,13 +133,10 @@ <member name="geometry_source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" enum="NavigationMesh.SourceGeometryMode" default="0"> The source of the geometry used when baking. See [enum SourceGeometryMode] for possible values. </member> - <member name="geometry_source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name" default="&"navmesh""> + <member name="geometry_source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name" default="&"navigation_mesh_source_group""> The name of the group to scan for geometry. Only used when [member geometry_source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT]. </member> - <member name="polygon_verts_per_poly" type="float" setter="set_verts_per_poly" getter="get_verts_per_poly" default="6.0"> - The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process. - </member> <member name="region_merge_size" type="float" setter="set_region_merge_size" getter="get_region_merge_size" default="20.0"> Any regions with a size smaller than this will be merged with larger regions if possible. [b]Note:[/b] This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400. @@ -151,6 +148,9 @@ <member name="sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" enum="NavigationMesh.SamplePartitionType" default="0"> Partitioning algorithm for creating the navigation mesh polys. See [enum SamplePartitionType] for possible values. </member> + <member name="vertices_per_polygon" type="float" setter="set_vertices_per_polygon" getter="get_vertices_per_polygon" default="6.0"> + The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process. + </member> </members> <constants> <constant name="SAMPLE_PARTITION_WATERSHED" value="0" enum="SamplePartitionType"> @@ -177,8 +177,8 @@ <constant name="PARSED_GEOMETRY_MAX" value="3" enum="ParsedGeometryType"> Represents the size of the [enum ParsedGeometryType] enum. </constant> - <constant name="SOURCE_GEOMETRY_NAVMESH_CHILDREN" value="0" enum="SourceGeometryMode"> - Scans the child nodes of [NavigationRegion3D] recursively for geometry. + <constant name="SOURCE_GEOMETRY_ROOT_NODE_CHILDREN" value="0" enum="SourceGeometryMode"> + Scans the child nodes of the root node recursively for geometry. </constant> <constant name="SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN" value="1" enum="SourceGeometryMode"> Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry_source_group_name]. diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml index faf777bbc9..15d149a229 100644 --- a/doc/classes/NavigationMeshGenerator.xml +++ b/doc/classes/NavigationMeshGenerator.xml @@ -1,12 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NavigationMeshGenerator" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="NavigationMeshGenerator" inherits="Object" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Helper class for creating and clearing navigation meshes. </brief_description> <description> This class is responsible for creating and clearing 3D navigation meshes used as [NavigationMesh] resources inside [NavigationRegion3D]. The [NavigationMeshGenerator] has very limited to no use for 2D as the navigation mesh baking process expects 3D node types and 3D source geometry to parse. The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very performance and time hungry operations. - Navigation mesh baking happens in multiple steps and the result depends on 3D source geometry and properties of the [NavigationMesh] resource. In the first step, starting from a root node and depending on [NavigationMesh] properties all valid 3D source geometry nodes are collected from the [SceneTree]. Second, all collected nodes are parsed for their relevant 3D geometry data and a combined 3D mesh is build. Due to the many different types of parsable objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various [CollisionObject3D]s, some operations to collect geometry data can trigger [RenderingServer] and [PhysicsServer3D] synchronizations. Server synchronization can have a negative effect on baking time or framerate as it often involves [Mutex] locking for thread security. Many parsable objects and the continuous synchronization with other threaded Servers can increase the baking time significantly. On the other hand only a few but very large and complex objects will take some time to prepare for the Servers which can noticeably stall the next frame render. As a general rule the total amount of parsable objects and their individual size and complexity should be balanced to avoid framerate issues or very long baking times. The combined mesh is then passed to the Recast Navigation Object to test the source geometry for walkable terrain suitable to [NavigationMesh] agent properties by creating a voxel world around the meshes bounding area. + Navigation mesh baking happens in multiple steps and the result depends on 3D source geometry and properties of the [NavigationMesh] resource. In the first step, starting from a root node and depending on [NavigationMesh] properties all valid 3D source geometry nodes are collected from the [SceneTree]. Second, all collected nodes are parsed for their relevant 3D geometry data and a combined 3D mesh is build. Due to the many different types of parsable objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various [CollisionObject3D]s, some operations to collect geometry data can trigger [RenderingServer] and [PhysicsServer3D] synchronizations. Server synchronization can have a negative effect on baking time or framerate as it often involves [Mutex] locking for thread security. Many parsable objects and the continuous synchronization with other threaded Servers can increase the baking time significantly. On the other hand only a few but very large and complex objects will take some time to prepare for the Servers which can noticeably stall the next frame render. As a general rule the total number of parsable objects and their individual size and complexity should be balanced to avoid framerate issues or very long baking times. The combined mesh is then passed to the Recast Navigation Object to test the source geometry for walkable terrain suitable to [NavigationMesh] agent properties by creating a voxel world around the meshes bounding area. The finalized navigation mesh is then returned and stored inside the [NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes. [b]Note:[/b] Using meshes to not only define walkable surfaces but also obstruct navigation baking does not always work. The navigation baking has no concept of what is a geometry "inside" when dealing with mesh source geometry and this is intentional. Depending on current baking parameters, as soon as the obstructing mesh is large enough to fit a navigation mesh area inside, the baking will generate navigation mesh areas that are inside the obstructing source geometry mesh. </description> @@ -15,17 +15,17 @@ <methods> <method name="bake"> <return type="void" /> - <param index="0" name="nav_mesh" type="NavigationMesh" /> + <param index="0" name="navigation_mesh" type="NavigationMesh" /> <param index="1" name="root_node" type="Node" /> <description> - Bakes navigation data to the provided [param nav_mesh] by parsing child nodes under the provided [param root_node] or a specific group of nodes for potential source geometry. The parse behavior can be controlled with the [member NavigationMesh.geometry_parsed_geometry_type] and [member NavigationMesh.geometry_source_geometry_mode] properties on the [NavigationMesh] resource. + Bakes navigation data to the provided [param navigation_mesh] by parsing child nodes under the provided [param root_node] or a specific group of nodes for potential source geometry. The parse behavior can be controlled with the [member NavigationMesh.geometry_parsed_geometry_type] and [member NavigationMesh.geometry_source_geometry_mode] properties on the [NavigationMesh] resource. </description> </method> <method name="clear"> <return type="void" /> - <param index="0" name="nav_mesh" type="NavigationMesh" /> + <param index="0" name="navigation_mesh" type="NavigationMesh" /> <description> - Removes all polygons and vertices from the provided [param nav_mesh] resource. + Removes all polygons and vertices from the provided [param navigation_mesh] resource. </description> </method> </methods> diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml index 4ecdc06645..ce0f05ad28 100644 --- a/doc/classes/NavigationObstacle2D.xml +++ b/doc/classes/NavigationObstacle2D.xml @@ -1,21 +1,34 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NavigationObstacle2D" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="NavigationObstacle2D" inherits="Node" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> 2D Obstacle used in navigation for collision avoidance. </brief_description> <description> 2D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. [NavigationObstacle2D] is physics safe. - [b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently. + Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently. </description> <tutorials> </tutorials> <methods> + <method name="get_navigation_map" qualifiers="const"> + <return type="RID" /> + <description> + Returns the [RID] of the navigation map for this NavigationObstacle node. This function returns always the map set on the NavigationObstacle node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationObstacle node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationObstacle and also update the agent on the NavigationServer. + </description> + </method> <method name="get_rid" qualifiers="const"> <return type="RID" /> <description> Returns the [RID] of this obstacle on the [NavigationServer2D]. </description> </method> + <method name="set_navigation_map"> + <return type="void" /> + <param index="0" name="navigation_map" type="RID" /> + <description> + Sets the [RID] of the navigation map this NavigationObstacle node should use and also updates the [code]agent[/code] on the NavigationServer. + </description> + </method> </methods> <members> <member name="estimate_radius" type="bool" setter="set_estimate_radius" getter="is_radius_estimated" default="true"> diff --git a/doc/classes/NavigationObstacle3D.xml b/doc/classes/NavigationObstacle3D.xml index ed8af3883c..78bbb788d9 100644 --- a/doc/classes/NavigationObstacle3D.xml +++ b/doc/classes/NavigationObstacle3D.xml @@ -1,21 +1,34 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NavigationObstacle3D" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="NavigationObstacle3D" inherits="Node" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> 3D Obstacle used in navigation for collision avoidance. </brief_description> <description> 3D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. [NavigationObstacle3D] is physics safe. - [b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently. + Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently. </description> <tutorials> </tutorials> <methods> + <method name="get_navigation_map" qualifiers="const"> + <return type="RID" /> + <description> + Returns the [RID] of the navigation map for this NavigationObstacle node. This function returns always the map set on the NavigationObstacle node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationObstacle node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationObstacle and also update the agent on the NavigationServer. + </description> + </method> <method name="get_rid" qualifiers="const"> <return type="RID" /> <description> Returns the [RID] of this obstacle on the [NavigationServer3D]. </description> </method> + <method name="set_navigation_map"> + <return type="void" /> + <param index="0" name="navigation_map" type="RID" /> + <description> + Sets the [RID] of the navigation map this NavigationObstacle node should use and also updates the [code]agent[/code] on the NavigationServer. + </description> + </method> </methods> <members> <member name="estimate_radius" type="bool" setter="set_estimate_radius" getter="is_radius_estimated" default="true"> diff --git a/doc/classes/NavigationPathQueryParameters2D.xml b/doc/classes/NavigationPathQueryParameters2D.xml new file mode 100644 index 0000000000..511b2e7a8c --- /dev/null +++ b/doc/classes/NavigationPathQueryParameters2D.xml @@ -0,0 +1,60 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="NavigationPathQueryParameters2D" inherits="RefCounted" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Parameters to be sent to a 2D navigation path query. + </brief_description> + <description> + This class contains the start and target position and other parameters to be used with [method NavigationServer2D.query_path]. + </description> + <tutorials> + </tutorials> + <members> + <member name="map" type="RID" setter="set_map" getter="get_map"> + The navigation [code]map[/code] [RID] used in the path query. + </member> + <member name="metadata_flags" type="int" setter="set_metadata_flags" getter="get_metadata_flags" enum="NavigationPathQueryParameters2D.PathMetadataFlags" default="7"> + Additional information to include with the navigation path. + </member> + <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> + The navigation layers the query will use (as a bitmask). + </member> + <member name="path_postprocessing" type="int" setter="set_path_postprocessing" getter="get_path_postprocessing" enum="NavigationPathQueryParameters2D.PathPostProcessing" default="0"> + The path postprocessing applied to the raw path corridor found by the [member pathfinding_algorithm]. + </member> + <member name="pathfinding_algorithm" type="int" setter="set_pathfinding_algorithm" getter="get_pathfinding_algorithm" enum="NavigationPathQueryParameters2D.PathfindingAlgorithm" default="0"> + The pathfinding algorithm used in the path query. + </member> + <member name="start_position" type="Vector2" setter="set_start_position" getter="get_start_position" default="Vector2(0, 0)"> + The pathfinding start position in global coordinates. + </member> + <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 0)"> + The pathfinding target position in global coordinates. + </member> + </members> + <constants> + <constant name="PATHFINDING_ALGORITHM_ASTAR" value="0" enum="PathfindingAlgorithm"> + The path query uses the default A* pathfinding algorithm. + </constant> + <constant name="PATH_POSTPROCESSING_CORRIDORFUNNEL" value="0" enum="PathPostProcessing"> + Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navigation mesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes. + </constant> + <constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing"> + Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center. + </constant> + <constant name="PATH_METADATA_INCLUDE_NONE" value="0" enum="PathMetadataFlags" is_bitfield="true"> + Don't include any additional metadata about the returned path. + </constant> + <constant name="PATH_METADATA_INCLUDE_TYPES" value="1" enum="PathMetadataFlags" is_bitfield="true"> + Include the type of navigation primitive (region or link) that each point of the path goes through. + </constant> + <constant name="PATH_METADATA_INCLUDE_RIDS" value="2" enum="PathMetadataFlags" is_bitfield="true"> + Include the [RID]s of the regions and links that each point of the path goes through. + </constant> + <constant name="PATH_METADATA_INCLUDE_OWNERS" value="4" enum="PathMetadataFlags" is_bitfield="true"> + Include the [code]ObjectID[/code]s of the [Object]s which manage the regions and links each point of the path goes through. + </constant> + <constant name="PATH_METADATA_INCLUDE_ALL" value="7" enum="PathMetadataFlags" is_bitfield="true"> + Include all available metadata about the returned path. + </constant> + </constants> +</class> diff --git a/doc/classes/NavigationPathQueryParameters3D.xml b/doc/classes/NavigationPathQueryParameters3D.xml new file mode 100644 index 0000000000..b5031f60f2 --- /dev/null +++ b/doc/classes/NavigationPathQueryParameters3D.xml @@ -0,0 +1,60 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="NavigationPathQueryParameters3D" inherits="RefCounted" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Parameters to be sent to a 3D navigation path query. + </brief_description> + <description> + This class contains the start and target position and other parameters to be used with [method NavigationServer3D.query_path]. + </description> + <tutorials> + </tutorials> + <members> + <member name="map" type="RID" setter="set_map" getter="get_map"> + The navigation [code]map[/code] [RID] used in the path query. + </member> + <member name="metadata_flags" type="int" setter="set_metadata_flags" getter="get_metadata_flags" enum="NavigationPathQueryParameters3D.PathMetadataFlags" default="7"> + Additional information to include with the navigation path. + </member> + <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> + The navigation layers the query will use (as a bitmask). + </member> + <member name="path_postprocessing" type="int" setter="set_path_postprocessing" getter="get_path_postprocessing" enum="NavigationPathQueryParameters3D.PathPostProcessing" default="0"> + The path postprocessing applied to the raw path corridor found by the [member pathfinding_algorithm]. + </member> + <member name="pathfinding_algorithm" type="int" setter="set_pathfinding_algorithm" getter="get_pathfinding_algorithm" enum="NavigationPathQueryParameters3D.PathfindingAlgorithm" default="0"> + The pathfinding algorithm used in the path query. + </member> + <member name="start_position" type="Vector3" setter="set_start_position" getter="get_start_position" default="Vector3(0, 0, 0)"> + The pathfinding start position in global coordinates. + </member> + <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, 0, 0)"> + The pathfinding target position in global coordinates. + </member> + </members> + <constants> + <constant name="PATHFINDING_ALGORITHM_ASTAR" value="0" enum="PathfindingAlgorithm"> + The path query uses the default A* pathfinding algorithm. + </constant> + <constant name="PATH_POSTPROCESSING_CORRIDORFUNNEL" value="0" enum="PathPostProcessing"> + Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navigation mesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes. + </constant> + <constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing"> + Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center. + </constant> + <constant name="PATH_METADATA_INCLUDE_NONE" value="0" enum="PathMetadataFlags" is_bitfield="true"> + Don't include any additional metadata about the returned path. + </constant> + <constant name="PATH_METADATA_INCLUDE_TYPES" value="1" enum="PathMetadataFlags" is_bitfield="true"> + Include the type of navigation primitive (region or link) that each point of the path goes through. + </constant> + <constant name="PATH_METADATA_INCLUDE_RIDS" value="2" enum="PathMetadataFlags" is_bitfield="true"> + Include the [RID]s of the regions and links that each point of the path goes through. + </constant> + <constant name="PATH_METADATA_INCLUDE_OWNERS" value="4" enum="PathMetadataFlags" is_bitfield="true"> + Include the [code]ObjectID[/code]s of the [Object]s which manage the regions and links each point of the path goes through. + </constant> + <constant name="PATH_METADATA_INCLUDE_ALL" value="7" enum="PathMetadataFlags" is_bitfield="true"> + Include all available metadata about the returned path. + </constant> + </constants> +</class> diff --git a/doc/classes/NavigationPathQueryResult2D.xml b/doc/classes/NavigationPathQueryResult2D.xml new file mode 100644 index 0000000000..75f7cc47aa --- /dev/null +++ b/doc/classes/NavigationPathQueryResult2D.xml @@ -0,0 +1,41 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="NavigationPathQueryResult2D" inherits="RefCounted" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Result from a [NavigationPathQueryParameters2D] navigation path query. + </brief_description> + <description> + This class contains the result of a navigation path query from [method NavigationServer2D.query_path]. + </description> + <tutorials> + </tutorials> + <methods> + <method name="reset"> + <return type="void" /> + <description> + Reset the result object to its initial state. This is useful to reuse the object across multiple queries. + </description> + </method> + </methods> + <members> + <member name="path" type="PackedVector2Array" setter="set_path" getter="get_path" default="PackedVector2Array()"> + The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by [method NavigationServer2D.map_get_path]. + </member> + <member name="path_owner_ids" type="PackedInt64Array" setter="set_path_owner_ids" getter="get_path_owner_ids" default="PackedInt64Array()"> + The [code]ObjectID[/code]s of the [Object]s which manage the regions and links each point of the path goes through. + </member> + <member name="path_rids" type="RID[]" setter="set_path_rids" getter="get_path_rids" default="[]"> + The [RID]s of the regions and links that each point of the path goes through. + </member> + <member name="path_types" type="PackedInt32Array" setter="set_path_types" getter="get_path_types" default="PackedInt32Array()"> + The type of navigation primitive (region or link) that each point of the path goes through. + </member> + </members> + <constants> + <constant name="PATH_SEGMENT_TYPE_REGION" value="0" enum="PathSegmentType"> + This segment of the path goes through a region. + </constant> + <constant name="PATH_SEGMENT_TYPE_LINK" value="1" enum="PathSegmentType"> + This segment of the path goes through a link. + </constant> + </constants> +</class> diff --git a/doc/classes/NavigationPathQueryResult3D.xml b/doc/classes/NavigationPathQueryResult3D.xml new file mode 100644 index 0000000000..03d41cb230 --- /dev/null +++ b/doc/classes/NavigationPathQueryResult3D.xml @@ -0,0 +1,41 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="NavigationPathQueryResult3D" inherits="RefCounted" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Result from a [NavigationPathQueryParameters3D] navigation path query. + </brief_description> + <description> + This class contains the result of a navigation path query from [method NavigationServer3D.query_path]. + </description> + <tutorials> + </tutorials> + <methods> + <method name="reset"> + <return type="void" /> + <description> + Reset the result object to its initial state. This is useful to reuse the object across multiple queries. + </description> + </method> + </methods> + <members> + <member name="path" type="PackedVector3Array" setter="set_path" getter="get_path" default="PackedVector3Array()"> + The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by [method NavigationServer3D.map_get_path]. + </member> + <member name="path_owner_ids" type="PackedInt64Array" setter="set_path_owner_ids" getter="get_path_owner_ids" default="PackedInt64Array()"> + The [code]ObjectID[/code]s of the [Object]s which manage the regions and links each point of the path goes through. + </member> + <member name="path_rids" type="RID[]" setter="set_path_rids" getter="get_path_rids" default="[]"> + The [RID]s of the regions and links that each point of the path goes through. + </member> + <member name="path_types" type="PackedInt32Array" setter="set_path_types" getter="get_path_types" default="PackedInt32Array()"> + The type of navigation primitive (region or link) that each point of the path goes through. + </member> + </members> + <constants> + <constant name="PATH_SEGMENT_TYPE_REGION" value="0" enum="PathSegmentType"> + This segment of the path goes through a region. + </constant> + <constant name="PATH_SEGMENT_TYPE_LINK" value="1" enum="PathSegmentType"> + This segment of the path goes through a link. + </constant> + </constants> +</class> diff --git a/doc/classes/NavigationPolygon.xml b/doc/classes/NavigationPolygon.xml index 19466c171f..b30dd2703a 100644 --- a/doc/classes/NavigationPolygon.xml +++ b/doc/classes/NavigationPolygon.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NavigationPolygon" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="NavigationPolygon" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A node that has methods to draw outlines or use indices of vertices to create navigation polygons. </brief_description> @@ -12,14 +12,14 @@ var outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)]) polygon.add_outline(outline) polygon.make_polygons_from_outlines() - $NavigationRegion2D.navpoly = polygon + $NavigationRegion2D.navigation_polygon = polygon [/gdscript] [csharp] var polygon = new NavigationPolygon(); var outline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) }; polygon.AddOutline(outline); polygon.MakePolygonsFromOutlines(); - GetNode<NavigationRegion2D>("NavigationRegion2D").Navpoly = polygon; + GetNode<NavigationRegion2D>("NavigationRegion2D").NavigationPolygon = polygon; [/csharp] [/codeblocks] Using [method add_polygon] and indices of the vertices array. @@ -30,7 +30,7 @@ polygon.vertices = vertices var indices = PackedInt32Array([0, 1, 2, 3]) polygon.add_polygon(indices) - $NavigationRegion2D.navpoly = polygon + $NavigationRegion2D.navigation_polygon = polygon [/gdscript] [csharp] var polygon = new NavigationPolygon(); @@ -38,7 +38,7 @@ polygon.Vertices = vertices; var indices = new int[] { 0, 1, 2, 3 }; polygon.AddPolygon(indices); - GetNode<NavigationRegion2D>("NavigationRegion2D").Navpoly = polygon; + GetNode<NavigationRegion2D>("NavigationRegion2D").NavigationPolygon = polygon; [/csharp] [/codeblocks] </description> @@ -80,10 +80,10 @@ Clears the array of polygons, but it doesn't clear the array of outlines and vertices. </description> </method> - <method name="get_mesh"> + <method name="get_navigation_mesh"> <return type="NavigationMesh" /> <description> - Returns the [NavigationMesh] resulting from this navigation polygon. This navmesh can be used to update the navmesh of a region with the [method NavigationServer3D.region_set_navmesh] API directly (as 2D uses the 3D server behind the scene). + Returns the [NavigationMesh] resulting from this navigation polygon. This navigation mesh can be used to update the navigation mesh of a region with the [method NavigationServer3D.region_set_navigation_mesh] API directly (as 2D uses the 3D server behind the scene). </description> </method> <method name="get_outline" qualifiers="const"> diff --git a/doc/classes/NavigationRegion2D.xml b/doc/classes/NavigationRegion2D.xml index 89f7dcb4af..8b8793b3b4 100644 --- a/doc/classes/NavigationRegion2D.xml +++ b/doc/classes/NavigationRegion2D.xml @@ -1,15 +1,16 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NavigationRegion2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="NavigationRegion2D" inherits="Node2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A region of the 2D navigation map. </brief_description> <description> A region of the navigation map. It tells the [NavigationServer2D] what can be navigated and what cannot, based on its [NavigationPolygon] resource. Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer2D.map_set_edge_connection_margin]. - [b]Note:[/b] Overlapping two regions' polygons is not enough for connecting two regions. They must share a similar edge. + [b]Note:[/b] Overlapping two regions' navigation polygons is not enough for connecting two regions. They must share a similar edge. The pathfinding cost of entering this region from another region can be controlled with the [member enter_cost] value. [b]Note:[/b] This value is not added to the path cost when the start position is already inside this region. The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier. + [b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer2D], they will not be reflected in this node's properties. </description> <tutorials> </tutorials> @@ -41,16 +42,16 @@ Determines if the [NavigationRegion2D] is enabled or disabled. </member> <member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0"> - When pathfinding enters this region's navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path. + When pathfinding enters this region's navigation mesh from another regions navigation mesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path. </member> <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. </member> - <member name="navpoly" type="NavigationPolygon" setter="set_navigation_polygon" getter="get_navigation_polygon"> + <member name="navigation_polygon" type="NavigationPolygon" setter="set_navigation_polygon" getter="get_navigation_polygon"> The [NavigationPolygon] resource to use. </member> <member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0"> - When pathfinding moves inside this region's navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path. + When pathfinding moves inside this region's navigation mesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path. </member> </members> </class> diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml index 1e096515be..10662db869 100644 --- a/doc/classes/NavigationRegion3D.xml +++ b/doc/classes/NavigationRegion3D.xml @@ -1,15 +1,16 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NavigationRegion3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="NavigationRegion3D" inherits="Node3D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A region of the navigation map. </brief_description> <description> A region of the navigation map. It tells the [NavigationServer3D] what can be navigated and what cannot, based on its [NavigationMesh] resource. Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer3D.map_set_edge_connection_margin]. - [b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting two regions. They must share a similar edge. + [b]Note:[/b] Overlapping two regions' navigation meshes is not enough for connecting two regions. They must share a similar edge. The cost of entering this region from another region can be controlled with the [member enter_cost] value. [b]Note:[/b] This value is not added to the path cost when the start position is already inside this region. The cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier. + [b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer3D], they will not be reflected in this node's properties. </description> <tutorials> </tutorials> @@ -18,7 +19,7 @@ <return type="void" /> <param index="0" name="on_thread" type="bool" default="true" /> <description> - Bakes the [NavigationMesh]. If [param on_thread] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as HTML5 with threads disabled). + Bakes the [NavigationMesh]. If [param on_thread] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as Web with threads disabled). </description> </method> <method name="get_navigation_layer_value" qualifiers="const"> @@ -48,16 +49,16 @@ Determines if the [NavigationRegion3D] is enabled or disabled. </member> <member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0"> - When pathfinding enters this region's navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path. + When pathfinding enters this region's navigation mesh from another regions navigation mesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path. </member> <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. </member> - <member name="navmesh" type="NavigationMesh" setter="set_navigation_mesh" getter="get_navigation_mesh"> + <member name="navigation_mesh" type="NavigationMesh" setter="set_navigation_mesh" getter="get_navigation_mesh"> The [NavigationMesh] resource to use. </member> <member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0"> - When pathfinding moves inside this region's navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path. + When pathfinding moves inside this region's navigation mesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path. </member> </members> <signals> diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml index 43457e7d24..32e48cde54 100644 --- a/doc/classes/NavigationServer2D.xml +++ b/doc/classes/NavigationServer2D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NavigationServer2D" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="NavigationServer2D" inherits="Object" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Server interface for low-level 2D navigation access </brief_description> @@ -40,12 +40,12 @@ <method name="agent_set_callback" qualifiers="const"> <return type="void" /> <param index="0" name="agent" type="RID" /> - <param index="1" name="receiver" type="Object" /> + <param index="1" name="object_id" type="int" /> <param index="2" name="method" type="StringName" /> <param index="3" name="userdata" type="Variant" default="null" /> <description> - Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated [code]safe_velocity[/code] to the [param receiver] object with a signal to the chosen [param method] name. - [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]null[/code] object as the [param receiver]. + Sets the callback [param object_id] and [param method] that gets called after each avoidance processing step for the [param agent]. The calculated [code]safe_velocity[/code] will be dispatched with a signal to the object just before the physics calculations. + [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]0[/code] ObjectID as the [param object_id]. </description> </method> <method name="agent_set_map" qualifiers="const"> @@ -72,10 +72,10 @@ Sets the maximum speed of the agent. Must be positive. </description> </method> - <method name="agent_set_neighbor_dist" qualifiers="const"> + <method name="agent_set_neighbor_distance" qualifiers="const"> <return type="void" /> <param index="0" name="agent" type="RID" /> - <param index="1" name="dist" type="float" /> + <param index="1" name="distance" type="float" /> <description> Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe. </description> @@ -128,11 +128,137 @@ </description> </method> <method name="get_maps" qualifiers="const"> - <return type="Array" /> + <return type="RID[]" /> <description> Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them. </description> </method> + <method name="link_create" qualifiers="const"> + <return type="RID" /> + <description> + Create a new link between two locations on a map. + </description> + </method> + <method name="link_get_end_location" qualifiers="const"> + <return type="Vector2" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the ending location of this [code]link[/code]. + </description> + </method> + <method name="link_get_enter_cost" qualifiers="const"> + <return type="float" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the [code]enter_cost[/code] of this [code]link[/code]. + </description> + </method> + <method name="link_get_map" qualifiers="const"> + <return type="RID" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the navigation map [RID] the requested [code]link[/code] is currently assigned to. + </description> + </method> + <method name="link_get_navigation_layers" qualifiers="const"> + <return type="int" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the navigation layers for this [code]link[/code]. + </description> + </method> + <method name="link_get_owner_id" qualifiers="const"> + <return type="int" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the [code]ObjectID[/code] of the object which manages this link. + </description> + </method> + <method name="link_get_start_location" qualifiers="const"> + <return type="Vector2" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the starting location of this [code]link[/code]. + </description> + </method> + <method name="link_get_travel_cost" qualifiers="const"> + <return type="float" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the [code]travel_cost[/code] of this [code]link[/code]. + </description> + </method> + <method name="link_is_bidirectional" qualifiers="const"> + <return type="bool" /> + <param index="0" name="link" type="RID" /> + <description> + Returns whether this [code]link[/code] can be travelled in both directions. + </description> + </method> + <method name="link_set_bidirectional" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="bidirectional" type="bool" /> + <description> + Sets whether this [code]link[/code] can be travelled in both directions. + </description> + </method> + <method name="link_set_end_location" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="location" type="Vector2" /> + <description> + Sets the exit location for the [code]link[/code]. + </description> + </method> + <method name="link_set_enter_cost" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="enter_cost" type="float" /> + <description> + Sets the [code]enter_cost[/code] for this [code]link[/code]. + </description> + </method> + <method name="link_set_map" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="map" type="RID" /> + <description> + Sets the navigation map [RID] for the link. + </description> + </method> + <method name="link_set_navigation_layers" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="navigation_layers" type="int" /> + <description> + Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer2D.map_get_path]). + </description> + </method> + <method name="link_set_owner_id" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="owner_id" type="int" /> + <description> + Set the [code]ObjectID[/code] of the object which manages this link. + </description> + </method> + <method name="link_set_start_location" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="location" type="Vector2" /> + <description> + Sets the entry location for this [code]link[/code]. + </description> + </method> + <method name="link_set_travel_cost" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="travel_cost" type="float" /> + <description> + Sets the [code]travel_cost[/code] for this [code]link[/code]. + </description> + </method> <method name="map_create" qualifiers="const"> <return type="RID" /> <description> @@ -150,7 +276,7 @@ </description> </method> <method name="map_get_agents" qualifiers="const"> - <return type="Array" /> + <return type="RID[]" /> <param index="0" name="map" type="RID" /> <description> Returns all navigation agents [RID]s that are currently assigned to the requested navigation [param map]. @@ -186,6 +312,20 @@ Returns the edge connection margin of the map. The edge connection margin is a distance used to connect two regions. </description> </method> + <method name="map_get_link_connection_radius" qualifiers="const"> + <return type="float" /> + <param index="0" name="map" type="RID" /> + <description> + Returns the link connection radius of the map. This distance is the maximum range any link will search for navigation mesh polygons to connect to. + </description> + </method> + <method name="map_get_links" qualifiers="const"> + <return type="RID[]" /> + <param index="0" name="map" type="RID" /> + <description> + Returns all navigation link [RID]s that are currently assigned to the requested navigation [code]map[/code]. + </description> + </method> <method name="map_get_path" qualifiers="const"> <return type="PackedVector2Array" /> <param index="0" name="map" type="RID" /> @@ -198,7 +338,7 @@ </description> </method> <method name="map_get_regions" qualifiers="const"> - <return type="Array" /> + <return type="RID[]" /> <param index="0" name="map" type="RID" /> <description> Returns all navigation regions [RID]s that are currently assigned to the requested navigation [param map]. @@ -206,7 +346,7 @@ </method> <method name="map_is_active" qualifiers="const"> <return type="bool" /> - <param index="0" name="nap" type="RID" /> + <param index="0" name="map" type="RID" /> <description> Returns true if the map is active. </description> @@ -235,6 +375,22 @@ Set the map edge connection margin used to weld the compatible region edges. </description> </method> + <method name="map_set_link_connection_radius" qualifiers="const"> + <return type="void" /> + <param index="0" name="map" type="RID" /> + <param index="1" name="radius" type="float" /> + <description> + Set the map's link connection radius used to connect links to navigation polygons. + </description> + </method> + <method name="query_path" qualifiers="const"> + <return type="void" /> + <param index="0" name="parameters" type="NavigationPathQueryParameters2D" /> + <param index="1" name="result" type="NavigationPathQueryResult2D" /> + <description> + Queries a path in a given navigation map. Start and target position and other parameters are defined through [NavigationPathQueryParameters2D]. Updates the provided [NavigationPathQueryResult2D] result object with the path among other results requested by the query. + </description> + </method> <method name="region_create" qualifiers="const"> <return type="RID" /> <description> @@ -285,6 +441,13 @@ Returns the region's navigation layers. </description> </method> + <method name="region_get_owner_id" qualifiers="const"> + <return type="int" /> + <param index="0" name="region" type="RID" /> + <description> + Returns the [code]ObjectID[/code] of the object which manages this region. + </description> + </method> <method name="region_get_travel_cost" qualifiers="const"> <return type="float" /> <param index="0" name="region" type="RID" /> @@ -326,12 +489,20 @@ Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer2D.map_get_path]). </description> </method> - <method name="region_set_navpoly" qualifiers="const"> + <method name="region_set_navigation_polygon" qualifiers="const"> + <return type="void" /> + <param index="0" name="region" type="RID" /> + <param index="1" name="navigation_polygon" type="NavigationPolygon" /> + <description> + Sets the [param navigation_polygon] for the region. + </description> + </method> + <method name="region_set_owner_id" qualifiers="const"> <return type="void" /> <param index="0" name="region" type="RID" /> - <param index="1" name="nav_poly" type="NavigationPolygon" /> + <param index="1" name="owner_id" type="int" /> <description> - Sets the navigation mesh for the region. + Set the [code]ObjectID[/code] of the object which manages this region. </description> </method> <method name="region_set_transform" qualifiers="const"> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index e5eee4827b..c156dfac16 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="NavigationServer3D" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="NavigationServer3D" inherits="Object" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Server interface for low-level 3D navigation access </brief_description> @@ -40,12 +40,12 @@ <method name="agent_set_callback" qualifiers="const"> <return type="void" /> <param index="0" name="agent" type="RID" /> - <param index="1" name="receiver" type="Object" /> + <param index="1" name="object_id" type="int" /> <param index="2" name="method" type="StringName" /> <param index="3" name="userdata" type="Variant" default="null" /> <description> - Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated [code]safe_velocity[/code] to the [param receiver] object with a signal to the chosen [param method] name. - [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]null[/code] object as the [param receiver]. + Sets the callback [param object_id] and [param method] that gets called after each avoidance processing step for the [param agent]. The calculated [code]safe_velocity[/code] will be dispatched with a signal to the object just before the physics calculations. + [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]0[/code] ObjectID as the [param object_id]. </description> </method> <method name="agent_set_map" qualifiers="const"> @@ -72,10 +72,10 @@ Sets the maximum speed of the agent. Must be positive. </description> </method> - <method name="agent_set_neighbor_dist" qualifiers="const"> + <method name="agent_set_neighbor_distance" qualifiers="const"> <return type="void" /> <param index="0" name="agent" type="RID" /> - <param index="1" name="dist" type="float" /> + <param index="1" name="distance" type="float" /> <description> Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe. </description> @@ -128,11 +128,137 @@ </description> </method> <method name="get_maps" qualifiers="const"> - <return type="Array" /> + <return type="RID[]" /> <description> Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them. </description> </method> + <method name="link_create" qualifiers="const"> + <return type="RID" /> + <description> + Create a new link between two locations on a map. + </description> + </method> + <method name="link_get_end_location" qualifiers="const"> + <return type="Vector3" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the ending location of this [code]link[/code]. + </description> + </method> + <method name="link_get_enter_cost" qualifiers="const"> + <return type="float" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the [code]enter_cost[/code] of this [code]link[/code]. + </description> + </method> + <method name="link_get_map" qualifiers="const"> + <return type="RID" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the navigation map [RID] the requested [code]link[/code] is currently assigned to. + </description> + </method> + <method name="link_get_navigation_layers" qualifiers="const"> + <return type="int" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the navigation layers for this [code]link[/code]. + </description> + </method> + <method name="link_get_owner_id" qualifiers="const"> + <return type="int" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the [code]ObjectID[/code] of the object which manages this link. + </description> + </method> + <method name="link_get_start_location" qualifiers="const"> + <return type="Vector3" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the starting location of this [code]link[/code]. + </description> + </method> + <method name="link_get_travel_cost" qualifiers="const"> + <return type="float" /> + <param index="0" name="link" type="RID" /> + <description> + Returns the [code]travel_cost[/code] of this [code]link[/code]. + </description> + </method> + <method name="link_is_bidirectional" qualifiers="const"> + <return type="bool" /> + <param index="0" name="link" type="RID" /> + <description> + Returns whether this [code]link[/code] can be travelled in both directions. + </description> + </method> + <method name="link_set_bidirectional" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="bidirectional" type="bool" /> + <description> + Sets whether this [code]link[/code] can be travelled in both directions. + </description> + </method> + <method name="link_set_end_location" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="location" type="Vector3" /> + <description> + Sets the exit location for the [code]link[/code]. + </description> + </method> + <method name="link_set_enter_cost" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="enter_cost" type="float" /> + <description> + Sets the [code]enter_cost[/code] for this [code]link[/code]. + </description> + </method> + <method name="link_set_map" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="map" type="RID" /> + <description> + Sets the navigation map [RID] for the link. + </description> + </method> + <method name="link_set_navigation_layers" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="navigation_layers" type="int" /> + <description> + Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer3D.map_get_path]). + </description> + </method> + <method name="link_set_owner_id" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="owner_id" type="int" /> + <description> + Set the [code]ObjectID[/code] of the object which manages this link. + </description> + </method> + <method name="link_set_start_location" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="location" type="Vector3" /> + <description> + Sets the entry location for this [code]link[/code]. + </description> + </method> + <method name="link_set_travel_cost" qualifiers="const"> + <return type="void" /> + <param index="0" name="link" type="RID" /> + <param index="1" name="travel_cost" type="float" /> + <description> + Sets the [code]travel_cost[/code] for this [code]link[/code]. + </description> + </method> <method name="map_create" qualifiers="const"> <return type="RID" /> <description> @@ -150,7 +276,7 @@ </description> </method> <method name="map_get_agents" qualifiers="const"> - <return type="Array" /> + <return type="RID[]" /> <param index="0" name="map" type="RID" /> <description> Returns all navigation agents [RID]s that are currently assigned to the requested navigation [param map]. @@ -204,6 +330,20 @@ Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions. </description> </method> + <method name="map_get_link_connection_radius" qualifiers="const"> + <return type="float" /> + <param index="0" name="map" type="RID" /> + <description> + Returns the link connection radius of the map. This distance is the maximum range any link will search for navigation mesh polygons to connect to. + </description> + </method> + <method name="map_get_links" qualifiers="const"> + <return type="RID[]" /> + <param index="0" name="map" type="RID" /> + <description> + Returns all navigation link [RID]s that are currently assigned to the requested navigation [code]map[/code]. + </description> + </method> <method name="map_get_path" qualifiers="const"> <return type="PackedVector3Array" /> <param index="0" name="map" type="RID" /> @@ -216,7 +356,7 @@ </description> </method> <method name="map_get_regions" qualifiers="const"> - <return type="Array" /> + <return type="RID[]" /> <param index="0" name="map" type="RID" /> <description> Returns all navigation regions [RID]s that are currently assigned to the requested navigation [param map]. @@ -231,7 +371,7 @@ </method> <method name="map_is_active" qualifiers="const"> <return type="bool" /> - <param index="0" name="nap" type="RID" /> + <param index="0" name="map" type="RID" /> <description> Returns true if the map is active. </description> @@ -260,6 +400,14 @@ Set the map edge connection margin used to weld the compatible region edges. </description> </method> + <method name="map_set_link_connection_radius" qualifiers="const"> + <return type="void" /> + <param index="0" name="map" type="RID" /> + <param index="1" name="radius" type="float" /> + <description> + Set the map's link connection radius used to connect links to navigation polygons. + </description> + </method> <method name="map_set_up" qualifiers="const"> <return type="void" /> <param index="0" name="map" type="RID" /> @@ -277,12 +425,20 @@ [b]Note:[/b] This function is not thread safe. </description> </method> - <method name="region_bake_navmesh" qualifiers="const"> + <method name="query_path" qualifiers="const"> <return type="void" /> - <param index="0" name="mesh" type="NavigationMesh" /> - <param index="1" name="node" type="Node" /> + <param index="0" name="parameters" type="NavigationPathQueryParameters3D" /> + <param index="1" name="result" type="NavigationPathQueryResult3D" /> <description> - Bakes the navigation mesh. + Queries a path in a given navigation map. Start and target position and other parameters are defined through [NavigationPathQueryParameters3D]. Updates the provided [NavigationPathQueryResult3D] result object with the path among other results requested by the query. + </description> + </method> + <method name="region_bake_navigation_mesh" qualifiers="const"> + <return type="void" /> + <param index="0" name="navigation_mesh" type="NavigationMesh" /> + <param index="1" name="root_node" type="Node" /> + <description> + Bakes the [param navigation_mesh] with bake source geometry collected starting from the [param root_node]. </description> </method> <method name="region_create" qualifiers="const"> @@ -335,6 +491,13 @@ Returns the region's navigation layers. </description> </method> + <method name="region_get_owner_id" qualifiers="const"> + <return type="int" /> + <param index="0" name="region" type="RID" /> + <description> + Returns the [code]ObjectID[/code] of the object which manages this region. + </description> + </method> <method name="region_get_travel_cost" qualifiers="const"> <return type="float" /> <param index="0" name="region" type="RID" /> @@ -376,14 +539,22 @@ Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer3D.map_get_path]). </description> </method> - <method name="region_set_navmesh" qualifiers="const"> + <method name="region_set_navigation_mesh" qualifiers="const"> <return type="void" /> <param index="0" name="region" type="RID" /> - <param index="1" name="nav_mesh" type="NavigationMesh" /> + <param index="1" name="navigation_mesh" type="NavigationMesh" /> <description> Sets the navigation mesh for the region. </description> </method> + <method name="region_set_owner_id" qualifiers="const"> + <return type="void" /> + <param index="0" name="region" type="RID" /> + <param index="1" name="owner_id" type="int" /> + <description> + Set the [code]ObjectID[/code] of the object which manages this region. + </description> + </method> <method name="region_set_transform" qualifiers="const"> <return type="void" /> <param index="0" name="region" type="RID" /> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 553a852585..0ccc4155b4 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -39,7 +39,7 @@ <method name="_get_configuration_warnings" qualifiers="virtual const"> <return type="PackedStringArray" /> <description> - The elements in the array returned from this method are displayed as warnings in the Scene Dock if the script that overrides it is a [code]tool[/code] script. + The elements in the array returned from this method are displayed as warnings in the Scene dock if the script that overrides it is a [code]tool[/code] script. Returning an empty array produces no warnings. Call [method update_configuration_warnings] when the warnings need to be updated for this node. </description> @@ -110,22 +110,23 @@ <return type="void" /> <param index="0" name="event" type="InputEvent" /> <description> - Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it. + Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it. 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 Viewport.set_input_as_handled] can be called. This method can be used to handle Unicode character input with [kbd]Alt[/kbd], [kbd]Alt + Ctrl[/kbd], and [kbd]Alt + Shift[/kbd] modifiers, after shortcuts were handled. 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. + This method also performs better than [method _unhandled_input], since unrelated events such as [InputEventMouseMotion] are automatically filtered. [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan). </description> </method> <method name="add_child"> <return type="void" /> <param index="0" name="node" type="Node" /> - <param index="1" name="legible_unique_name" type="bool" default="false" /> + <param index="1" name="force_readable_name" type="bool" default="false" /> <param index="2" name="internal" type="int" enum="Node.InternalMode" default="0" /> <description> - Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node. - If [param legible_unique_name] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instantiated instead of its type. + Adds a child [param node]. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node. + If [param force_readable_name] is [code]true[/code], improves the readability of the added [param node]. If not named, the [param node] is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to [code]false[/code], which assigns a dummy name featuring [code]@[/code] in both situations. If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the child will be added as internal node. Such nodes are ignored by methods like [method get_children], unless their parameter [code]include_internal[/code] is [code]true[/code].The intended usage is to hide the internal nodes from the user, so the user won't accidentally delete or modify them. Used by some GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes. [b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example: [codeblocks] @@ -145,16 +146,16 @@ [/csharp] [/codeblocks] If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method. - [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. + [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. </description> </method> <method name="add_sibling"> <return type="void" /> <param index="0" name="sibling" type="Node" /> - <param index="1" name="legible_unique_name" type="bool" default="false" /> + <param index="1" name="force_readable_name" type="bool" default="false" /> <description> Adds a [param sibling] node to current's node parent, at the same level as that node, right below it. - If [param legible_unique_name] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instantiated instead of its type. + If [param force_readable_name] is [code]true[/code], improves the readability of the added [param sibling]. If not named, the [param sibling] is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to [code]false[/code], which assigns a dummy name featuring [code]@[/code] in both situations. Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children. [b]Note:[/b] If this node is internal, the new sibling will be internal too (see [code]internal[/code] parameter in [method add_child]). </description> @@ -179,9 +180,14 @@ <return type="Tween" /> <description> Creates a new [Tween] and binds it to this node. This is equivalent of doing: - [codeblock] + [codeblocks] + [gdscript] get_tree().create_tween().bind_node(self) - [/codeblock] + [/gdscript] + [csharp] + GetTree().CreateTween().BindNode(this); + [/csharp] + [/codeblocks] </description> </method> <method name="duplicate" qualifiers="const"> @@ -241,7 +247,7 @@ <description> Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node. Negative indices access the children from the last one. - If [param include_internal] is [code]true[/code], internal children are skipped (see [code]internal[/code] parameter in [method add_child]). + If [param include_internal] is [code]false[/code], internal children are skipped (see [code]internal[/code] parameter in [method add_child]). To access a child node via its name, use [method get_node]. </description> </method> @@ -262,18 +268,29 @@ </description> </method> <method name="get_groups" qualifiers="const"> - <return type="Array" /> + <return type="StringName[]" /> <description> Returns an array listing the groups that the node is a member of. [b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs. [b]Note:[/b] The engine uses some group names internally (all starting with an underscore). To avoid conflicts with internal groups, do not add custom groups whose name starts with an underscore. To exclude internal groups while looping over [method get_groups], use the following snippet: - [codeblock] + [codeblocks] + [gdscript] # Stores the node's non-internal groups only (as an array of Strings). var non_internal_groups = [] for group in get_groups(): if not group.begins_with("_"): non_internal_groups.push_back(group) - [/codeblock] + [/gdscript] + [csharp] + // Stores the node's non-internal groups only (as a List of strings). + List<string> nonInternalGroups = new List<string>(); + foreach (string group in GetGroups()) + { + if (!group.BeginsWith("_")) + nonInternalGroups.Add(group); + } + [/csharp] + [/codeblocks] </description> </method> <method name="get_index" qualifiers="const"> @@ -367,8 +384,11 @@ <method name="get_path_to" qualifiers="const"> <return type="NodePath" /> <param index="0" name="node" type="Node" /> + <param index="1" name="use_unique_path" type="bool" default="false" /> <description> Returns the relative [NodePath] from this node to the specified [param node]. Both nodes must be in the same scene or the function will fail. + If [param use_unique_path] is [code]true[/code], returns the shortest path considering unique node. + [b]Note:[/b] If you get a relative path which starts from a unique node, the path may be longer than a normal relative path due to the addition of the unique node's name. </description> </method> <method name="get_physics_process_delta_time" qualifiers="const"> @@ -512,13 +532,13 @@ <method name="move_child"> <return type="void" /> <param index="0" name="child_node" type="Node" /> - <param index="1" name="to_position" type="int" /> + <param index="1" name="to_index" type="int" /> <description> - Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful. + Moves a child node to a different index (order) among the other children. Since calls, signals, etc. are performed by tree order, changing the order of children nodes may be useful. If [param to_index] is negative, the index will be counted from the end. [b]Note:[/b] Internal children can only be moved within their expected "internal range" (see [code]internal[/code] parameter in [method add_child]). </description> </method> - <method name="print_orphan_nodes"> + <method name="print_orphan_nodes" qualifiers="static"> <return type="void" /> <description> Prints all orphan nodes (nodes outside the [SceneTree]). Used for debugging. @@ -543,7 +563,7 @@ <method name="print_tree_pretty"> <return type="void" /> <description> - Similar to [method print_tree], this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees. + Similar to [method print_tree], this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the Scene Dock. It is useful for inspecting larger trees. [b]Example output:[/b] [codeblock] ┖╴TheGame @@ -577,18 +597,6 @@ Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it's safe to delete the node, contrary to [method Object.free]. Use [method Object.is_queued_for_deletion] to check whether a node will be deleted at the end of the frame. </description> </method> - <method name="raise"> - <return type="void" /> - <description> - Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs ([Control] nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using [code]raise[/code], a Control will be drawn on top of its siblings. - </description> - </method> - <method name="remove_and_skip"> - <return type="void" /> - <description> - Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed. - </description> - </method> <method name="remove_child"> <return type="void" /> <param index="0" name="node" type="Node" /> @@ -601,7 +609,7 @@ <return type="void" /> <param index="0" name="group" type="StringName" /> <description> - Removes a node from a group. See notes in the description, and the group methods in [SceneTree]. + Removes a node from the [param group]. Does nothing if the node is not in the [param group]. See notes in the description, and the group methods in [SceneTree]. </description> </method> <method name="reparent"> @@ -634,7 +642,7 @@ <return type="int" enum="Error" /> <param index="0" name="method" type="StringName" /> <description> - Sends a remote procedure call request for the given [param method] 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. Returns [code]null[/code]. + Sends a remote procedure call request for the given [param method] 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. Behavior depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns [code]null[/code]. [b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [code]server_disconnected[/code] or by checking [code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/code]. </description> </method> @@ -772,7 +780,7 @@ </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 [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing. - [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. + [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. </member> <member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0"> Can be used to pause or unpause the node, or make the node paused based on the [SceneTree], or make it inherit the process mode from its parent (default). @@ -865,8 +873,8 @@ <constant name="NOTIFICATION_UNPARENTED" value="19"> Notification received when a node is unparented (parent removed it from the list of children). </constant> - <constant name="NOTIFICATION_INSTANCED" value="20"> - Notification received when the node is instantiated. + <constant name="NOTIFICATION_SCENE_INSTANTIATED" value="20"> + Notification received by scene owner when its scene is instantiated. </constant> <constant name="NOTIFICATION_DRAG_BEGIN" value="21"> Notification received when a drag operation begins. All nodes receive this notification, not only the dragged one. @@ -995,7 +1003,7 @@ <constant name="DUPLICATE_SCRIPTS" value="4" enum="DuplicateFlags"> Duplicate the node's scripts. </constant> - <constant name="DUPLICATE_USE_INSTANCING" value="8" enum="DuplicateFlags"> + <constant name="DUPLICATE_USE_INSTANTIATION" value="8" enum="DuplicateFlags"> Duplicate using instancing. An instance stays linked to the original so when the original changes, the instance changes too. </constant> diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index a587811260..9d224f09b1 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -99,6 +99,9 @@ <member name="global_rotation" type="float" setter="set_global_rotation" getter="get_global_rotation"> Global rotation in radians. </member> + <member name="global_rotation_degrees" type="float" setter="set_global_rotation_degrees" getter="get_global_rotation_degrees"> + Helper property to access [member global_rotation] in degrees instead of radians. + </member> <member name="global_scale" type="Vector2" setter="set_global_scale" getter="get_global_scale"> Global scale. </member> @@ -114,24 +117,19 @@ <member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0"> Rotation in radians, relative to the node's parent. </member> + <member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees"> + Helper property to access [member rotation] in degrees instead of radians. + </member> <member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)"> The node's scale. Unscaled value: [code](1, 1)[/code]. [b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed. </member> <member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0"> + Slants the node. + [b]Note:[/b] Skew is X axis only. </member> <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform"> Local [Transform2D]. </member> - <member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false"> - If [code]true[/code], child nodes with the lowest Y position are drawn before those with a higher Y position. If [code]false[/code], Y-sorting is disabled. Y-sorting only affects children that inherit from [CanvasItem]. - You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the same space as the parent Y-sort. This feature allows you to organize a scene better or divide it into multiple ones without changing your scene tree. - </member> - <member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true"> - If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5. - </member> - <member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0"> - Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between [constant RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive). - </member> </members> </class> diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 8a8a68ec35..1aa71113e9 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -6,7 +6,7 @@ <description> Most basic 3D game object, with a 3D [Transform3D] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project. Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system. - [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. + [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg_to_rad]. </description> <tutorials> <link title="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.html</link> @@ -39,7 +39,7 @@ </description> </method> <method name="get_gizmos" qualifiers="const"> - <return type="Array" /> + <return type="Node3DGizmo[]" /> <description> Returns all the gizmos attached to this [code]Node3D[/code]. </description> @@ -116,7 +116,7 @@ Rotates the node so that the local forward axis (-Z) points toward the [param target] position. The local up axis (+Y) points as close to the [param up] vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly. The [param target] position cannot be the same as the node's position, the [param up] vector cannot be zero, and the direction from the node's position to the [param target] vector cannot be parallel to the [param up] vector. - Operations take place in global space. + Operations take place in global space, which means that the node must be in the scene tree. </description> </method> <method name="look_at_from_position"> @@ -134,20 +134,6 @@ Resets this node's transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node's [Transform3D]. </description> </method> - <method name="property_can_revert"> - <return type="bool" /> - <param index="0" name="name" type="String" /> - <description> - Returns [code]true[/code] if the property identified by [param name] can be reverted to a default value. - </description> - </method> - <method name="property_get_revert"> - <return type="Variant" /> - <param index="0" name="name" type="String" /> - <description> - Returns the default value of the Node3D property with given [param name]. - </description> - </method> <method name="rotate"> <return type="void" /> <param index="0" name="axis" type="Vector3" /> @@ -288,6 +274,9 @@ Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). [b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful. </member> + <member name="global_rotation_degrees" type="Vector3" setter="set_global_rotation_degrees" getter="get_global_rotation_degrees"> + Helper property to access [member global_rotation] in degrees instead of radians. + </member> <member name="global_transform" type="Transform3D" setter="set_global_transform" getter="get_global_transform"> World3D space (global) [Transform3D] of this node. </member> @@ -301,15 +290,19 @@ Rotation part of the local transformation in radians, specified in terms of Euler angles. The angles construct a rotaton in the order specified by the [member rotation_order] property. [b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful. </member> + <member name="rotation_degrees" type="Vector3" setter="set_rotation_degrees" getter="get_rotation_degrees"> + Helper property to access [member rotation] in degrees instead of radians. + </member> <member name="rotation_edit_mode" type="int" setter="set_rotation_edit_mode" getter="get_rotation_edit_mode" enum="Node3D.RotationEditMode" default="0"> Specify how rotation (and scale) will be presented in the editor. </member> - <member name="rotation_order" type="int" setter="set_rotation_order" getter="get_rotation_order" enum="Node3D.RotationOrder" default="2"> + <member name="rotation_order" type="int" setter="set_rotation_order" getter="get_rotation_order" enum="EulerOrder" default="2"> Specify the axis rotation order of the [member rotation] property. The final orientation is constructed by rotating the Euler angles in the order specified by this property. </member> <member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3(1, 1, 1)"> Scale part of the local transformation. [b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative. + [b]Note:[/b] Not all nodes are visually scaled by the [member scale] property. For example, [Light3D]s are not visually affected by [member scale]. </member> <member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false"> If [code]true[/code], the node will not inherit its transformations from its parent. Node transformations are only in global space. @@ -345,23 +338,15 @@ <constant name="NOTIFICATION_VISIBILITY_CHANGED" value="43"> Node3D nodes receives this notification when their visibility changes. </constant> + <constant name="NOTIFICATION_LOCAL_TRANSFORM_CHANGED" value="44"> + Node3D nodes receives this notification when their local transform changes. This is not received when the transform of a parent node is changed. + In order for [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] to work, users first need to ask for it, with [method set_notify_local_transform]. + </constant> <constant name="ROTATION_EDIT_MODE_EULER" value="0" enum="RotationEditMode"> </constant> <constant name="ROTATION_EDIT_MODE_QUATERNION" value="1" enum="RotationEditMode"> </constant> <constant name="ROTATION_EDIT_MODE_BASIS" value="2" enum="RotationEditMode"> </constant> - <constant name="ROTATION_ORDER_XYZ" value="0" enum="RotationOrder"> - </constant> - <constant name="ROTATION_ORDER_XZY" value="1" enum="RotationOrder"> - </constant> - <constant name="ROTATION_ORDER_YXZ" value="2" enum="RotationOrder"> - </constant> - <constant name="ROTATION_ORDER_YZX" value="3" enum="RotationOrder"> - </constant> - <constant name="ROTATION_ORDER_ZXY" value="4" enum="RotationOrder"> - </constant> - <constant name="ROTATION_ORDER_ZYX" value="5" enum="RotationOrder"> - </constant> </constants> </class> diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml index 9db100c9f8..c82ed5f143 100644 --- a/doc/classes/NodePath.xml +++ b/doc/classes/NodePath.xml @@ -4,7 +4,7 @@ Pre-parsed scene tree path. </brief_description> <description> - A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path. + A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For example, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path. You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]^"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful. A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties. Some examples of NodePaths include the following: @@ -187,12 +187,14 @@ <return type="bool" /> <param index="0" name="right" type="NodePath" /> <description> + Returns [code]true[/code] if two node paths are not equal. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="NodePath" /> <description> + Returns [code]true[/code] if two node paths are equal, i.e. all node names in the path are the same and in the same order. </description> </operator> </operators> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index e4b5404c2c..ff4982e2fb 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -4,7 +4,8 @@ Operating System functions. </brief_description> <description> - Operating System functions. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, date and time, timers, environment variables, execution of binaries, command line, etc. + Operating System functions. [OS] wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, delays, environment variables, execution of binaries, command line, etc. + [b]Note:[/b] In Godot 4, [OS] functions related to window management were moved to the [DisplayServer] singleton. </description> <tutorials> <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> @@ -18,12 +19,6 @@ Displays a modal dialog box using the host OS' facilities. Execution is blocked until the dialog is closed. </description> </method> - <method name="can_use_threads" qualifiers="const"> - <return type="bool" /> - <description> - Returns [code]true[/code] if the current host platform is using multiple threads. - </description> - </method> <method name="close_midi_inputs"> <return type="void" /> <description> @@ -88,23 +83,6 @@ [b]Note:[/b] When [method delay_usec] is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using [method delay_usec] as part of an [EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process). </description> </method> - <method name="dump_memory_to_file"> - <return type="void" /> - <param index="0" name="file" type="String" /> - <description> - Dumps the memory allocation ringlist to a file (only works in debug). - Entry format per line: "Address - Size - Description". - </description> - </method> - <method name="dump_resources_to_file"> - <return type="void" /> - <param index="0" name="file" type="String" /> - <description> - Dumps all used resources to file (only works in debug). - Entry format per line: "Resource Type : Resource Location". - At the end of the file is a statistic of all used Resource Types. - </description> - </method> <method name="execute"> <return type="int" /> <param index="0" name="path" type="String" /> @@ -156,7 +134,7 @@ <method name="get_cache_dir" qualifiers="const"> <return type="String" /> <description> - Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. + Returns the [i]global[/i] cache data directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> @@ -204,17 +182,19 @@ <method name="get_cmdline_user_args"> <return type="PackedStringArray" /> <description> - Similar to [method get_cmdline_args], but this returns the user arguments (any argument passed after the double dash [code]--[/code] argument). These are left untouched by Godot for the user. + Similar to [method get_cmdline_args], but this returns the user arguments (any argument passed after the double dash [code]--[/code] or double plus [code]++[/code] argument). These are left untouched by Godot for the user. [code]++[/code] can be used in situations where [code]--[/code] is intercepted by another program (such as [code]startx[/code]). For example, in the command line below, [code]--fullscreen[/code] will not be returned in [method get_cmdline_user_args] and [code]--level 1[/code] will only be returned in [method get_cmdline_user_args]: [codeblock] godot --fullscreen -- --level 1 + # Or: + godot --fullscreen ++ --level 1 [/codeblock] </description> </method> <method name="get_config_dir" qualifiers="const"> <return type="String" /> <description> - Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. + Returns the [i]global[/i] user configuration directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> @@ -222,17 +202,26 @@ <return type="PackedStringArray" /> <description> Returns an array of MIDI device names. - The returned array will be empty if the system MIDI driver has not previously been initialised with [method open_midi_inputs]. + The returned array will be empty if the system MIDI driver has not previously been initialized with [method open_midi_inputs]. [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="get_data_dir" qualifiers="const"> <return type="String" /> <description> - Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. + Returns the [i]global[/i] user data directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> + <method name="get_distribution_name" qualifiers="const"> + <return type="String" /> + <description> + Returns the name of the distribution for Linux and BSD platforms (e.g. Ubuntu, Manjaro, OpenBSD, etc.). + Returns the same value as [method get_name] for stock Android ROMs, but attempts to return the custom ROM name for popular Android derivatives such as LineageOS. + Returns the same value as [method get_name] for other platforms. + [b]Note:[/b] This method is not supported on the web platform. It returns an empty string. + </description> + </method> <method name="get_environment" qualifiers="const"> <return type="String" /> <param index="0" name="variable" type="String" /> @@ -305,7 +294,7 @@ On BSD-based operating systems, this is [code]"FreeBSD"[/code], [code]"NetBSD"[/code], [code]"OpenBSD"[/code], or [code]"BSD"[/code] as a fallback. On Android, this is [code]"Android"[/code]. On iOS, this is [code]"iOS"[/code]. - On the web, this is [code]"HTML5"[/code]. + On the web, this is [code]"Web"[/code]. [b]Note:[/b] Custom builds of the engine may support additional platforms, such as consoles, yielding other return values. [codeblocks] [gdscript] @@ -320,7 +309,7 @@ print("Android") "iOS": print("iOS") - "HTML5": + "Web": print("Web") [/gdscript] [csharp] @@ -346,7 +335,7 @@ case "iOS": GD.Print("iOS"); break; - case "HTML5": + case "Web": GD.Print("Web"); break; } @@ -371,7 +360,7 @@ <return type="String" /> <description> Returns the name of the CPU model on the host machine (e.g. "Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz"). - [b]Note:[/b] This method is only implemented on Windows, macOS, Linux and iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty string. + [b]Note:[/b] This method is only implemented on Windows, macOS, Linux and iOS. On Android, Web and UWP, [method get_processor_name] returns an empty string. </description> </method> <method name="get_restart_on_exit_arguments" qualifiers="const"> @@ -405,18 +394,38 @@ <method name="get_system_font_path" qualifiers="const"> <return type="String" /> <param index="0" name="font_name" type="String" /> - <param index="1" name="bold" type="bool" default="false" /> - <param index="2" name="italic" type="bool" default="false" /> + <param index="1" name="weight" type="int" default="400" /> + <param index="2" name="stretch" type="int" default="100" /> + <param index="3" name="italic" type="bool" default="false" /> <description> - Returns path to the system font file with [param font_name] and style. Return empty string if no matching fonts found. - [b]Note:[/b] This method is implemented on iOS, Linux, macOS and Windows. + Returns path to the system font file with [param font_name] and style. Returns empty string if no matching fonts found. + The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy". + [b]Note:[/b] Returned font might have different style if the requested style is not available. + [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. + </description> + </method> + <method name="get_system_font_path_for_text" qualifiers="const"> + <return type="PackedStringArray" /> + <param index="0" name="font_name" type="String" /> + <param index="1" name="text" type="String" /> + <param index="2" name="locale" type="String" default="""" /> + <param index="3" name="script" type="String" default="""" /> + <param index="4" name="weight" type="int" default="400" /> + <param index="5" name="stretch" type="int" default="100" /> + <param index="6" name="italic" type="bool" default="false" /> + <description> + Returns an array of the system substitute font file paths, which are similar to the font with [param font_name] and style for the specified text, locale and script. Returns empty array if no matching fonts found. + The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy". + [b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned fonts is suitable for rendering specified text. Fonts should be loaded and checked in the order they are returned, and the first suitable one used. + [b]Note:[/b] Returned fonts might have different style if the requested style is not available or belong to a different font family. + [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. </description> </method> <method name="get_system_fonts" qualifiers="const"> <return type="PackedStringArray" /> <description> Returns list of font family names available. - [b]Note:[/b] This method is implemented on iOS, Linux, macOS and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. </description> </method> <method name="get_thread_caller_id" qualifiers="const"> @@ -431,7 +440,7 @@ <description> Returns a string that is unique to the device. [b]Note:[/b] This string may change without notice if the user reinstalls/upgrades their operating system or changes their hardware. This means it should generally not be used to encrypt persistent data as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by [method get_unique_id] for security purposes. - [b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't implemented on those platforms yet. + [b]Note:[/b] Returns an empty string on Web and UWP, as this method isn't implemented on those platforms yet. </description> </method> <method name="get_user_data_dir" qualifiers="const"> @@ -447,6 +456,27 @@ Not to be confused with [method get_data_dir], which returns the [i]global[/i] (non-project-specific) user home directory. </description> </method> + <method name="get_version" qualifiers="const"> + <return type="String" /> + <description> + Returns the exact production and build version of the operating system. This is different from the branded version used in marketing. This helps to distinguish between different releases of operating systems, including minor versions, and insider and custom builds. + For Windows, the major and minor version are returned, as well as the build number. For example, the returned string can look like [code]10.0.9926[/code] for a build of Windows 10, and it can look like [code]6.1.7601[/code] for a build of Windows 7 SP1. + For rolling distributions, such as Arch Linux, an empty string is returned. + For macOS and iOS, the major and minor version are returned, as well as the patch number. + For UWP, the device family version is returned. + For Android, the SDK version and the incremental build number are returned. If it's a custom ROM, it attempts to return its version instead. + [b]Note:[/b] This method is not supported on the web platform. It returns an empty string. + </description> + </method> + <method name="get_video_adapter_driver_info" qualifiers="const"> + <return type="PackedStringArray" /> + <description> + Returns the video adapter driver name and version for the user's currently active graphics card. + The first element holds the driver name, such as [code]nvidia[/code], [code]amdgpu[/code], etc. + The second element holds the driver version. For e.g. the [code]nvidia[/code] driver on a Linux/BSD platform, the version is in the format [code]510.85.02[/code]. For Windows, the driver's format is [code]31.0.15.1659[/code]. + [b]Note:[/b] This method is only supported on the platforms Linux/BSD and Windows when not running in headless mode. It returns an empty array on other platforms. + </description> + </method> <method name="has_environment" qualifiers="const"> <return type="bool" /> <param index="0" name="variable" type="String" /> @@ -459,7 +489,7 @@ <return type="bool" /> <param index="0" name="tag_name" type="String" /> <description> - Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. + Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details. [b]Note:[/b] Tag names are case-sensitive. </description> </method> @@ -502,7 +532,7 @@ <method name="is_userfs_persistent" qualifiers="const"> <return type="bool" /> <description> - If [code]true[/code], the [code]user://[/code] file system is persistent, so that its state is the same after a player quits and starts the game again. Relevant to the HTML5 platform, where this persistence may be unavailable. + If [code]true[/code], the [code]user://[/code] file system is persistent, so that its state is the same after a player quits and starts the game again. Relevant to the Web platform, where this persistence may be unavailable. </description> </method> <method name="kill"> @@ -518,13 +548,19 @@ <return type="int" enum="Error" /> <param index="0" name="path" type="String" /> <description> - Moves the file or directory to the system's recycle bin. See also [method Directory.remove]. - The method takes only global paths, so you may need to use [method ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/code] as it will not work in exported project. + Moves the file or directory to the system's recycle bin. See also [method DirAccess.remove]. + The method takes only global paths, so you may need to use [method ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/code] as it will not work in exported projects. [b]Note:[/b] If the user has disabled the recycle bin on their system, the file will be permanently deleted instead. - [codeblock] + [codeblocks] + [gdscript] var file_to_remove = "user://slot1.sav" OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove)) - [/codeblock] + [/gdscript] + [csharp] + var fileToRemove = "user://slot1.sav"; + OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove)); + [/csharp] + [/codeblocks] </description> </method> <method name="open_midi_inputs"> @@ -534,31 +570,12 @@ [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> - <method name="print_all_resources"> - <return type="void" /> - <param index="0" name="tofile" type="String" default="""" /> - <description> - Shows all resources in the game. Optionally, the list can be written to a file by specifying a file path in [param tofile]. - </description> - </method> - <method name="print_all_textures_by_size"> - <return type="void" /> - <description> - Shows the list of loaded textures sorted by size in memory. - </description> - </method> - <method name="print_resources_by_type"> - <return type="void" /> - <param index="0" name="types" type="PackedStringArray" /> - <description> - Shows the number of resources loaded by the game of the given types. - </description> - </method> - <method name="print_resources_in_use"> - <return type="void" /> - <param index="0" name="short" type="bool" default="false" /> + <method name="read_string_from_stdin"> + <return type="String" /> + <param index="0" name="block" type="bool" default="true" /> <description> - Shows all resources currently used by the game. + Reads a user input string from the standard input (usually the terminal). + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. Non-blocking reads are not currently supported on any platform. </description> </method> <method name="request_permission"> @@ -618,7 +635,7 @@ - [code]OS.shell_open("https://godotengine.org")[/code] opens the default web browser on the official Godot website. - [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The [code]mailto[/code] URL scheme[/url] for a list of fields that can be added. Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] path into a system path for use with this method. - [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS and Windows. </description> </method> </methods> @@ -631,68 +648,11 @@ </member> </members> <constants> - <constant name="VIDEO_DRIVER_VULKAN" value="0" enum="VideoDriver"> - The Vulkan rendering backend. It requires Vulkan 1.0 support and automatically uses features from Vulkan 1.1 and 1.2 if available. - </constant> - <constant name="VIDEO_DRIVER_OPENGL_3" value="1" enum="VideoDriver"> - The OpenGL 3 rendering backend. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on HTML5. - </constant> - <constant name="DAY_SUNDAY" value="0" enum="Weekday"> - Sunday. - </constant> - <constant name="DAY_MONDAY" value="1" enum="Weekday"> - Monday. - </constant> - <constant name="DAY_TUESDAY" value="2" enum="Weekday"> - Tuesday. - </constant> - <constant name="DAY_WEDNESDAY" value="3" enum="Weekday"> - Wednesday. - </constant> - <constant name="DAY_THURSDAY" value="4" enum="Weekday"> - Thursday. - </constant> - <constant name="DAY_FRIDAY" value="5" enum="Weekday"> - Friday. - </constant> - <constant name="DAY_SATURDAY" value="6" enum="Weekday"> - Saturday. - </constant> - <constant name="MONTH_JANUARY" value="1" enum="Month"> - January. - </constant> - <constant name="MONTH_FEBRUARY" value="2" enum="Month"> - February. - </constant> - <constant name="MONTH_MARCH" value="3" enum="Month"> - March. - </constant> - <constant name="MONTH_APRIL" value="4" enum="Month"> - April. - </constant> - <constant name="MONTH_MAY" value="5" enum="Month"> - May. - </constant> - <constant name="MONTH_JUNE" value="6" enum="Month"> - June. - </constant> - <constant name="MONTH_JULY" value="7" enum="Month"> - July. - </constant> - <constant name="MONTH_AUGUST" value="8" enum="Month"> - August. - </constant> - <constant name="MONTH_SEPTEMBER" value="9" enum="Month"> - September. - </constant> - <constant name="MONTH_OCTOBER" value="10" enum="Month"> - October. - </constant> - <constant name="MONTH_NOVEMBER" value="11" enum="Month"> - November. + <constant name="RENDERING_DRIVER_VULKAN" value="0" enum="RenderingDriver"> + The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically uses features from Vulkan 1.1 and 1.2 if available. </constant> - <constant name="MONTH_DECEMBER" value="12" enum="Month"> - December. + <constant name="RENDERING_DRIVER_OPENGL3" value="1" enum="RenderingDriver"> + The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web. </constant> <constant name="SYSTEM_DIR_DESKTOP" value="0" enum="SystemDir"> Desktop directory path. diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index ba219d8603..e015bec134 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -1,33 +1,27 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Base class for all non-built-in types. + Base class for all other classes in the engine. </brief_description> <description> - Every class which is not a built-in type inherits from this class. - You can construct Objects from scripting languages, using [code]Object.new()[/code] in GDScript, [code]new Object[/code] in C#, or the "Construct Object" node in VisualScript. - Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the [method free] method from your script or delete the instance from C++. - Some classes that extend Object add memory management. This is the case of [RefCounted], which counts references and deletes itself automatically when no longer referenced. [Node], another fundamental type, deletes all its children when freed from memory. - Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [method _get_property_list] and handled in [method _get] and [method _set]. However, scripting languages and C++ have simpler means to export them. - Property membership can be tested directly in GDScript using [code]in[/code]: - [codeblocks] - [gdscript] - var n = Node2D.new() - print("position" in n) # Prints "true". - print("other_property" in n) # Prints "false". - [/gdscript] - [csharp] - var node = new Node2D(); - // C# has no direct equivalent to GDScript's `in` operator here, but we - // can achieve the same behavior by performing `Get` with a null check. - GD.Print(node.Get("position") != null); // Prints "true". - GD.Print(node.Get("other_property") != null); // Prints "false". - [/csharp] - [/codeblocks] - The [code]in[/code] operator will evaluate to [code]true[/code] as long as the key exists, even if the value is [code]null[/code]. - Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification]. - [b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object]. - [b]Note:[/b] The [code]script[/code] property is not exposed like most properties, but it does have a setter and getter ([code]set_script()[/code] and [code]get_script()[/code]). + An advanced [Variant] type. All classes in the engine inherit from Object. Each class may define new properties, methods or signals, which are available to all inheriting classes. For example, a [Sprite2D] instance is able to call [method Node.add_child] because it inherits from [Node]. + You can create new instances, using [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#. + To delete an Object instance, call [method free]. This is necessary for most classes inheriting Object, because they do not manage memory on their own, and will otherwise cause memory leaks when no longer in use. There are a few classes that perform memory management. For example, [RefCounted] (and by extension [Resource]) deletes itself when no longer referenced, and [Node] deletes its children when freed. + Objects can have a [Script] attached to them. Once the [Script] is instantiated, it effectively acts as an extension to the base class, allowing it to define and inherit new properties, methods and signals. + Inside a [Script], [method _get_property_list] may be overridden to customize properties in several ways. This allows them to be available to the editor, display as lists of options, sub-divide into groups, save on disk, etc. Scripting languages offer easier ways to customize properties, such as with the [annotation @GDScript.@export] annotation. + Godot is very dynamic. An object's script, and therefore its properties, methods and signals, can be changed at run-time. Because of this, there can be occasions where, for example, a property required by a method may not exist. To prevent run-time errors, see methods such as [method set], [method get], [method call], [method has_method], [method has_signal], etc. Note that these methods are [b]much[/b] slower than direct references. + In GDScript, you can also check if a given property, method, or signal name exists in an object with the [code]in[/code] operator: + [codeblock] + var node = Node.new() + print("name" in node) # Prints true + print("get_parent" in node) # Prints true + print("tree_entered" in node) # Prints true + print("unknown" in node) # Prints false + [/codeblock] + Notifications are [int] constants commonly sent and received by objects. For example, on every rendered frame, the [SceneTree] notifies nodes inside the tree with a [constant Node.NOTIFICATION_PROCESS]. The nodes receive it and may call [method Node._process] to update. To make use of notifications, see [method notification] and [method _notification]. + Lastly, every object can also contain metadata (data about data). [method set_meta] can be useful to store information that the object itself does not depend on. To keep your code clean, making excessive use of metadata is discouraged. + [b]Note:[/b] Unlike references to a [RefCounted], references to an object stored in a variable can become invalid without being set to [code]null[/code]. To check if an object has been deleted, do [i]not[/i] compare it against [code]null[/code]. Instead, use [method @GlobalScope.is_instance_valid]. It's also recommended to inherit from [RefCounted] for classes storing data instead of [Object]. + [b]Note:[/b] The [code]script[/code] is not exposed like most properties. To set or get an object's [Script] in code, use [method set_script] and [method get_script], respectively. </description> <tutorials> <link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link> @@ -38,30 +32,174 @@ <return type="Variant" /> <param index="0" name="property" type="StringName" /> <description> - Virtual method which can be overridden to customize the return value of [method get]. - Returns the given property. Returns [code]null[/code] if the [param property] does not exist. + Override this method to customize the behavior of [method get]. Should return the given [param property]'s value, or [code]null[/code] if the [param property] should be handled normally. + Combined with [method _set] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property must be present in [method get_property_list], otherwise this method will not be called. + [codeblocks] + [gdscript] + func _get(property): + if (property == "fake_property"): + print("Getting my property!") + return 4 + + func _get_property_list(): + return [ + { "name": "fake_property", "type": TYPE_INT } + ] + [/gdscript] + [csharp] + public override Variant _Get(StringName property) + { + if (property == "FakeProperty") + { + GD.Print("Getting my property!"); + return 4; + } + return default; + } + + public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList() + { + return new Godot.Collections.Array<Godot.Collections.Dictionary>() + { + new Godot.Collections.Dictionary() + { + { "name", "FakeProperty" }, + { "type", (int)Variant.Type.Int } + } + }; + } + [/csharp] + [/codeblocks] </description> </method> <method name="_get_property_list" qualifiers="virtual"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> - Virtual method which can be overridden to customize the return value of [method get_property_list]. - Returns the object's property list as an [Array] of dictionaries. - Each property's [Dictionary] must contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]). + Override this method to customize how script properties should be handled by the engine. + Should return a property list, as an [Array] of dictionaries. The result is added to the array of [method get_property_list], and should be formatted in the same way. Each [Dictionary] must at least contain the [code]name[/code] and [code]type[/code] entries. + The example below displays [code]hammer_type[/code] in the Inspector dock, only if [code]holding_hammer[/code] is [code]true[/code]: + [codeblocks] + [gdscript] + @tool + extends Node2D + + @export var holding_hammer = false: + set(value): + holding_hammer = value + notify_property_list_changed() + var hammer_type = 0 + + func _get_property_list(): + # By default, `hammer_type` is not visible in the editor. + var property_usage = PROPERTY_USAGE_NO_EDITOR + + if holding_hammer: + property_usage = PROPERTY_USAGE_DEFAULT + + var properties = [] + properties.append({ + "name": "hammer_type", + "type": TYPE_INT, + "usage": property_usage, # See above assignment. + "hint": PROPERTY_HINT_ENUM, + "hint_string": "Wooden,Iron,Golden,Enchanted" + }) + + return properties + [/gdscript] + [csharp] + [Tool] + public class MyNode2D : Node2D + { + private bool _holdingHammer; + + [Export] + public bool HoldingHammer + { + get => _holdingHammer; + set + { + _holdingHammer = value; + NotifyPropertyListChanged(); + } + } + + public int HammerType { get; set; } + + public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList() + { + // By default, `HammerType` is not visible in the editor. + var propertyUsage = PropertyUsageFlags.NoEditor; + + if (HoldingHammer) + { + propertyUsage = PropertyUsageFlags.Default; + } + + var properties = new Godot.Collections.Array<Godot.Collections.Dictionary>(); + properties.Add(new Godot.Collections.Dictionary() + { + { "name", "HammerType" }, + { "type", (int)Variant.Type.Int }, + { "usage", (int)propertyUsage }, // See above assignment. + { "hint", (int)PropertyHint.Enum }, + { "hint_string", "Wooden,Iron,Golden,Enchanted" } + }); + + return properties; + } + } + [/csharp] + [/codeblocks] + [b]Note:[/b] This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], [annotation @GDScript.@export_group], etc. + [b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this method will not be called in the editor. </description> </method> <method name="_init" qualifiers="virtual"> <return type="void" /> <description> - Called when the object is initialized in memory. Can be defined to take in parameters, that are passed in when constructing. - [b]Note:[/b] If [method _init] is defined with required parameters, then explicit construction is the only valid means of creating an Object of the class. If any other means (such as [method PackedScene.instantiate]) is used, then initialization will fail. + Called when the object's script is instantiated, oftentimes after the object is initialized in memory (through [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#). It can be also defined to take in parameters. This method is similar to a constructor in most programming languages. + [b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, the Object with script may only be created directly. If any other means (such as [method PackedScene.instantiate] or [method Node.duplicate]) are used, the script's initialization will fail. </description> </method> <method name="_notification" qualifiers="virtual"> <return type="void" /> <param index="0" name="what" type="int" /> <description> - Called whenever the object receives a notification, which is identified in [param what] by a constant. The base [Object] has two constants [constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more notifications which are also received by this method. + Called when the object receives a notification, which can be identified in [param what] by comparing it with a constant. See also [method notification]. + [codeblocks] + [gdscript] + func _notification(what): + if what == NOTIFICATION_PREDELETE: + print("Goodbye!") + [/gdscript] + [csharp] + public override void _Notification(long what) + { + if (what == NotificationPredelete) + { + GD.Print("Goodbye!"); + } + } + [/csharp] + [/codeblocks] + [b]Note:[/b] The base [Object] defines a few notifications ([constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE]). Inheriting classes such as [Node] define a lot more notifications, which are also received by this method. + </description> + </method> + <method name="_property_can_revert" qualifiers="virtual"> + <return type="bool" /> + <param index="0" name="property" type="StringName" /> + <description> + Override this method to customize the given [param property]'s revert behavior. Should return [code]true[/code] if the [param property] can be reverted in the Inspector dock. Use [method _property_get_revert] to specify the [param property]'s default value. + [b]Note:[/b] This method must return consistently, regardless of the current value of the [param property]. + </description> + </method> + <method name="_property_get_revert" qualifiers="virtual"> + <return type="Variant" /> + <param index="0" name="property" type="StringName" /> + <description> + Override this method to customize the given [param property]'s revert behavior. Should return the default value for the [param property]. If the default value differs from the [param property]'s current value, a revert icon is displayed in the Inspector dock. + [b]Note:[/b] [method _property_can_revert] must also be overridden for this method to be called. </description> </method> <method name="_set" qualifiers="virtual"> @@ -69,15 +207,58 @@ <param index="0" name="property" type="StringName" /> <param index="1" name="value" type="Variant" /> <description> - Virtual method which can be overridden to customize the return value of [method set]. - Sets a property. Returns [code]true[/code] if the [param property] exists. + Override this method to customize the behavior of [method set]. Should set the [param property] to [param value] and return [code]true[/code], or [code]false[/code] if the [param property] should be handled normally. The [i]exact[/i] way to set the [param property] is up to this method's implementation. + Combined with [method _get] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property [i]must[/i] be present in [method get_property_list], otherwise this method will not be called. + [codeblocks] + [gdscript] + func _set(property, value): + if (property == "fake_property"): + print("Setting my property to ", value) + + func _get_property_list(): + return [ + { "name": "fake_property", "type": TYPE_INT } + ] + [/gdscript] + [csharp] + public override void _Set(StringName property, Variant value) + { + if (property == "FakeProperty") + { + GD.Print($"Setting my property to {value}"); + return true; + } + + return false; + } + + public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList() + { + return new Godot.Collections.Array<Godot.Collections.Dictionary>() + { + new Godot.Collections.Dictionary() + { + { "name", "FakeProperty" }, + { "type", (int)Variant.Type.Int } + } + }; + } + [/csharp] + [/codeblocks] </description> </method> <method name="_to_string" qualifiers="virtual"> <return type="String" /> <description> - Virtual method which can be overridden to customize the return value of [method to_string], and thus the object's representation where it is converted to a string, e.g. with [code]print(obj)[/code]. - Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code]. + Override this method to customize the return value of [method to_string], and therefore the object's representation as a [String]. + [codeblock] + func _to_string(): + return "Welcome to Godot 4!" + + func _init(): + print(self) # Prints Welcome to Godot 4!" + var a = str(self) # a is "Welcome to Godot 4!" + [/codeblock] </description> </method> <method name="add_user_signal"> @@ -85,14 +266,37 @@ <param index="0" name="signal" type="String" /> <param index="1" name="arguments" type="Array" default="[]" /> <description> - Adds a user-defined [param signal]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. + Adds a user-defined [param signal]. Optional arguments for the signal can be added as an [Array] of dictionaries, each defining a [code]name[/code] [String] and a [code]type[/code] [int] (see [enum Variant.Type]). See also [method has_user_signal]. + [codeblocks] + [gdscript] + add_user_signal("hurt", [ + { "name": "damage", "type": TYPE_INT }, + { "name": "source", "type": TYPE_OBJECT } + ]) + [/gdscript] + [csharp] + AddUserSignal("Hurt", new Godot.Collections.Array() + { + new Godot.Collections.Dictionary() + { + { "name", "damage" }, + { "type", (int)Variant.Type.Int } + }, + new Godot.Collections.Dictionary() + { + { "name", "source" }, + { "type", (int)Variant.Type.Object } + } + }); + [/csharp] + [/codeblocks] </description> </method> <method name="call" qualifiers="vararg"> <return type="Variant" /> <param index="0" name="method" type="StringName" /> <description> - Calls the [param method] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: + Calls the [param method] on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list. [codeblocks] [gdscript] var node = Node3D.new() @@ -103,14 +307,14 @@ node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] - [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="call_deferred" qualifiers="vararg"> <return type="Variant" /> <param index="0" name="method" type="StringName" /> <description> - Calls the [param method] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: + Calls the [param method] on the object during idle time. This method supports a variable number of arguments, so parameters can be passed as a comma separated list. [codeblocks] [gdscript] var node = Node3D.new() @@ -121,7 +325,7 @@ node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] - [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="callv"> @@ -129,7 +333,7 @@ <param index="0" name="method" type="StringName" /> <param index="1" name="arg_array" type="Array" /> <description> - Calls the [param method] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array]. + Calls the [param method] on the object and returns the result. Unlike [method call], this method expects all parameters to be contained inside [param arg_array]. [codeblocks] [gdscript] var node = Node3D.new() @@ -140,12 +344,13 @@ node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); [/csharp] [/codeblocks] + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call </description> </method> <method name="can_translate_messages" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the object can translate strings. See [method set_message_translation] and [method tr]. + Returns [code]true[/code] if the object is allowed to translate messages with [method tr] and [method tr_n]. See also [method set_message_translation]. </description> </method> <method name="connect"> @@ -154,23 +359,23 @@ <param index="1" name="callable" type="Callable" /> <param index="2" name="flags" type="int" default="0" /> <description> - Connects a [param signal] to a [param callable]. Use [param flags] to set deferred or one-shot connections. See [enum ConnectFlags] constants. - A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. - If the callable's target is destroyed in the game's lifecycle, the connection will be lost. + Connects a [param signal] by name to a [param callable]. Optional [param flags] can be also added to configure the connection's behavior (see [enum ConnectFlags] constants). + A signal can only be connected once to the same [Callable]. If the signal is already connected, this method returns [constant ERR_INVALID_PARAMETER] and pushes an error message, unless the signal is connected with [constant CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first to check for existing connections. + If the [param callable]'s object is freed, the connection will be lost. [b]Examples with recommended syntax:[/b] - Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach for both GDScript and C#. + Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach. [codeblocks] [gdscript] func _ready(): var button = Button.new() - # `button_down` here is a Signal object, and we thus call the Signal.connect() method, - # not Object.connect(). See discussion below for a more in-depth overview of the API. + # `button_down` here is a Signal variant type, and we thus call the Signal.connect() method, not Object.connect(). + # See discussion below for a more in-depth overview of the API. button.button_down.connect(_on_button_down) - # This assumes that a `Player` class exists which defines a `hit` signal. + # This assumes that a `Player` class exists, which defines a `hit` signal. var player = Player.new() - # We use Signal.connect() again, and we also use the Callable.bind() method which - # returns a new Callable with the parameter binds. + # We use Signal.connect() again, and we also use the Callable.bind() method, + # which returns a new Callable with the parameter binds. player.hit.connect(_on_player_hit.bind("sword", 100)) func _on_button_down(): @@ -186,7 +391,7 @@ // C# supports passing signals as events, so we can use this idiomatic construct: button.ButtonDown += OnButtonDown; - // This assumes that a `Player` class exists which defines a `Hit` signal. + // This assumes that a `Player` class exists, which defines a `Hit` signal. var player = new Player(); // Signals as events (`player.Hit += OnPlayerHit;`) do not support argument binding. You have to use: player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array {"sword", 100 }); @@ -243,44 +448,41 @@ } [/csharp] [/codeblocks] - While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will print a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method. - [b]Parameter bindings and passing:[/b] - For legacy or language-specific reasons, there are also several ways to bind parameters to signals. One can pass a [code]binds[/code] [Array] to [method Object.connect] or [method Signal.connect], or use the recommended [method Callable.bind] method to create a new callable from an existing one, with the given parameter binds. - One can also pass additional parameters when emitting the signal with [method emit_signal]. The examples below show the relationship between those two types of parameters. + While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), [b]option 3[/b] offers the best validation: it will print a compile-time error if either the [code]button_down[/code] [Signal] or the [code]_on_button_down[/code] [Callable] are not defined. On the other hand, [b]option 2[/b] only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method. + [b]Binding and passing parameters:[/b] + The syntax to bind parameters is through [method Callable.bind], which returns a copy of the [Callable] with its parameters bound. + When calling [method emit_signal], the signal parameters can be also passed. The examples below show the relationship between these signal parameters and bound parameters. [codeblocks] [gdscript] func _ready(): - # This assumes that a `Player` class exists which defines a `hit` signal. + # This assumes that a `Player` class exists, which defines a `hit` signal. var player = Player.new() - # Option 1: Using Callable.bind(). player.hit.connect(_on_player_hit.bind("sword", 100)) - # Option 2: Using a `binds` Array in Signal.connect() (same syntax for Object.connect()). - player.hit.connect(_on_player_hit, ["sword", 100]) # Parameters added when emitting the signal are passed first. player.emit_signal("hit", "Dark lord", 5) - # Four arguments, since we pass two when emitting (hit_by, level) - # and two when connecting (weapon_type, damage). + # We pass two arguments when emitting (`hit_by`, `level`), + # and bind two more arguments when connecting (`weapon_type`, `damage`). func _on_player_hit(hit_by, level, weapon_type, damage): print("Hit by %s (level %d) with weapon %s for %d damage." % [hit_by, level, weapon_type, damage]) [/gdscript] [csharp] public override void _Ready() { - // This assumes that a `Player` class exists which defines a `Hit` signal. + // This assumes that a `Player` class exists, which defines a `Hit` signal. var player = new Player(); // Option 1: Using Callable.Bind(). This way we can still use signals as events. player.Hit += OnPlayerHit.Bind("sword", 100); - // Option 2: Using a `binds` Array in Signal.Connect() (same syntax for Object.Connect()). + // Option 2: Using a `binds` Array in Signal.Connect(). player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array{ "sword", 100 }); // Parameters added when emitting the signal are passed first. player.EmitSignal("hit", "Dark lord", 5); } - // Four arguments, since we pass two when emitting (hitBy, level) - // and two when connecting (weaponType, damage). + // We pass two arguments when emitting (`hit_by`, `level`), + // and bind two more arguments when connecting (`weapon_type`, `damage`). private void OnPlayerHit(string hitBy, int level, string weaponType, int damage) { GD.Print(String.Format("Hit by {0} (level {1}) with weapon {2} for {3} damage.", hitBy, level, weaponType, damage)); @@ -294,71 +496,98 @@ <param index="0" name="signal" type="StringName" /> <param index="1" name="callable" type="Callable" /> <description> - Disconnects a [param signal] from a given [param callable]. - If you try to disconnect a connection that does not exist, the method will print an error. Use [method is_connected] to ensure that the connection exists. + Disconnects a [param signal] by name from a given [param callable]. If the connection does not exist, generates an error. Use [method is_connected] to make sure that the connection exists. </description> </method> <method name="emit_signal" qualifiers="vararg"> <return type="int" enum="Error" /> <param index="0" name="signal" type="StringName" /> <description> - Emits the given [param signal]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: + Emits the given [param signal] by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see [method add_user_signal]). This method supports a variable number of arguments, so parameters can be passed as a comma separated list. + Returns [constant ERR_UNAVAILABLE] if [param signal] does not exist or the parameters are invalid. [codeblocks] [gdscript] emit_signal("hit", "sword", 100) emit_signal("game_over") [/gdscript] [csharp] - EmitSignal("hit", "sword", 100); - EmitSignal("game_over"); + EmitSignal("Hit", "sword", 100); + EmitSignal("GameOver"); [/csharp] [/codeblocks] + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="free"> <return type="void" /> <description> - Deletes the object from memory. Any pre-existing reference to the freed object will become invalid, e.g. [code]is_instance_valid(object)[/code] will return [code]false[/code]. + Deletes the object from memory. Pre-existing references to the object become invalid, and any attempt to access them will result in a run-time error. Checking the references with [method @GlobalScope.is_instance_valid] will return [code]false[/code]. </description> </method> <method name="get" qualifiers="const"> <return type="Variant" /> <param index="0" name="property" type="StringName" /> <description> - Returns the [Variant] value of the given [param property]. If the [param property] doesn't exist, this will return [code]null[/code]. - [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). + Returns the [Variant] value of the given [param property]. If the [param property] does not exist, this method returns [code]null[/code]. + [codeblocks] + [gdscript] + var node = Node2D.new() + node.rotation = 1.5 + var a = node.get("rotation") # a is 1.5 + [/gdscript] + [csharp] + var node = new Node2D(); + node.Rotation = 1.5f; + var a = node.Get("rotation"); // a is 1.5 + [/csharp] + [/codeblocks] + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="get_class" qualifiers="const"> <return type="String" /> <description> - Returns the object's class as a [String]. See also [method is_class]. - [b]Note:[/b] [method get_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, the base class name will be returned instead. + Returns the object's built-in class name, as a [String]. See also [method is_class]. + [b]Note:[/b] This method ignores [code]class_name[/code] declarations. If this object's script has defined a [code]class_name[/code], the base, built-in class name is returned instead. </description> </method> <method name="get_incoming_connections" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> - Returns an [Array] of dictionaries with information about signals that are connected to the object. - Each [Dictionary] contains three String entries: - - [code]source[/code] is a reference to the signal emitter. - - [code]signal_name[/code] is the name of the connected signal. - - [code]method_name[/code] is the name of the method to which the signal is connected. + Returns an [Array] of signal connections received by this object. Each connection is represented as a [Dictionary] that contains three entries: + - [code]signal[/code] is a reference to the [Signal]; + - [code]callable[/code] is a reference to the [Callable]; + - [code]flags[/code] is a combination of [enum ConnectFlags]. </description> </method> <method name="get_indexed" qualifiers="const"> <return type="Variant" /> - <param index="0" name="property" type="NodePath" /> + <param index="0" name="property_path" type="NodePath" /> <description> - Gets the object's property indexed by the given [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code]. - [b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't support actual paths to [Node]s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use [method Node.get_node_and_resource] instead. + Gets the object's property indexed by the given [param property_path]. The path should be a [NodePath] relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. + [b]Examples:[/b] [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code]. + [codeblocks] + [gdscript] + var node = Node2D.new() + node.position = Vector2(5, -10) + var a = node.get_indexed("position") # a is Vector2(5, -10) + var b = node.get_indexed("position:y") # b is -10 + [/gdscript] + [csharp] + var node = new Node2D(); + node.Position = new Vector2(5, -10); + var a = node.GetIndexed("position"); // a is Vector2(5, -10) + var b = node.GetIndexed("position:y"); // b is -10 + [/csharp] + [/codeblocks] + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. + [b]Note:[/b] This method does not support actual paths to nodes in the [SceneTree], only sub-property paths. In the context of nodes, use [method Node.get_node_and_resource] instead. </description> </method> <method name="get_instance_id" qualifiers="const"> <return type="int" /> <description> - Returns the object's unique instance ID. - This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GlobalScope.instance_from_id]. + Returns the object's unique instance ID. This ID can be saved in [EncodedObjectAsID], and can be used to retrieve this object instance with [method @GlobalScope.instance_from_id]. </description> </method> <method name="get_meta" qualifiers="const"> @@ -366,80 +595,99 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="default" type="Variant" default="null" /> <description> - Returns the object's metadata entry for the given [param name]. - Throws error if the entry does not exist, unless [param default] is not [code]null[/code] (in which case the default value will be returned). + Returns the object's metadata value for the given entry [param name]. If the entry does not exist, returns [param default]. If [param default] is [code]null[/code], an error is also generated. + [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector dock and should not be edited. </description> </method> <method name="get_meta_list" qualifiers="const"> <return type="PackedStringArray" /> <description> - Returns the object's metadata as a [PackedStringArray]. + Returns the object's metadata entry names as a [PackedStringArray]. </description> </method> <method name="get_method_list" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> - Returns the object's methods and their signatures as an [Array]. + Returns this object's methods and their signatures as an [Array] of dictionaries. Each [Dictionary] contains the following entries: + - [code]name[/code] is the name of the method, as a [String]; + - [code]args[/code] is an [Array] of dictionaries representing the arguments; + - [code]default_args[/code] is the default arguments as an [Array] of variants; + - [code]flags[/code] is a combination of [enum MethodFlags]; + - [code]id[/code] is the method's internal identifier [int]; + - [code]return[/code] is the returned value, as a [Dictionary]; + [b]Note:[/b] The dictionaries of [code]args[/code] and [code]return[/code] are formatted identically to the results of [method get_property_list], although not all entries are used. </description> </method> <method name="get_property_list" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> - Returns the object's property list as an [Array] of dictionaries. - Each property's [Dictionary] contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]). + Returns the object's property list as an [Array] of dictionaries. Each [Dictionary] contains the following entries: + - [code]name[/code] is the property's name, as a [String]; + - [code]class_name[/code] is an empty [StringName], unless the property is [constant TYPE_OBJECT] and it inherits from a class; + - [code]type[/code] is the property's type, as an [int] (see [enum Variant.Type]); + - [code]hint[/code] is [i]how[/i] the property is meant to be edited (see [enum PropertyHint]); + - [code]hint_string[/code] depends on the hint (see [enum PropertyHint]); + - [code]usage[/code] is a combination of [enum PropertyUsageFlags]. </description> </method> <method name="get_script" qualifiers="const"> <return type="Variant" /> <description> - Returns the object's [Script] instance, or [code]null[/code] if none is assigned. + Returns the object's [Script] instance, or [code]null[/code] if no script is attached. </description> </method> <method name="get_signal_connection_list" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="signal" type="StringName" /> <description> - Returns an [Array] of connections for the given [param signal]. + Returns an [Array] of connections for the given [param signal] name. Each connection is represented as a [Dictionary] that contains three entries: + - [code]signal[/code] is a reference to the [Signal]; + - [code]callable[/code] is a reference to the [Callable]; + - [code]flags[/code] is a combination of [enum ConnectFlags]. </description> </method> <method name="get_signal_list" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> - Returns the list of signals as an [Array] of dictionaries. + Returns the list of existing signals as an [Array] of dictionaries. + [b]Note:[/b] Due of the implementation, each [Dictionary] is formatted very similarly to the returned values of [method get_method_list]. </description> </method> <method name="has_meta" qualifiers="const"> <return type="bool" /> <param index="0" name="name" type="StringName" /> <description> - Returns [code]true[/code] if a metadata entry is found with the given [param name]. + Returns [code]true[/code] if a metadata entry is found with the given [param name]. See also [method get_meta], [method set_meta] and [method remove_meta]. + [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method. </description> </method> <method name="has_method" qualifiers="const"> <return type="bool" /> <param index="0" name="method" type="StringName" /> <description> - Returns [code]true[/code] if the object contains the given [param method]. + Returns [code]true[/code] if the the given [param method] name exists in the object. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="has_signal" qualifiers="const"> <return type="bool" /> <param index="0" name="signal" type="StringName" /> <description> - Returns [code]true[/code] if the given [param signal] exists. + Returns [code]true[/code] if the given [param signal] name exists in the object. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="has_user_signal" qualifiers="const"> <return type="bool" /> <param index="0" name="signal" type="StringName" /> <description> - Returns [code]true[/code] if the given user-defined [param signal] exists. Only signals added using [method add_user_signal] are taken into account. + Returns [code]true[/code] if the given user-defined [param signal] name exists. Only signals added with [method add_user_signal] are included. </description> </method> <method name="is_blocking_signals" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if signal emission blocking is enabled. + Returns [code]true[/code] if the object is blocking its signals from being emitted. See [method set_block_signals]. </description> </method> <method name="is_class" qualifiers="const"> @@ -447,7 +695,21 @@ <param index="0" name="class" type="String" /> <description> Returns [code]true[/code] if the object inherits from the given [param class]. See also [method get_class]. - [b]Note:[/b] [method is_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, [method is_class] will return [code]false[/code] for that name. + [codeblocks] + [gdscript] + var sprite2d = Sprite2D.new() + sprite2d.is_class("Sprite2D") # Returns true + sprite2d.is_class("Node") # Returns true + sprite2d.is_class("Node3D") # Returns false + [/gdscript] + [csharp] + var sprite2d = new Sprite2D(); + sprite2d.IsClass("Sprite2D"); // Returns true + sprite2d.IsClass("Node"); // Returns true + sprite2d.IsClass("Node3D"); // Returns false + [/csharp] + [/codeblocks] + [b]Note:[/b] This method ignores [code]class_name[/code] declarations in the object's script. </description> </method> <method name="is_connected" qualifiers="const"> @@ -455,7 +717,8 @@ <param index="0" name="signal" type="StringName" /> <param index="1" name="callable" type="Callable" /> <description> - Returns [code]true[/code] if a connection exists for a given [param signal] and [param callable]. + Returns [code]true[/code] if a connection exists between the given [param signal] name and [param callable]. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="is_queued_for_deletion" qualifiers="const"> @@ -469,21 +732,60 @@ <param index="0" name="what" type="int" /> <param index="1" name="reversed" type="bool" default="false" /> <description> - Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from. - If [param reversed] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [param reversed] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes. + Sends the given [param what] notification to all classes inherited by the object, triggering calls to [method _notification], starting from the highest ancestor (the [Object] class) and going down to the object's script. + If [param reversed] is [code]true[/code], the call order is reversed. + [codeblocks] + [gdscript] + var player = Node2D.new() + player.set_script(load("res://player.gd")) + + player.notification(NOTIFICATION_ENTER_TREE) + # The call order is Object -> Node -> Node2D -> player.gd. + + player.notification(NOTIFICATION_ENTER_TREE, true) + # The call order is player.gd -> Node2D -> Node -> Object. + [/gdscript] + [csharp] + var player = new Node2D(); + player.SetScript(GD.Load("res://player.gd")); + + player.Notification(NotificationEnterTree); + // The call order is Object -> Node -> Node2D -> player.gd. + + player.notification(NotificationEnterTree, true); + // The call order is player.gd -> Node2D -> Node -> Object. + [/csharp] + [/codeblocks] </description> </method> <method name="notify_property_list_changed"> <return type="void" /> <description> - Notify the editor that the property list has changed by emitting the [signal property_list_changed] signal, so that editor plugins can take the new values into account. + Emits the [signal property_list_changed] signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated. + </description> + </method> + <method name="property_can_revert" qualifiers="const"> + <return type="bool" /> + <param index="0" name="property" type="StringName" /> + <description> + Returns [code]true[/code] if the given [param property] has a custom default value. Use [method property_get_revert] to get the [param property]'s default value. + [b]Note:[/b] This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns [code]false[/code]. + </description> + </method> + <method name="property_get_revert" qualifiers="const"> + <return type="Variant" /> + <param index="0" name="property" type="StringName" /> + <description> + Returns the custom default value of the given [param property]. Use [method property_can_revert] to check if the [param property] has a custom default value. + [b]Note:[/b] This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns [code]null[/code]. </description> </method> <method name="remove_meta"> <return type="void" /> <param index="0" name="name" type="StringName" /> <description> - Removes a given entry from the object's metadata. See also [method set_meta]. + Removes the given entry [param name] from the object's metadata. See also [method has_meta], [method get_meta] and [method set_meta]. + [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited. </description> </method> <method name="set"> @@ -491,15 +793,27 @@ <param index="0" name="property" type="StringName" /> <param index="1" name="value" type="Variant" /> <description> - Assigns a new value to the given property. If the [param property] does not exist or the given value's type doesn't match, nothing will happen. - [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). + Assigns [param value] to the given [param property]. If the property does not exist or the given [param value]'s type doesn't match, nothing happens. + [codeblocks] + [gdscript] + var node = Node2D.new() + node.set("global_scale", Vector2(8, 2.5)) + print(node.global_scale) # Prints (8, 2.5) + [/gdscript] + [csharp] + var node = new Node2D(); + node.Set("global_scale", new Vector2(8, 2.5)); + GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5) + [/csharp] + [/codeblocks] + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_block_signals"> <return type="void" /> <param index="0" name="enable" type="bool" /> <description> - If set to [code]true[/code], signal emission is blocked. + If set to [code]true[/code], the object becomes unable to emit signals. As such, [method emit_signal] and signal connections will not work, until it is set to [code]false[/code]. </description> </method> <method name="set_deferred"> @@ -507,37 +821,60 @@ <param index="0" name="property" type="StringName" /> <param index="1" name="value" type="Variant" /> <description> - Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code]. - [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). + Assigns [param value] to the given [param property], after the current frame's physics step. This is equivalent to calling [method set] through [method call_deferred]. + [codeblocks] + [gdscript] + var node = Node2D.new() + add_child(node) + + node.rotation = 45.0 + node.set_deferred("rotation", 90.0) + print(node.rotation) # Prints 45.0 + + await get_tree().process_frame + print(node.rotation) # Prints 90.0 + [/gdscript] + [csharp] + var node = new Node2D(); + node.Rotation = 45f; + node.SetDeferred("rotation", 90f); + GD.Print(node.Rotation); // Prints 45.0 + + await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame); + GD.Print(node.Rotation); // Prints 90.0 + [/csharp] + [/codeblocks] + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_indexed"> <return type="void" /> - <param index="0" name="property" type="NodePath" /> + <param index="0" name="property_path" type="NodePath" /> <param index="1" name="value" type="Variant" /> <description> - Assigns a new value to the property identified by the [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Example: + Assigns a new [param value] to the property identified by the [param property_path]. The path should be a [NodePath] relative to this object, and can use the colon character ([code]:[/code]) to access nested properties. [codeblocks] [gdscript] var node = Node2D.new() node.set_indexed("position", Vector2(42, 0)) node.set_indexed("position:y", -10) - print(node.position) # (42, -10) + print(node.position) # Prints (42, -10) [/gdscript] [csharp] var node = new Node2D(); node.SetIndexed("position", new Vector2(42, 0)); node.SetIndexed("position:y", -10); - GD.Print(node.Position); // (42, -10) + GD.Print(node.Position); // Prints (42, -10) [/csharp] [/codeblocks] + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. </description> </method> <method name="set_message_translation"> <return type="void" /> <param index="0" name="enable" type="bool" /> <description> - Defines whether the object can translate strings (with calls to [method tr]). Enabled by default. + If set to [code]true[/code], allows the object to translate messages with [method tr] and [method tr_n]. Enabled by default. See also [method can_translate_messages]. </description> </method> <method name="set_meta"> @@ -545,23 +882,23 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="value" type="Variant" /> <description> - Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any [Variant] value. - To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to [code]null[/code]. This means you can also use [code]set_meta("name", null)[/code] to remove metadata for [code]"name"[/code]. + Adds or changes the entry [param name] inside the object's metadata. The metadata [param value] can be any [Variant], although some types cannot be serialised correctly. + If [param value] is [code]null[/code], the entry is removed. This is the equivalent of using [method remove_meta]. See also [method has_meta] and [method get_meta]. + [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector dock and should not be edited. </description> </method> <method name="set_script"> <return type="void" /> <param index="0" name="script" type="Variant" /> <description> - Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. - If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called. + Attaches [param script] to the object, and instantiates it. As a result, the script's [method _init] is called. A [Script] is used to extend the object's functionality. + If a script already exists, its instance is detached, and its property values and state are lost. Built-in property values are still kept. </description> </method> <method name="to_string"> <return type="String" /> <description> - Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code]. - Override the method [method _to_string] to customize the [String] representation. + Returns a [String] representing the object. Defaults to [code]"<ClassName#RID>"[/code]. Override [method _to_string] to customize the string representation of the object. </description> </method> <method name="tr" qualifiers="const"> @@ -569,9 +906,9 @@ <param index="0" name="message" type="StringName" /> <param index="1" name="context" type="StringName" default="""" /> <description> - Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context. - Only works if message translation is enabled (which it is by default), otherwise it returns the [param message] unchanged. See [method set_message_translation]. - See [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method. + Translates a [param message], using the translation catalogs configured in the Project Settings. Further [param context] can be specified to help with the translation. + If [method can_translate_messages] is [code]false[/code], or no translation is available, this method returns the [param message] without changes. See [method set_message_translation]. + For detailed examples, see [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url]. </description> </method> <method name="tr_n" qualifiers="const"> @@ -581,43 +918,45 @@ <param index="2" name="n" type="int" /> <param index="3" name="context" type="StringName" default="""" /> <description> - Translates a message involving plurals using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context. - Only works if message translation is enabled (which it is by default), otherwise it returns the [param message] or [param plural_message] unchanged. See [method set_message_translation]. - The number [param n] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language. - [b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr]. - See [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. + Translates a [param message] or [param plural_message], using the translation catalogs configured in the Project Settings. Further [param context] can be specified to help with the translation. + If [method can_translate_messages] is [code]false[/code], or no translation is available, this method returns [param message] or [param plural_message], without changes. See [method set_message_translation]. + The [param n] is the number, or amount, of the message's subject. It is used by the translation system to fetch the correct plural form for the current language. + For detailed examples, see [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url]. + [b]Note:[/b] Negative and [float] numbers may not properly apply to some countable subjects. It's recommended handling these cases with [method tr]. </description> </method> </methods> <signals> <signal name="property_list_changed"> <description> + Emitted when [method notify_property_list_changed] is called. </description> </signal> <signal name="script_changed"> <description> - Emitted whenever the object's script is changed. + Emitted when the object's script is changed. + [b]Note:[/b] When this signal is emitted, the new script is not initialized yet. If you need to access the new script, defer connections to this signal with [constant CONNECT_DEFERRED]. </description> </signal> </signals> <constants> <constant name="NOTIFICATION_POSTINITIALIZE" value="0"> - Called right when the object is initialized. Not available in script. + Notification received when the object is initialized, before its script is attached. Used internally. </constant> <constant name="NOTIFICATION_PREDELETE" value="1"> - Called before the object is about to be deleted. + Notification received when the object is about to be deleted. Can act as the deconstructor of some programming languages. </constant> <constant name="CONNECT_DEFERRED" value="1" enum="ConnectFlags"> - Connects a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time. + Deferred connections trigger their [Callable]s on idle time, rather than instantly. </constant> <constant name="CONNECT_PERSIST" value="2" enum="ConnectFlags"> - Persisting connections are saved when the object is serialized to file. + Persisting connections are stored when the object is serialized (such as when using [method PackedScene.pack]). In the editor, connections created through the Node dock are always persisting. </constant> - <constant name="CONNECT_ONESHOT" value="4" enum="ConnectFlags"> + <constant name="CONNECT_ONE_SHOT" value="4" enum="ConnectFlags"> One-shot connections disconnect themselves after emission. </constant> <constant name="CONNECT_REFERENCE_COUNTED" value="8" enum="ConnectFlags"> - Connect a signal as reference-counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left. + Reference-counted connections can be assigned to the same [Callable] multiple times. Each disconnection decreases the internal counter. The signal fully disconnects only when the counter reaches 0. </constant> </constants> </class> diff --git a/doc/classes/OccluderInstance3D.xml b/doc/classes/OccluderInstance3D.xml index 0bebc7ea43..bc16fba500 100644 --- a/doc/classes/OccluderInstance3D.xml +++ b/doc/classes/OccluderInstance3D.xml @@ -42,7 +42,7 @@ </member> <member name="occluder" type="Occluder3D" setter="set_occluder" getter="get_occluder"> The occluder resource for this [OccluderInstance3D]. You can generate an occluder resource by selecting an [OccluderInstance3D] node then using the [b]Bake Occluders[/b] button at the top of the editor. - You can also draw your own 2D occluder polygon by adding a new [PolygonOccluder3D] resource to the [member occluder] property in the inspector. + You can also draw your own 2D occluder polygon by adding a new [PolygonOccluder3D] resource to the [member occluder] property in the Inspector. Alternatively, you can select a primitive occluder to use: [QuadOccluder3D], [BoxOccluder3D] or [SphereOccluder3D]. </member> </members> diff --git a/doc/classes/OfflineMultiplayerPeer.xml b/doc/classes/OfflineMultiplayerPeer.xml new file mode 100644 index 0000000000..5e15992d54 --- /dev/null +++ b/doc/classes/OfflineMultiplayerPeer.xml @@ -0,0 +1,12 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="OfflineMultiplayerPeer" inherits="MultiplayerPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + A [MultiplayerPeer] which is always connected and acts as a server. + </brief_description> + <description> + This is the default [member MultiplayerAPI.multiplayer_peer] for the [member Node.multiplayer]. It mimics the behavior of a server with no peers connected. + This means that the [SceneTree] will act as the multiplayer authority by default. Calls to [method MultiplayerAPI.is_server] will return [code]true[/code], and calls to [method MultiplayerAPI.get_unique_id] will return [constant MultiplayerPeer.TARGET_PEER_SERVER]. + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index ce63dbdbc1..f71c81e713 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -15,11 +15,12 @@ </member> <member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0"> The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius. + [b]Note:[/b] [member omni_range] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). </member> <member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight3D.ShadowMode" default="1"> See [enum ShadowMode]. </member> - <member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.2" /> + <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="1.0" /> </members> <constants> <constant name="SHADOW_DUAL_PARABOLOID" value="0" enum="ShadowMode"> diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml index a552a2c16c..fdf0fff0fb 100644 --- a/doc/classes/OptionButton.xml +++ b/doc/classes/OptionButton.xml @@ -94,6 +94,8 @@ <return type="int" /> <param index="0" name="from_last" type="bool" default="false" /> <description> + Returns the index of the first item which is not disabled, or marked as a separator. If [param from_last] is [code]true[/code], the items will be searched in reverse order. + Returns [code]-1[/code] if no item is found. </description> </method> <method name="get_selected_id" qualifiers="const"> @@ -111,6 +113,7 @@ <method name="has_selectable_items" qualifiers="const"> <return type="bool" /> <description> + Returns [code]true[/code] if this button contains at least one item which is not disabled, or marked as a separator. </description> </method> <method name="is_item_disabled" qualifiers="const"> @@ -124,6 +127,7 @@ <return type="bool" /> <param index="0" name="idx" type="int" /> <description> + Returns [code]true[/code] if the item at index [param idx] is marked as a separator. </description> </method> <method name="remove_item"> @@ -190,6 +194,12 @@ Sets the tooltip of the item at index [param idx]. </description> </method> + <method name="show_popup"> + <return type="void" /> + <description> + Adjusts popup position and sizing for the [OptionButton], then shows the [PopupMenu]. Prefer this over using [code]get_popup().popup()[/code]. + </description> + </method> </methods> <members> <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" overrides="BaseButton" enum="BaseButton.ActionMode" default="0" /> @@ -210,7 +220,7 @@ <signal name="item_focused"> <param index="0" name="index" type="int" /> <description> - Emitted when the user navigates to an item using the [code]ui_up[/code] or [code]ui_down[/code] actions. The index of the item selected is passed as argument. + Emitted when the user navigates to an item using the [member ProjectSettings.input/ui_up] or [member ProjectSettings.input/ui_down] input actions. The index of the item selected is passed as argument. </description> </signal> <signal name="item_selected"> @@ -246,13 +256,14 @@ The horizontal space between the arrow icon and the right edge of the button. </theme_item> <theme_item name="h_separation" data_type="constant" type="int" default="2"> - The horizontal space between [OptionButton]'s icon and text. + The horizontal space between [OptionButton]'s icon and text. Negative values will be treated as [code]0[/code] when used. </theme_item> <theme_item name="modulate_arrow" data_type="constant" type="int" default="0"> If different than [code]0[/code], the arrow icon will be modulated to the font color. </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="font" data_type="font" type="Font"> [Font] of the [OptionButton]'s text. diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml index b02333667d..ccf012f82c 100644 --- a/doc/classes/PackedByteArray.xml +++ b/doc/classes/PackedByteArray.xml @@ -5,6 +5,7 @@ </brief_description> <description> An array specifically designed to hold bytes. Packs data tightly, so it saves memory for large array sizes. + [PackedByteArray] also provides methods to encode/decode various types to/from bytes. The way values are encoded is an implementation detail and shouldn't be relied upon when interacting with external apps. </description> <tutorials> </tutorials> @@ -64,7 +65,7 @@ <return type="PackedByteArray" /> <param index="0" name="compression_mode" type="int" default="0" /> <description> - Returns a new [PackedByteArray] with the data compressed. Set the compression mode using one of [enum File.CompressionMode]'s constants. + Returns a new [PackedByteArray] with the data compressed. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants. </description> </method> <method name="count" qualifiers="const"> @@ -78,66 +79,77 @@ <return type="float" /> <param index="0" name="byte_offset" type="int" /> <description> + Decodes a 64-bit floating point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded. </description> </method> <method name="decode_float" qualifiers="const"> <return type="float" /> <param index="0" name="byte_offset" type="int" /> <description> + Decodes a 32-bit floating point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded. </description> </method> <method name="decode_half" qualifiers="const"> <return type="float" /> <param index="0" name="byte_offset" type="int" /> <description> + Decodes a 16-bit floating point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded. </description> </method> <method name="decode_s16" qualifiers="const"> <return type="int" /> <param index="0" name="byte_offset" type="int" /> <description> + Decodes a 16-bit signed integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded. </description> </method> <method name="decode_s32" qualifiers="const"> <return type="int" /> <param index="0" name="byte_offset" type="int" /> <description> + Decodes a 32-bit signed integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded. </description> </method> <method name="decode_s64" qualifiers="const"> <return type="int" /> <param index="0" name="byte_offset" type="int" /> <description> + Decodes a 64-bit signed integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded. </description> </method> <method name="decode_s8" qualifiers="const"> <return type="int" /> <param index="0" name="byte_offset" type="int" /> <description> + Decodes a 8-bit signed integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded. </description> </method> <method name="decode_u16" qualifiers="const"> <return type="int" /> <param index="0" name="byte_offset" type="int" /> <description> + Decodes a 16-bit unsigned integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded. </description> </method> <method name="decode_u32" qualifiers="const"> <return type="int" /> <param index="0" name="byte_offset" type="int" /> <description> + Decodes a 32-bit unsigned integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded. </description> </method> <method name="decode_u64" qualifiers="const"> <return type="int" /> <param index="0" name="byte_offset" type="int" /> <description> + Decodes a 64-bit unsigned integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded. </description> </method> <method name="decode_u8" qualifiers="const"> <return type="int" /> <param index="0" name="byte_offset" type="int" /> <description> + Decodes a 8-bit unsigned integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded. </description> </method> <method name="decode_var" qualifiers="const"> @@ -145,6 +157,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="allow_objects" type="bool" default="false" /> <description> + Decodes a [Variant] from the bytes starting at [param byte_offset]. Returns [code]null[/code] if a valid variant can't be decoded or the value is [Object]-derived and [param allow_objects] is [code]false[/code]. </description> </method> <method name="decode_var_size" qualifiers="const"> @@ -152,6 +165,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="allow_objects" type="bool" default="false" /> <description> + Decodes a size of a [Variant] from the bytes starting at [param byte_offset]. Requires at least 4 bytes of data starting at the offset, otherwise fails. </description> </method> <method name="decompress" qualifiers="const"> @@ -159,7 +173,7 @@ <param index="0" name="buffer_size" type="int" /> <param index="1" name="compression_mode" type="int" default="0" /> <description> - Returns a new [PackedByteArray] with the data decompressed. Set [param buffer_size] to the size of the uncompressed data. Set the compression mode using one of [enum File.CompressionMode]'s constants. + Returns a new [PackedByteArray] with the data decompressed. Set [param buffer_size] to the size of the uncompressed data. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants. </description> </method> <method name="decompress_dynamic" qualifiers="const"> @@ -167,7 +181,7 @@ <param index="0" name="max_output_size" type="int" /> <param index="1" name="compression_mode" type="int" default="0" /> <description> - Returns a new [PackedByteArray] with the data decompressed. Set the compression mode using one of [enum File.CompressionMode]'s constants. [b]This method only accepts gzip and deflate compression modes.[/b] + Returns a new [PackedByteArray] with the data decompressed. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants. [b]This method only accepts gzip and deflate compression modes.[/b] This method is potentially slower than [code]decompress[/code], as it may have to re-allocate its output buffer multiple times while decompressing, whereas [code]decompress[/code] knows it's output buffer size from the beginning. GZIP has a maximal compression ratio of 1032:1, meaning it's very possible for a small compressed payload to decompress to a potentially very large output. To guard against this, you may provide a maximum size this function is allowed to allocate in bytes via [param max_output_size]. Passing -1 will allow for unbounded output. If any positive value is passed, and the decompression exceeds that amount in bytes, then an error will be returned. </description> @@ -183,6 +197,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="value" type="float" /> <description> + Encodes a 64-bit floating point number as bytes at the index of [param byte_offset] bytes. The array must have at least 8 bytes of allocated space, starting at the offset. </description> </method> <method name="encode_float"> @@ -190,6 +205,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="value" type="float" /> <description> + Encodes a 32-bit floating point number as bytes at the index of [param byte_offset] bytes. The array must have at least 4 bytes of space, starting at the offset. </description> </method> <method name="encode_half"> @@ -197,6 +213,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="value" type="float" /> <description> + Encodes a 16-bit floating point number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset. </description> </method> <method name="encode_s16"> @@ -204,6 +221,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="value" type="int" /> <description> + Encodes a 16-bit signed integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset. </description> </method> <method name="encode_s32"> @@ -211,6 +229,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="value" type="int" /> <description> + Encodes a 32-bit signed integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset. </description> </method> <method name="encode_s64"> @@ -218,6 +237,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="value" type="int" /> <description> + Encodes a 64-bit signed integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset. </description> </method> <method name="encode_s8"> @@ -225,6 +245,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="value" type="int" /> <description> + Encodes a 8-bit signed integer number (signed byte) at the index of [param byte_offset] bytes. The array must have at least 1 byte of space, starting at the offset. </description> </method> <method name="encode_u16"> @@ -232,6 +253,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="value" type="int" /> <description> + Encodes a 16-bit unsigned integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset. </description> </method> <method name="encode_u32"> @@ -239,6 +261,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="value" type="int" /> <description> + Encodes a 32-bit unsigned integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 4 bytes of space, starting at the offset. </description> </method> <method name="encode_u64"> @@ -246,6 +269,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="value" type="int" /> <description> + Encodes a 64-bit unsigned integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 8 bytes of space, starting at the offset. </description> </method> <method name="encode_u8"> @@ -253,6 +277,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="value" type="int" /> <description> + Encodes a 8-bit unsigned integer number (byte) at the index of [param byte_offset] bytes. The array must have at least 1 byte of space, starting at the offset. </description> </method> <method name="encode_var"> @@ -261,6 +286,7 @@ <param index="1" name="value" type="Variant" /> <param index="2" name="allow_objects" type="bool" default="false" /> <description> + Encodes a [Variant] at the index of [param byte_offset] bytes. A sufficient space must be allocated, depending on the encoded variant's size. If [param allow_objects] is [code]false[/code], [Object]-derived values are not permitted and will instead be serialized as ID-only. </description> </method> <method name="fill"> @@ -314,6 +340,7 @@ <param index="0" name="byte_offset" type="int" /> <param index="1" name="allow_objects" type="bool" default="false" /> <description> + Returns [code]true[/code] if a valid [Variant] value can be decoded at the [param byte_offset]. Returns [code]false[/code] othewrise or when the value is [Object]-derived and [param allow_objects] is [code]false[/code]. </description> </method> <method name="hex_encode" qualifiers="const"> @@ -449,24 +476,29 @@ <return type="bool" /> <param index="0" name="right" type="PackedByteArray" /> <description> + Returns [code]true[/code] if contents of the arrays differ. </description> </operator> <operator name="operator +"> <return type="PackedByteArray" /> <param index="0" name="right" type="PackedByteArray" /> <description> + Returns a new [PackedByteArray] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="PackedByteArray" /> <description> + Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal bytes at the corresponding indices. </description> </operator> <operator name="operator []"> <return type="int" /> <param index="0" name="index" type="int" /> <description> + Returns the byte at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error. + Note that the byte is returned as a 64-bit [int]. </description> </operator> </operators> diff --git a/doc/classes/PackedColorArray.xml b/doc/classes/PackedColorArray.xml index c694927175..a2dc8e8f1d 100644 --- a/doc/classes/PackedColorArray.xml +++ b/doc/classes/PackedColorArray.xml @@ -177,6 +177,7 @@ <method name="to_byte_array" qualifiers="const"> <return type="PackedByteArray" /> <description> + Returns a [PackedByteArray] with each color encoded as bytes. </description> </method> </methods> @@ -185,24 +186,28 @@ <return type="bool" /> <param index="0" name="right" type="PackedColorArray" /> <description> + Returns [code]true[/code] if contents of the arrays differ. </description> </operator> <operator name="operator +"> <return type="PackedColorArray" /> <param index="0" name="right" type="PackedColorArray" /> <description> + Returns a new [PackedColorArray] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="PackedColorArray" /> <description> + Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal [Color]s at the corresponding indices. </description> </operator> <operator name="operator []"> <return type="Color" /> <param index="0" name="index" type="int" /> <description> + Returns the [Color] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error. </description> </operator> </operators> diff --git a/doc/classes/PackedFloat32Array.xml b/doc/classes/PackedFloat32Array.xml index 41d0679099..d350d64f38 100644 --- a/doc/classes/PackedFloat32Array.xml +++ b/doc/classes/PackedFloat32Array.xml @@ -4,7 +4,7 @@ A packed array of 32-bit floating-point values. </brief_description> <description> - An array specifically designed to hold 32-bit floating-point values. Packs data tightly, so it saves memory for large array sizes. + An array specifically designed to hold 32-bit floating-point values (float). Packs data tightly, so it saves memory for large array sizes. If you need to pack 64-bit floats tightly, see [PackedFloat64Array]. </description> <tutorials> @@ -188,24 +188,29 @@ <return type="bool" /> <param index="0" name="right" type="PackedFloat32Array" /> <description> + Returns [code]true[/code] if contents of the arrays differ. </description> </operator> <operator name="operator +"> <return type="PackedFloat32Array" /> <param index="0" name="right" type="PackedFloat32Array" /> <description> + Returns a new [PackedFloat32Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="PackedFloat32Array" /> <description> + Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal floats at the corresponding indices. </description> </operator> <operator name="operator []"> <return type="float" /> <param index="0" name="index" type="int" /> <description> + Returns the [float] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error. + Note that [float] type is 64-bit, unlike the values stored in the array. </description> </operator> </operators> diff --git a/doc/classes/PackedFloat64Array.xml b/doc/classes/PackedFloat64Array.xml index bedbe3603c..690cb15fa7 100644 --- a/doc/classes/PackedFloat64Array.xml +++ b/doc/classes/PackedFloat64Array.xml @@ -4,7 +4,7 @@ A packed array of 64-bit floating-point values. </brief_description> <description> - An array specifically designed to hold 64-bit floating-point values. Packs data tightly, so it saves memory for large array sizes. + An array specifically designed to hold 64-bit floating-point values (double). Packs data tightly, so it saves memory for large array sizes. If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for a more memory-friendly alternative. </description> <tutorials> @@ -188,24 +188,28 @@ <return type="bool" /> <param index="0" name="right" type="PackedFloat64Array" /> <description> + Returns [code]true[/code] if contents of the arrays differ. </description> </operator> <operator name="operator +"> <return type="PackedFloat64Array" /> <param index="0" name="right" type="PackedFloat64Array" /> <description> + Returns a new [PackedFloat64Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="PackedFloat64Array" /> <description> + Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal doubles at the corresponding indices. </description> </operator> <operator name="operator []"> <return type="float" /> <param index="0" name="index" type="int" /> <description> + Returns the [float] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error. </description> </operator> </operators> diff --git a/doc/classes/PackedInt32Array.xml b/doc/classes/PackedInt32Array.xml index db4c8c0937..2f9032e214 100644 --- a/doc/classes/PackedInt32Array.xml +++ b/doc/classes/PackedInt32Array.xml @@ -188,24 +188,29 @@ <return type="bool" /> <param index="0" name="right" type="PackedInt32Array" /> <description> + Returns [code]true[/code] if contents of the arrays differ. </description> </operator> <operator name="operator +"> <return type="PackedInt32Array" /> <param index="0" name="right" type="PackedInt32Array" /> <description> + Returns a new [PackedInt32Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="PackedInt32Array" /> <description> + Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal ints at the corresponding indices. </description> </operator> <operator name="operator []"> <return type="int" /> <param index="0" name="index" type="int" /> <description> + Returns the [int] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error. + Note that [int] type is 64-bit, unlike the values stored in the array. </description> </operator> </operators> diff --git a/doc/classes/PackedInt64Array.xml b/doc/classes/PackedInt64Array.xml index 56d72692a2..5f762cde3e 100644 --- a/doc/classes/PackedInt64Array.xml +++ b/doc/classes/PackedInt64Array.xml @@ -188,24 +188,28 @@ <return type="bool" /> <param index="0" name="right" type="PackedInt64Array" /> <description> + Returns [code]true[/code] if contents of the arrays differ. </description> </operator> <operator name="operator +"> <return type="PackedInt64Array" /> <param index="0" name="right" type="PackedInt64Array" /> <description> + Returns a new [PackedInt64Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="PackedInt64Array" /> <description> + Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal ints at the corresponding indices. </description> </operator> <operator name="operator []"> <return type="int" /> <param index="0" name="index" type="int" /> <description> + Returns the [int] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error. </description> </operator> </operators> diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml index c7fe7d8c37..7ca1d5d60d 100644 --- a/doc/classes/PackedScene.xml +++ b/doc/classes/PackedScene.xml @@ -22,12 +22,12 @@ AddChild(scene); [/csharp] [/codeblocks] - [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidDynamicBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. + [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. [codeblocks] [gdscript] # Create the objects. var node = Node2D.new() - var body = RigidDynamicBody2D.new() + var body = RigidBody2D.new() var collision = CollisionShape2D.new() # Create the object hierarchy. @@ -41,14 +41,14 @@ # Only `node` and `body` are now packed. var result = scene.pack(node) if result == OK: - var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..." + var error = ResourceSaver.save(scene, "res://path/name.tscn") # Or "user://..." if error != OK: push_error("An error occurred while saving the scene to disk.") [/gdscript] [csharp] // Create the objects. var node = new Node2D(); - var body = new RigidDynamicBody2D(); + var body = new RigidBody2D(); var collision = new CollisionShape2D(); // Create the object hierarchy. @@ -63,7 +63,7 @@ Error result = scene.Pack(node); if (result == Error.Ok) { - Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..." + Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..." if (error != Error.Ok) { GD.PushError("An error occurred while saving the scene to disk."); @@ -92,7 +92,7 @@ <return type="Node" /> <param index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0" /> <description> - Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] notification on the root node. + Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_SCENE_INSTANTIATED] notification on the root node. </description> </method> <method name="pack"> diff --git a/doc/classes/PackedStringArray.xml b/doc/classes/PackedStringArray.xml index b58a3b2553..2c3376d659 100644 --- a/doc/classes/PackedStringArray.xml +++ b/doc/classes/PackedStringArray.xml @@ -184,6 +184,7 @@ <method name="to_byte_array" qualifiers="const"> <return type="PackedByteArray" /> <description> + Returns a [PackedByteArray] with each string encoded as bytes. </description> </method> </methods> @@ -192,24 +193,28 @@ <return type="bool" /> <param index="0" name="right" type="PackedStringArray" /> <description> + Returns [code]true[/code] if contents of the arrays differ. </description> </operator> <operator name="operator +"> <return type="PackedStringArray" /> <param index="0" name="right" type="PackedStringArray" /> <description> + Returns a new [PackedStringArray] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="PackedStringArray" /> <description> + Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal [String]s at the corresponding indices. </description> </operator> <operator name="operator []"> <return type="String" /> <param index="0" name="index" type="int" /> <description> + Returns the [String] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error. </description> </operator> </operators> diff --git a/doc/classes/PackedVector2Array.xml b/doc/classes/PackedVector2Array.xml index 7cf63d3d5e..25650ef40a 100644 --- a/doc/classes/PackedVector2Array.xml +++ b/doc/classes/PackedVector2Array.xml @@ -178,6 +178,7 @@ <method name="to_byte_array" qualifiers="const"> <return type="PackedByteArray" /> <description> + Returns a [PackedByteArray] with each vector encoded as bytes. </description> </method> </methods> @@ -186,30 +187,35 @@ <return type="bool" /> <param index="0" name="right" type="PackedVector2Array" /> <description> + Returns [code]true[/code] if contents of the arrays differ. </description> </operator> <operator name="operator *"> <return type="PackedVector2Array" /> <param index="0" name="right" type="Transform2D" /> <description> + Transforms (multiplies) all vectors in the array by the [Transform2D] matrix. </description> </operator> <operator name="operator +"> <return type="PackedVector2Array" /> <param index="0" name="right" type="PackedVector2Array" /> <description> + Returns a new [PackedVector2Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="PackedVector2Array" /> <description> + Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal [Vector2]s at the corresponding indices. </description> </operator> <operator name="operator []"> <return type="Vector2" /> <param index="0" name="index" type="int" /> <description> + Returns the [Vector2] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error. </description> </operator> </operators> diff --git a/doc/classes/PackedVector3Array.xml b/doc/classes/PackedVector3Array.xml index 5ab42474f0..22979a5a37 100644 --- a/doc/classes/PackedVector3Array.xml +++ b/doc/classes/PackedVector3Array.xml @@ -177,6 +177,7 @@ <method name="to_byte_array" qualifiers="const"> <return type="PackedByteArray" /> <description> + Returns a [PackedByteArray] with each vector encoded as bytes. </description> </method> </methods> @@ -185,30 +186,35 @@ <return type="bool" /> <param index="0" name="right" type="PackedVector3Array" /> <description> + Returns [code]true[/code] if contents of the arrays differ. </description> </operator> <operator name="operator *"> <return type="PackedVector3Array" /> <param index="0" name="right" type="Transform3D" /> <description> + Transforms (multiplies) all vectors in the array by the [Transform3D] matrix. </description> </operator> <operator name="operator +"> <return type="PackedVector3Array" /> <param index="0" name="right" type="PackedVector3Array" /> <description> + Returns a new [PackedVector3Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="PackedVector3Array" /> <description> + Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal [Vector3]s at the corresponding indices. </description> </operator> <operator name="operator []"> <return type="Vector3" /> <param index="0" name="index" type="int" /> <description> + Returns the [Vector3] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error. </description> </operator> </operators> diff --git a/doc/classes/PacketPeerDTLS.xml b/doc/classes/PacketPeerDTLS.xml index e9918bdd3a..db8403a56b 100644 --- a/doc/classes/PacketPeerDTLS.xml +++ b/doc/classes/PacketPeerDTLS.xml @@ -6,7 +6,7 @@ <description> This class represents a DTLS peer connection. It can be used to connect to a DTLS server, and is returned by [method DTLSServer.take_connection]. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. - [b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period. + [b]Warning:[/b] TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period. </description> <tutorials> </tutorials> diff --git a/doc/classes/PacketPeerExtension.xml b/doc/classes/PacketPeerExtension.xml index 28263b3f59..afb1aa4016 100644 --- a/doc/classes/PacketPeerExtension.xml +++ b/doc/classes/PacketPeerExtension.xml @@ -18,14 +18,14 @@ </description> </method> <method name="_get_packet" qualifiers="virtual"> - <return type="int" /> + <return type="int" enum="Error" /> <param index="0" name="r_buffer" type="const uint8_t **" /> <param index="1" name="r_buffer_size" type="int32_t*" /> <description> </description> </method> <method name="_put_packet" qualifiers="virtual"> - <return type="int" /> + <return type="int" enum="Error" /> <param index="0" name="p_buffer" type="const uint8_t*" /> <param index="1" name="p_buffer_size" type="int" /> <description> diff --git a/doc/classes/PacketPeerUDP.xml b/doc/classes/PacketPeerUDP.xml index b635757b2b..9107937183 100644 --- a/doc/classes/PacketPeerUDP.xml +++ b/doc/classes/PacketPeerUDP.xml @@ -34,7 +34,7 @@ <param index="1" name="port" type="int" /> <description> Calling this method connects this UDP peer to the given [param host]/[param port] pair. UDP is in reality connectionless, so this option only means that incoming packets from different addresses are automatically discarded, and that outgoing packets are always sent to the connected address (future calls to [method set_dest_address] are not allowed). This method does not send any data to the remote peer, to do that, use [method PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also [UDPServer]. - [b]Note:[/b] Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like SSL or DTLS if you feel like your application is transferring sensitive information. + [b]Note:[/b] Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like TLS or DTLS if you feel like your application is transferring sensitive information. </description> </method> <method name="get_local_port" qualifiers="const"> diff --git a/doc/classes/Panel.xml b/doc/classes/Panel.xml index da69431276..69c896e806 100644 --- a/doc/classes/Panel.xml +++ b/doc/classes/Panel.xml @@ -15,7 +15,5 @@ <theme_item name="panel" data_type="style" type="StyleBox"> The style of this [Panel]. </theme_item> - <theme_item name="panel_fg" data_type="style" type="StyleBox"> - </theme_item> </theme_items> </class> diff --git a/doc/classes/PanoramaSkyMaterial.xml b/doc/classes/PanoramaSkyMaterial.xml index 21c7f29585..0c27037f28 100644 --- a/doc/classes/PanoramaSkyMaterial.xml +++ b/doc/classes/PanoramaSkyMaterial.xml @@ -4,9 +4,9 @@ A [Material] used with [Sky] to draw a background texture. </brief_description> <description> - A resource referenced in a [Sky] that is used to draw a background. The Panorama sky material functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cube map. + A resource referenced in a [Sky] that is used to draw a background. The Panorama sky material functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cubemap. Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose. - You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cube map to an equirectangular sky map. + You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map. </description> <tutorials> </tutorials> diff --git a/doc/classes/ParallaxLayer.xml b/doc/classes/ParallaxLayer.xml index 7e7c2d11ec..51a10f732d 100644 --- a/doc/classes/ParallaxLayer.xml +++ b/doc/classes/ParallaxLayer.xml @@ -13,6 +13,7 @@ <members> <member name="motion_mirroring" type="Vector2" setter="set_mirroring" getter="get_mirroring" default="Vector2(0, 0)"> The ParallaxLayer's [Texture2D] mirroring. Useful for creating an infinite scrolling background. If an axis is set to [code]0[/code], the [Texture2D] will not be mirrored. + If the length of the viewport axis is bigger than twice the mirrored axis size, it will not repeat infinitely, as the parallax layer only draws 2 instances of the texture at any one time. </member> <member name="motion_offset" type="Vector2" setter="set_motion_offset" getter="get_motion_offset" default="Vector2(0, 0)"> The ParallaxLayer's offset relative to the parent ParallaxBackground's [member ParallaxBackground.scroll_offset]. diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticleProcessMaterial.xml index fe4caaa10c..d4050e3bd1 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticleProcessMaterial.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="ParticlesMaterial" inherits="Material" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="ParticleProcessMaterial" inherits="Material" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Particle properties for [GPUParticles3D] and [GPUParticles2D] nodes. </brief_description> <description> - ParticlesMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [GPUParticles3D] and [GPUParticles2D] emitter nodes. + ParticleProcessMaterial 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. Particle animation is available only in [GPUParticles2D]. To use it, attach a [CanvasItemMaterial], with [member CanvasItemMaterial.particles_animation] enabled, to the particles node. </description> @@ -13,35 +13,35 @@ <methods> <method name="get_param_max" qualifiers="const"> <return type="float" /> - <param index="0" name="param" type="int" enum="ParticlesMaterial.Parameter" /> + <param index="0" name="param" type="int" enum="ParticleProcessMaterial.Parameter" /> <description> Returns the maximum value range for the given parameter. </description> </method> <method name="get_param_min" qualifiers="const"> <return type="float" /> - <param index="0" name="param" type="int" enum="ParticlesMaterial.Parameter" /> + <param index="0" name="param" type="int" enum="ParticleProcessMaterial.Parameter" /> <description> Returns the minimum value range for the given parameter. </description> </method> <method name="get_param_texture" qualifiers="const"> <return type="Texture2D" /> - <param index="0" name="param" type="int" enum="ParticlesMaterial.Parameter" /> + <param index="0" name="param" type="int" enum="ParticleProcessMaterial.Parameter" /> <description> Returns the [Texture2D] used by the specified parameter. </description> </method> <method name="get_particle_flag" qualifiers="const"> <return type="bool" /> - <param index="0" name="particle_flag" type="int" enum="ParticlesMaterial.ParticleFlags" /> + <param index="0" name="particle_flag" type="int" enum="ParticleProcessMaterial.ParticleFlags" /> <description> Returns [code]true[/code] if the specified particle flag is enabled. See [enum ParticleFlags] for options. </description> </method> <method name="set_param_max"> <return type="void" /> - <param index="0" name="param" type="int" enum="ParticlesMaterial.Parameter" /> + <param index="0" name="param" type="int" enum="ParticleProcessMaterial.Parameter" /> <param index="1" name="value" type="float" /> <description> Sets the maximum value range for the given parameter. @@ -49,7 +49,7 @@ </method> <method name="set_param_min"> <return type="void" /> - <param index="0" name="param" type="int" enum="ParticlesMaterial.Parameter" /> + <param index="0" name="param" type="int" enum="ParticleProcessMaterial.Parameter" /> <param index="1" name="value" type="float" /> <description> Sets the minimum value range for the given parameter. @@ -57,7 +57,7 @@ </method> <method name="set_param_texture"> <return type="void" /> - <param index="0" name="param" type="int" enum="ParticlesMaterial.Parameter" /> + <param index="0" name="param" type="int" enum="ParticleProcessMaterial.Parameter" /> <param index="1" name="texture" type="Texture2D" /> <description> Sets the [Texture2D] for the specified [enum Parameter]. @@ -65,7 +65,7 @@ </method> <method name="set_particle_flag"> <return type="void" /> - <param index="0" name="particle_flag" type="int" enum="ParticlesMaterial.ParticleFlags" /> + <param index="0" name="particle_flag" type="int" enum="ParticleProcessMaterial.ParticleFlags" /> <param index="1" name="enable" type="bool" /> <description> If [code]true[/code], enables the specified particle flag. See [enum ParticleFlags] for options. @@ -115,26 +115,30 @@ <member name="attractor_interaction_enabled" type="bool" setter="set_attractor_interaction_enabled" getter="is_attractor_interaction_enabled" default="true"> True if the interaction with particle attractors is enabled. </member> - <member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce" default="0.0"> - Collision bounciness. + <member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce"> + The particles' bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). Only effective if [member collision_mode] is [constant COLLISION_RIGID]. </member> - <member name="collision_enabled" type="bool" setter="set_collision_enabled" getter="is_collision_enabled" default="false"> - True if collisions are enabled for this particle system. + <member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction"> + The particles' friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). Only effective if [member collision_mode] is [constant COLLISION_RIGID]. </member> - <member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction" default="0.0"> - Collision friction. + <member name="collision_mode" type="int" setter="set_collision_mode" getter="get_collision_mode" enum="ParticleProcessMaterial.CollisionMode" default="0"> + The particles' collision mode. + [b]Note:[/b] Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes. </member> <member name="collision_use_scale" type="bool" setter="set_collision_use_scale" getter="is_collision_using_scale" default="false"> Should collision take scale into account. </member> <member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)"> - Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [BaseMaterial3D] make sure to set [member BaseMaterial3D.vertex_color_use_as_albedo] to [code]true[/code]. + Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. + [b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect. </member> <member name="color_initial_ramp" type="Texture2D" setter="set_color_initial_ramp" getter="get_color_initial_ramp"> Each particle's initial color will vary along this [GradientTexture1D] (multiplied with [member color]). + [b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_initial_ramp] will have no visible effect. </member> <member name="color_ramp" type="Texture2D" setter="set_color_ramp" getter="get_color_ramp"> Each particle's color will vary along this [GradientTexture1D] over its lifetime (multiplied with [member color]). + [b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] will have no visible effect. </member> <member name="damping_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture"> Damping will vary along this [CurveTexture]. @@ -153,6 +157,7 @@ </member> <member name="emission_color_texture" type="Texture2D" setter="set_emission_color_texture" getter="get_emission_color_texture"> Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_texture]. + [b]Note:[/b] [member emission_color_texture] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member emission_color_texture] will have no visible effect. </member> <member name="emission_normal_texture" type="Texture2D" setter="set_emission_normal_texture" getter="get_emission_normal_texture"> Particle velocity and rotation will be set by sampling this texture at the same point as the [member emission_point_texture]. Used only in [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar. @@ -175,7 +180,7 @@ <member name="emission_ring_radius" type="float" setter="set_emission_ring_radius" getter="get_emission_ring_radius"> The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]. </member> - <member name="emission_shape" type="int" setter="set_emission_shape" getter="get_emission_shape" enum="ParticlesMaterial.EmissionShape" default="0"> + <member name="emission_shape" type="int" setter="set_emission_shape" getter="get_emission_shape" enum="ParticleProcessMaterial.EmissionShape" default="0"> Particles will be emitted inside this region. Use [enum EmissionShape] constants for values. </member> <member name="emission_sphere_radius" type="float" setter="set_emission_sphere_radius" getter="get_emission_sphere_radius"> @@ -212,7 +217,7 @@ Maximum linear acceleration applied to each particle in the direction of motion. </member> <member name="linear_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> - Minimum equivalent of [member linear_accel_min]. + Minimum equivalent of [member linear_accel_max]. </member> <member name="orbit_velocity_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture"> Each particle's orbital velocity will vary along this [CurveTexture]. @@ -254,13 +259,17 @@ <member name="spread" type="float" setter="set_spread" getter="get_spread" default="45.0"> Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees. </member> + <member name="sub_emitter_amount_at_collision" type="int" setter="set_sub_emitter_amount_at_collision" getter="get_sub_emitter_amount_at_collision"> + Sub particle amount on collision. + Maximum amount set in the sub particles emitter. + </member> <member name="sub_emitter_amount_at_end" type="int" setter="set_sub_emitter_amount_at_end" getter="get_sub_emitter_amount_at_end"> </member> <member name="sub_emitter_frequency" type="float" setter="set_sub_emitter_frequency" getter="get_sub_emitter_frequency"> </member> <member name="sub_emitter_keep_velocity" type="bool" setter="set_sub_emitter_keep_velocity" getter="get_sub_emitter_keep_velocity" default="false"> </member> - <member name="sub_emitter_mode" type="int" setter="set_sub_emitter_mode" getter="get_sub_emitter_mode" enum="ParticlesMaterial.SubEmitterMode" default="0"> + <member name="sub_emitter_mode" type="int" setter="set_sub_emitter_mode" getter="get_sub_emitter_mode" enum="ParticleProcessMaterial.SubEmitterMode" default="0"> </member> <member name="tangential_accel_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture"> Each particle's tangential acceleration will vary along this [CurveTexture]. @@ -404,5 +413,17 @@ <constant name="SUB_EMITTER_MAX" value="4" enum="SubEmitterMode"> Represents the size of the [enum SubEmitterMode] enum. </constant> + <constant name="COLLISION_DISABLED" value="0" enum="CollisionMode"> + No collision for particles. Particles will go through [GPUParticlesCollision3D] nodes. + </constant> + <constant name="COLLISION_RIGID" value="1" enum="CollisionMode"> + [RigidBody3D]-style collision for particles using [GPUParticlesCollision3D] nodes. + </constant> + <constant name="COLLISION_HIDE_ON_CONTACT" value="2" enum="CollisionMode"> + Hide particles instantly when colliding with a [GPUParticlesCollision3D] node. This can be combined with a subemitter that uses the [constant COLLISION_RIGID] collision mode to "replace" the parent particle with the subemitter on impact. + </constant> + <constant name="COLLISION_MAX" value="3" enum="CollisionMode"> + Represents the size of the [enum CollisionMode] enum. + </constant> </constants> </class> diff --git a/doc/classes/PathFollow2D.xml b/doc/classes/PathFollow2D.xml index ae4a4b2886..09d6872e10 100644 --- a/doc/classes/PathFollow2D.xml +++ b/doc/classes/PathFollow2D.xml @@ -5,7 +5,7 @@ </brief_description> <description> This node takes its parent [Path2D], and returns the coordinates of a point within it, given a distance from the first vertex. - It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting an offset in this node. + It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting the [member progress] in this node. </description> <tutorials> </tutorials> @@ -24,15 +24,15 @@ <member name="loop" type="bool" setter="set_loop" getter="has_loop" default="true"> If [code]true[/code], any offset outside the path's length will wrap around, instead of stopping at the ends. Use it for cyclic paths. </member> - <member name="offset" type="float" setter="set_offset" getter="get_offset" default="0.0"> - The distance along the path in pixels. + <member name="progress" type="float" setter="set_progress" getter="get_progress" default="0.0"> + The distance along the path, in pixels. Changing this value sets this node's position to a point within the path. + </member> + <member name="progress_ratio" type="float" setter="set_progress_ratio" getter="get_progress_ratio" default="0.0"> + The distance along the path as a number in the range 0.0 (for the first vertex) to 1.0 (for the last). This is just another way of expressing the progress within the path, as the offset supplied is multiplied internally by the path's length. </member> <member name="rotates" type="bool" setter="set_rotates" getter="is_rotating" default="true"> If [code]true[/code], this node rotates to follow the path, with the +X direction facing forward on the path. </member> - <member name="unit_offset" type="float" setter="set_unit_offset" getter="get_unit_offset" default="0.0"> - The distance along the path as a number in the range 0.0 (for the first vertex) to 1.0 (for the last). This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path's length. - </member> <member name="v_offset" type="float" setter="set_v_offset" getter="get_v_offset" default="0.0"> The node's offset perpendicular to the curve. </member> diff --git a/doc/classes/PathFollow3D.xml b/doc/classes/PathFollow3D.xml index f9fab07be5..01275471d0 100644 --- a/doc/classes/PathFollow3D.xml +++ b/doc/classes/PathFollow3D.xml @@ -5,10 +5,20 @@ </brief_description> <description> This node takes its parent [Path3D], and returns the coordinates of a point within it, given a distance from the first vertex. - It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting an offset in this node. + It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting the [member progress] in this node. </description> <tutorials> </tutorials> + <methods> + <method name="correct_posture" qualifiers="static"> + <return type="Transform3D" /> + <param index="0" name="transform" type="Transform3D" /> + <param index="1" name="rotation_mode" type="int" enum="PathFollow3D.RotationMode" /> + <description> + Correct the [code]transform[/code]. [code]rotation_mode[/code] implicitly specifies how posture (forward, up and sideway direction) is calculated. + </description> + </method> + </methods> <members> <member name="cubic_interp" type="bool" setter="set_cubic_interpolation" getter="get_cubic_interpolation" default="true"> If [code]true[/code], the position between two cached points is interpolated cubically, and linearly otherwise. @@ -21,14 +31,17 @@ <member name="loop" type="bool" setter="set_loop" getter="has_loop" default="true"> If [code]true[/code], any offset outside the path's length will wrap around, instead of stopping at the ends. Use it for cyclic paths. </member> - <member name="offset" type="float" setter="set_offset" getter="get_offset" default="0.0"> - The distance from the first vertex, measured in 3D units along the path. This sets this node's position to a point within the path. + <member name="progress" type="float" setter="set_progress" getter="get_progress" default="0.0"> + The distance from the first vertex, measured in 3D units along the path. Changing this value sets this node's position to a point within the path. + </member> + <member name="progress_ratio" type="float" setter="set_progress_ratio" getter="get_progress_ratio" default="0.0"> + The distance from the first vertex, considering 0.0 as the first vertex and 1.0 as the last. This is just another way of expressing the progress within the path, as the progress supplied is multiplied internally by the path's length. </member> <member name="rotation_mode" type="int" setter="set_rotation_mode" getter="get_rotation_mode" enum="PathFollow3D.RotationMode" default="3"> Allows or forbids rotation on one or more axes, depending on the [enum RotationMode] constants being used. </member> - <member name="unit_offset" type="float" setter="set_unit_offset" getter="get_unit_offset" default="0.0"> - The distance from the first vertex, considering 0.0 as the first vertex and 1.0 as the last. This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path's length. + <member name="tilt_enabled" type="bool" setter="set_tilt_enabled" getter="is_tilt_enabled" default="true"> + If [code]true[/code], the tilt property of [Curve3D] takes effect. </member> <member name="v_offset" type="float" setter="set_v_offset" getter="get_v_offset" default="0.0"> The node's offset perpendicular to the curve. diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index ddb290f007..381fa3e9ef 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -79,7 +79,7 @@ </description> </method> <method name="get_custom_monitor_names"> - <return type="Array" /> + <return type="StringName[]" /> <description> Returns the names of active custom monitors in an [Array]. </description> @@ -171,7 +171,7 @@ The amount of render buffer memory used (in bytes). [i]Lower is better.[/i] </constant> <constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="16" enum="Monitor"> - Number of active [RigidDynamicBody2D] nodes in the game. [i]Lower is better.[/i] + Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i] </constant> <constant name="PHYSICS_2D_COLLISION_PAIRS" value="17" enum="Monitor"> Number of collision pairs in the 2D physics engine. [i]Lower is better.[/i] @@ -180,7 +180,7 @@ Number of islands in the 2D physics engine. [i]Lower is better.[/i] </constant> <constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="19" enum="Monitor"> - Number of active [RigidDynamicBody3D] and [VehicleBody3D] nodes in the game. [i]Lower is better.[/i] + Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. [i]Lower is better.[/i] </constant> <constant name="PHYSICS_3D_COLLISION_PAIRS" value="20" enum="Monitor"> Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i] diff --git a/doc/classes/PhysicalBone2D.xml b/doc/classes/PhysicalBone2D.xml index 738568ed03..26fce1a90b 100644 --- a/doc/classes/PhysicalBone2D.xml +++ b/doc/classes/PhysicalBone2D.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="PhysicalBone2D" inherits="RigidDynamicBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="PhysicalBone2D" inherits="RigidBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A 2D node that can be used for physically aware bones in 2D. </brief_description> <description> - The [code]PhysicalBone2D[/code] node is a [RigidDynamicBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D. + The [code]PhysicalBone2D[/code] node is a [RigidBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D. [b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes. [b]Note:[/b] The PhysicalBone2D node does not automatically create a [Joint2D] node to keep [code]PhysicalBone2D[/code] nodes together. You will need to create these manually. For most cases, you want to use a [PinJoint2D] node. The [code]PhysicalBone2D[/code] node can automatically configure the [Joint2D] node once it's been created as a child node. </description> diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index 7c2ea088c8..a8cfb9abc2 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -11,29 +11,29 @@ <tutorials> </tutorials> <members> - <member name="exposure" type="float" setter="set_exposure" getter="get_exposure" default="0.1"> - Sets the exposure of the sky. Higher exposure values make the entire sky brighter. + <member name="energy_multiplier" type="float" setter="set_energy_multiplier" getter="get_energy_multiplier" default="1.0"> + The sky's overall brightness multiplier. Higher values result in a brighter sky. </member> <member name="ground_color" type="Color" setter="set_ground_color" getter="get_ground_color" default="Color(0.1, 0.07, 0.034, 1)"> Modulates the [Color] on the bottom half of the sky to represent the ground. </member> <member name="mie_coefficient" type="float" setter="set_mie_coefficient" getter="get_mie_coefficient" default="0.005"> - Controls the strength of mie scattering for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, mie scattering results in a whitish color around the sun and horizon. + Controls the strength of [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, Mie scattering results in a whitish color around the sun and horizon. </member> <member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.69, 0.729, 0.812, 1)"> - Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets. + Controls the [Color] of the [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url] effect. While not physically accurate, this allows for the creation of alien-looking planets. </member> <member name="mie_eccentricity" type="float" setter="set_mie_eccentricity" getter="get_mie_eccentricity" default="0.8"> - Controls the direction of the mie scattering. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards. + Controls the direction of the [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards. </member> <member name="night_sky" type="Texture2D" setter="set_night_sky" getter="get_night_sky"> [Texture2D] for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day. </member> <member name="rayleigh_coefficient" type="float" setter="set_rayleigh_coefficient" getter="get_rayleigh_coefficient" default="2.0"> - Controls the strength of the Rayleigh scattering. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky. + Controls the strength of the [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky. </member> <member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.3, 0.405, 0.6, 1)"> - Controls the [Color] of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset. + Controls the [Color] of the [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]Rayleigh scattering[/url]. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset. </member> <member name="sun_disk_scale" type="float" setter="set_sun_disk_scale" getter="get_sun_disk_scale" default="1.0"> Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth. diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 2350fd4458..30fa54d669 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -25,14 +25,16 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision2D" /> - <param index="0" name="distance" type="Vector2" /> + <param index="0" name="motion" type="Vector2" /> <param index="1" name="test_only" type="bool" default="false" /> <param index="2" name="safe_margin" type="float" default="0.08" /> + <param index="3" name="recovery_as_collision" type="bool" default="false" /> <description> - Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. + Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion. If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given. - [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). + [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details). + If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping. </description> </method> <method name="remove_collision_exception_with"> @@ -45,14 +47,16 @@ <method name="test_move"> <return type="bool" /> <param index="0" name="from" type="Transform2D" /> - <param index="1" name="distance" type="Vector2" /> + <param index="1" name="motion" type="Vector2" /> <param index="2" name="collision" type="KinematicCollision2D" default="null" /> <param index="3" name="safe_margin" type="float" default="0.08" /> + <param index="4" name="recovery_as_collision" type="bool" default="false" /> <description> - Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. - Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. + Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [param collision] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion. - [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). + [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details). + If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies. </description> </method> </methods> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 3ef7fc9030..2ef54683f2 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -32,15 +32,17 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision3D" /> - <param index="0" name="distance" type="Vector3" /> + <param index="0" name="motion" type="Vector3" /> <param index="1" name="test_only" type="bool" default="false" /> <param index="2" name="safe_margin" type="float" default="0.001" /> - <param index="3" name="max_collisions" type="int" default="1" /> + <param index="3" name="recovery_as_collision" type="bool" default="false" /> + <param index="4" name="max_collisions" type="int" default="1" /> <description> - Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. + Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion. If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given. - [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). + [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). + If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping. [param max_collisions] allows to retrieve more than one collision result. </description> </method> @@ -62,15 +64,17 @@ <method name="test_move"> <return type="bool" /> <param index="0" name="from" type="Transform3D" /> - <param index="1" name="distance" type="Vector3" /> + <param index="1" name="motion" type="Vector3" /> <param index="2" name="collision" type="KinematicCollision3D" default="null" /> <param index="3" name="safe_margin" type="float" default="0.001" /> - <param index="4" name="max_collisions" type="int" default="1" /> + <param index="4" name="recovery_as_collision" type="bool" default="false" /> + <param index="5" name="max_collisions" type="int" default="1" /> <description> - Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. - Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. + Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [param collision] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion. - [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). + [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). + If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies. [param max_collisions] allows to retrieve more than one collision result. </description> </method> diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 93c9f83ff2..eca6a1cbc7 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -4,7 +4,7 @@ Direct access object to a physics body in the [PhysicsServer2D]. </brief_description> <description> - Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces]. + Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> @@ -76,6 +76,7 @@ <param index="0" name="torque" type="float" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -84,6 +85,7 @@ <description> Applies a rotational impulse to the body without affecting the position. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="get_constant_force" qualifiers="const"> @@ -146,7 +148,7 @@ <return type="int" /> <description> Returns the number of contacts this body has with other bodies. - [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody2D.contact_monitor]. + [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor]. </description> </method> <method name="get_contact_local_normal" qualifiers="const"> diff --git a/doc/classes/PhysicsDirectBodyState2DExtension.xml b/doc/classes/PhysicsDirectBodyState2DExtension.xml new file mode 100644 index 0000000000..8fd34c1243 --- /dev/null +++ b/doc/classes/PhysicsDirectBodyState2DExtension.xml @@ -0,0 +1,249 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PhysicsDirectBodyState2DExtension" inherits="PhysicsDirectBodyState2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="_add_constant_central_force" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="force" type="Vector2" /> + <description> + </description> + </method> + <method name="_add_constant_force" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="force" type="Vector2" /> + <param index="1" name="position" type="Vector2" /> + <description> + </description> + </method> + <method name="_add_constant_torque" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="torque" type="float" /> + <description> + </description> + </method> + <method name="_apply_central_force" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="force" type="Vector2" /> + <description> + </description> + </method> + <method name="_apply_central_impulse" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="impulse" type="Vector2" /> + <description> + </description> + </method> + <method name="_apply_force" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="force" type="Vector2" /> + <param index="1" name="position" type="Vector2" /> + <description> + </description> + </method> + <method name="_apply_impulse" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="impulse" type="Vector2" /> + <param index="1" name="position" type="Vector2" /> + <description> + </description> + </method> + <method name="_apply_torque" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="torque" type="float" /> + <description> + </description> + </method> + <method name="_apply_torque_impulse" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="impulse" type="float" /> + <description> + </description> + </method> + <method name="_get_angular_velocity" qualifiers="virtual const"> + <return type="float" /> + <description> + </description> + </method> + <method name="_get_center_of_mass" qualifiers="virtual const"> + <return type="Vector2" /> + <description> + </description> + </method> + <method name="_get_center_of_mass_local" qualifiers="virtual const"> + <return type="Vector2" /> + <description> + </description> + </method> + <method name="_get_constant_force" qualifiers="virtual const"> + <return type="Vector2" /> + <description> + </description> + </method> + <method name="_get_constant_torque" qualifiers="virtual const"> + <return type="float" /> + <description> + </description> + </method> + <method name="_get_contact_collider" qualifiers="virtual const"> + <return type="RID" /> + <param index="0" name="contact_idx" type="int" /> + <description> + </description> + </method> + <method name="_get_contact_collider_id" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="contact_idx" type="int" /> + <description> + </description> + </method> + <method name="_get_contact_collider_object" qualifiers="virtual const"> + <return type="Object" /> + <param index="0" name="contact_idx" type="int" /> + <description> + </description> + </method> + <method name="_get_contact_collider_position" qualifiers="virtual const"> + <return type="Vector2" /> + <param index="0" name="contact_idx" type="int" /> + <description> + </description> + </method> + <method name="_get_contact_collider_shape" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="contact_idx" type="int" /> + <description> + </description> + </method> + <method name="_get_contact_collider_velocity_at_position" qualifiers="virtual const"> + <return type="Vector2" /> + <param index="0" name="contact_idx" type="int" /> + <description> + </description> + </method> + <method name="_get_contact_count" qualifiers="virtual const"> + <return type="int" /> + <description> + </description> + </method> + <method name="_get_contact_local_normal" qualifiers="virtual const"> + <return type="Vector2" /> + <param index="0" name="contact_idx" type="int" /> + <description> + </description> + </method> + <method name="_get_contact_local_position" qualifiers="virtual const"> + <return type="Vector2" /> + <param index="0" name="contact_idx" type="int" /> + <description> + </description> + </method> + <method name="_get_contact_local_shape" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="contact_idx" type="int" /> + <description> + </description> + </method> + <method name="_get_inverse_inertia" qualifiers="virtual const"> + <return type="float" /> + <description> + </description> + </method> + <method name="_get_inverse_mass" qualifiers="virtual const"> + <return type="float" /> + <description> + </description> + </method> + <method name="_get_linear_velocity" qualifiers="virtual const"> + <return type="Vector2" /> + <description> + </description> + </method> + <method name="_get_space_state" qualifiers="virtual"> + <return type="PhysicsDirectSpaceState2D" /> + <description> + </description> + </method> + <method name="_get_step" qualifiers="virtual const"> + <return type="float" /> + <description> + </description> + </method> + <method name="_get_total_angular_damp" qualifiers="virtual const"> + <return type="float" /> + <description> + </description> + </method> + <method name="_get_total_gravity" qualifiers="virtual const"> + <return type="Vector2" /> + <description> + </description> + </method> + <method name="_get_total_linear_damp" qualifiers="virtual const"> + <return type="float" /> + <description> + </description> + </method> + <method name="_get_transform" qualifiers="virtual const"> + <return type="Transform2D" /> + <description> + </description> + </method> + <method name="_get_velocity_at_local_position" qualifiers="virtual const"> + <return type="Vector2" /> + <param index="0" name="local_position" type="Vector2" /> + <description> + </description> + </method> + <method name="_integrate_forces" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> + <method name="_is_sleeping" qualifiers="virtual const"> + <return type="bool" /> + <description> + </description> + </method> + <method name="_set_angular_velocity" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="velocity" type="float" /> + <description> + </description> + </method> + <method name="_set_constant_force" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="force" type="Vector2" /> + <description> + </description> + </method> + <method name="_set_constant_torque" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="torque" type="float" /> + <description> + </description> + </method> + <method name="_set_linear_velocity" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="velocity" type="Vector2" /> + <description> + </description> + </method> + <method name="_set_sleep_state" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="enabled" type="bool" /> + <description> + </description> + </method> + <method name="_set_transform" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="transform" type="Transform2D" /> + <description> + </description> + </method> + </methods> +</class> diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 62eb9f6ac4..a809384642 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -4,7 +4,7 @@ Direct access object to a physics body in the [PhysicsServer3D]. </brief_description> <description> - Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._integrate_forces]. + Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid bodies, and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces]. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> @@ -76,6 +76,7 @@ <param index="0" name="torque" type="Vector3" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -84,6 +85,7 @@ <description> Applies a rotational impulse to the body without affecting the position. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="get_constant_force" qualifiers="const"> @@ -146,7 +148,7 @@ <return type="int" /> <description> Returns the number of contacts this body has with other bodies. - [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody3D.contact_monitor]. + [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor]. </description> </method> <method name="get_contact_impulse" qualifiers="const"> @@ -226,6 +228,9 @@ <member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia"> The inverse of the inertia of the body. </member> + <member name="inverse_inertia_tensor" type="Basis" setter="" getter="get_inverse_inertia_tensor"> + The inverse of the inertia tensor of the body. + </member> <member name="inverse_mass" type="float" setter="" getter="get_inverse_mass"> The inverse of the mass of the body. </member> diff --git a/doc/classes/PhysicsDirectBodyState3DExtension.xml b/doc/classes/PhysicsDirectBodyState3DExtension.xml index ade197eadc..4432f89b9d 100644 --- a/doc/classes/PhysicsDirectBodyState3DExtension.xml +++ b/doc/classes/PhysicsDirectBodyState3DExtension.xml @@ -159,6 +159,11 @@ <description> </description> </method> + <method name="_get_inverse_inertia_tensor" qualifiers="virtual const"> + <return type="Basis" /> + <description> + </description> + </method> <method name="_get_inverse_mass" qualifiers="virtual const"> <return type="float" /> <description> diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml index 6290ea315f..d4cb073d15 100644 --- a/doc/classes/PhysicsDirectSpaceState2D.xml +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -12,7 +12,7 @@ </tutorials> <methods> <method name="cast_motion"> - <return type="Array" /> + <return type="PackedFloat32Array" /> <param index="0" name="parameters" type="PhysicsShapeQueryParameters2D" /> <description> Checks how far a [Shape2D] can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a [PhysicsShapeQueryParameters2D] object. @@ -21,7 +21,7 @@ </description> </method> <method name="collide_shape"> - <return type="Array" /> + <return type="PackedVector2Array[]" /> <param index="0" name="parameters" type="PhysicsShapeQueryParameters2D" /> <param index="1" name="max_results" type="int" default="32" /> <description> @@ -44,7 +44,7 @@ </description> </method> <method name="intersect_point"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="parameters" type="PhysicsPointQueryParameters2D" /> <param index="1" name="max_results" type="int" default="32" /> <description> @@ -72,7 +72,7 @@ </description> </method> <method name="intersect_shape"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="parameters" type="PhysicsShapeQueryParameters2D" /> <param index="1" name="max_results" type="int" default="32" /> <description> diff --git a/doc/classes/PhysicsDirectSpaceState2DExtension.xml b/doc/classes/PhysicsDirectSpaceState2DExtension.xml new file mode 100644 index 0000000000..3235793853 --- /dev/null +++ b/doc/classes/PhysicsDirectSpaceState2DExtension.xml @@ -0,0 +1,91 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PhysicsDirectSpaceState2DExtension" inherits="PhysicsDirectSpaceState2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="_cast_motion" qualifiers="virtual"> + <return type="bool" /> + <param index="0" name="shape_rid" type="RID" /> + <param index="1" name="transform" type="Transform2D" /> + <param index="2" name="motion" type="Vector2" /> + <param index="3" name="margin" type="float" /> + <param index="4" name="collision_mask" type="int" /> + <param index="5" name="collide_with_bodies" type="bool" /> + <param index="6" name="collide_with_areas" type="bool" /> + <param index="7" name="closest_safe" type="float*" /> + <param index="8" name="closest_unsafe" type="float*" /> + <description> + </description> + </method> + <method name="_collide_shape" qualifiers="virtual"> + <return type="bool" /> + <param index="0" name="shape_rid" type="RID" /> + <param index="1" name="transform" type="Transform2D" /> + <param index="2" name="motion" type="Vector2" /> + <param index="3" name="margin" type="float" /> + <param index="4" name="collision_mask" type="int" /> + <param index="5" name="collide_with_bodies" type="bool" /> + <param index="6" name="collide_with_areas" type="bool" /> + <param index="7" name="results" type="void*" /> + <param index="8" name="max_results" type="int" /> + <param index="9" name="result_count" type="int32_t*" /> + <description> + </description> + </method> + <method name="_intersect_point" qualifiers="virtual"> + <return type="int" /> + <param index="0" name="position" type="Vector2" /> + <param index="1" name="canvas_instance_id" type="int" /> + <param index="2" name="collision_mask" type="int" /> + <param index="3" name="collide_with_bodies" type="bool" /> + <param index="4" name="collide_with_areas" type="bool" /> + <param index="5" name="results" type="PhysicsServer2DExtensionShapeResult*" /> + <param index="6" name="max_results" type="int" /> + <description> + </description> + </method> + <method name="_intersect_ray" qualifiers="virtual"> + <return type="bool" /> + <param index="0" name="from" type="Vector2" /> + <param index="1" name="to" type="Vector2" /> + <param index="2" name="collision_mask" type="int" /> + <param index="3" name="collide_with_bodies" type="bool" /> + <param index="4" name="collide_with_areas" type="bool" /> + <param index="5" name="hit_from_inside" type="bool" /> + <param index="6" name="result" type="PhysicsServer2DExtensionRayResult*" /> + <description> + </description> + </method> + <method name="_intersect_shape" qualifiers="virtual"> + <return type="int" /> + <param index="0" name="shape_rid" type="RID" /> + <param index="1" name="transform" type="Transform2D" /> + <param index="2" name="motion" type="Vector2" /> + <param index="3" name="margin" type="float" /> + <param index="4" name="collision_mask" type="int" /> + <param index="5" name="collide_with_bodies" type="bool" /> + <param index="6" name="collide_with_areas" type="bool" /> + <param index="7" name="result" type="PhysicsServer2DExtensionShapeResult*" /> + <param index="8" name="max_results" type="int" /> + <description> + </description> + </method> + <method name="_rest_info" qualifiers="virtual"> + <return type="bool" /> + <param index="0" name="shape_rid" type="RID" /> + <param index="1" name="transform" type="Transform2D" /> + <param index="2" name="motion" type="Vector2" /> + <param index="3" name="margin" type="float" /> + <param index="4" name="collision_mask" type="int" /> + <param index="5" name="collide_with_bodies" type="bool" /> + <param index="6" name="collide_with_areas" type="bool" /> + <param index="7" name="rest_info" type="PhysicsServer2DExtensionShapeRestInfo*" /> + <description> + </description> + </method> + </methods> +</class> diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index 619891df90..cc1cf8a323 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -12,7 +12,7 @@ </tutorials> <methods> <method name="cast_motion"> - <return type="Array" /> + <return type="PackedFloat32Array" /> <param index="0" name="parameters" type="PhysicsShapeQueryParameters3D" /> <description> Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] object. @@ -21,7 +21,7 @@ </description> </method> <method name="collide_shape"> - <return type="Array" /> + <return type="PackedVector2Array[]" /> <param index="0" name="parameters" type="PhysicsShapeQueryParameters3D" /> <param index="1" name="max_results" type="int" default="32" /> <description> @@ -46,7 +46,7 @@ </description> </method> <method name="intersect_point"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="parameters" type="PhysicsPointQueryParameters3D" /> <param index="1" name="max_results" type="int" default="32" /> <description> @@ -73,7 +73,7 @@ </description> </method> <method name="intersect_shape"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="parameters" type="PhysicsShapeQueryParameters3D" /> <param index="1" name="max_results" type="int" default="32" /> <description> diff --git a/doc/classes/PhysicsPointQueryParameters2D.xml b/doc/classes/PhysicsPointQueryParameters2D.xml index c1005f02a3..76dc816dab 100644 --- a/doc/classes/PhysicsPointQueryParameters2D.xml +++ b/doc/classes/PhysicsPointQueryParameters2D.xml @@ -10,7 +10,7 @@ </tutorials> <members> <member name="canvas_instance_id" type="int" setter="set_canvas_instance_id" getter="get_canvas_instance_id" default="0"> - If different from [code]0[/code], restricts the query to a specific canvas layer specified by its instance id. See [method Object.get_instance_id]. + If different from [code]0[/code], restricts the query to a specific canvas layer specified by its instance ID. See [method Object.get_instance_id]. </member> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> If [code]true[/code], the query will take [Area2D]s into account. @@ -21,8 +21,8 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> <member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)"> The position being queried for, in global coordinates. diff --git a/doc/classes/PhysicsPointQueryParameters3D.xml b/doc/classes/PhysicsPointQueryParameters3D.xml index bedf05ce99..3270d3686d 100644 --- a/doc/classes/PhysicsPointQueryParameters3D.xml +++ b/doc/classes/PhysicsPointQueryParameters3D.xml @@ -18,8 +18,8 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> <member name="position" type="Vector3" setter="set_position" getter="get_position" default="Vector3(0, 0, 0)"> The position being queried for, in global coordinates. diff --git a/doc/classes/PhysicsRayQueryParameters2D.xml b/doc/classes/PhysicsRayQueryParameters2D.xml index 5afd3973a0..cf5c31d9ec 100644 --- a/doc/classes/PhysicsRayQueryParameters2D.xml +++ b/doc/classes/PhysicsRayQueryParameters2D.xml @@ -14,7 +14,7 @@ <param index="0" name="from" type="Vector2" /> <param index="1" name="to" type="Vector2" /> <param index="2" name="collision_mask" type="int" default="4294967295" /> - <param index="3" name="exclude" type="Array" default="[]" /> + <param index="3" name="exclude" type="RID[]" default="[]" /> <description> Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to quickly create query parameters using the most common options. [codeblock] @@ -34,8 +34,8 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> <member name="from" type="Vector2" setter="set_from" getter="get_from" default="Vector2(0, 0)"> The starting point of the ray being queried for, in global coordinates. diff --git a/doc/classes/PhysicsRayQueryParameters3D.xml b/doc/classes/PhysicsRayQueryParameters3D.xml index 620aa6bf5f..4f70eedb21 100644 --- a/doc/classes/PhysicsRayQueryParameters3D.xml +++ b/doc/classes/PhysicsRayQueryParameters3D.xml @@ -14,7 +14,7 @@ <param index="0" name="from" type="Vector3" /> <param index="1" name="to" type="Vector3" /> <param index="2" name="collision_mask" type="int" default="4294967295" /> - <param index="3" name="exclude" type="Array" default="[]" /> + <param index="3" name="exclude" type="RID[]" default="[]" /> <description> Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to quickly create query parameters using the most common options. [codeblock] @@ -34,8 +34,8 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> <member name="from" type="Vector3" setter="set_from" getter="get_from" default="Vector3(0, 0, 0)"> The starting point of the ray being queried for, in global coordinates. diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index d7b5f24f4a..f1316fa991 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -53,6 +53,20 @@ <description> </description> </method> + <method name="area_get_collision_layer" qualifiers="const"> + <return type="int" /> + <param index="0" name="area" type="RID" /> + <description> + Returns the physics layer or layers an area belongs to. + </description> + </method> + <method name="area_get_collision_mask" qualifiers="const"> + <return type="int" /> + <param index="0" name="area" type="RID" /> + <description> + Returns the physics layer or layers an area can contact with. + </description> + </method> <method name="area_get_object_instance_id" qualifiers="const"> <return type="int" /> <param index="0" name="area" type="RID" /> @@ -358,6 +372,13 @@ Returns the physics layer or layers a body can collide with. </description> </method> + <method name="body_get_collision_priority" qualifiers="const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + Returns the body's collision priority. + </description> + </method> <method name="body_get_constant_force" qualifiers="const"> <return type="Vector2" /> <param index="0" name="body" type="RID" /> @@ -509,6 +530,14 @@ Sets the physics layer or layers a body can collide with. </description> </method> + <method name="body_set_collision_priority"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="priority" type="float" /> + <description> + Sets the body's collision priority. + </description> + </method> <method name="body_set_constant_force"> <return type="void" /> <param index="0" name="body" type="RID" /> @@ -553,7 +582,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="amount" type="int" /> <description> - Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. + Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies. This is enabled by setting the maximum number of contacts reported to a number greater than 0. </description> </method> <method name="body_set_mode"> @@ -707,6 +736,14 @@ <description> </description> </method> + <method name="joint_disable_collisions_between_bodies"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="disable" type="bool" /> + <description> + Sets whether the bodies attached to the [Joint2D] will collide with each other. + </description> + </method> <method name="joint_get_param" qualifiers="const"> <return type="float" /> <param index="0" name="joint" type="RID" /> @@ -722,6 +759,13 @@ Returns a joint's type (see [enum JointType]). </description> </method> + <method name="joint_is_disabled_collisions_between_bodies" qualifiers="const"> + <return type="bool" /> + <param index="0" name="joint" type="RID" /> + <description> + Returns whether the bodies attached to the [Joint2D] will collide with each other. + </description> + </method> <method name="joint_make_damped_spring"> <return type="void" /> <param index="0" name="joint" type="RID" /> @@ -761,6 +805,23 @@ Sets a joint parameter. See [enum JointParam] for a list of available parameters. </description> </method> + <method name="pin_joint_get_param" qualifiers="const"> + <return type="float" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.PinJointParam" /> + <description> + Returns the value of a pin joint parameter. See [enum PinJointParam] for a list of available parameters. + </description> + </method> + <method name="pin_joint_set_param"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.PinJointParam" /> + <param index="2" name="value" type="float" /> + <description> + Sets a pin joint parameter. See [enum PinJointParam] for a list of available parameters. + </description> + </method> <method name="rectangle_shape_create"> <return type="RID" /> <description> @@ -882,7 +943,7 @@ 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 to set/get the number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number 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. @@ -965,11 +1026,11 @@ <constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode"> Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path. </constant> - <constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode"> - Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied. + <constant name="BODY_MODE_RIGID" value="2" enum="BodyMode"> + Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied. </constant> - <constant name="BODY_MODE_DYNAMIC_LINEAR" value="3" enum="BodyMode"> - Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces. + <constant name="BODY_MODE_RIGID_LINEAR" value="3" enum="BodyMode"> + Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces. </constant> <constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter"> Constant to set/get a body's bounce factor. @@ -1043,6 +1104,8 @@ </constant> <constant name="JOINT_PARAM_MAX_FORCE" value="2" enum="JointParam"> </constant> + <constant name="PIN_JOINT_SOFTNESS" value="0" enum="PinJointParam"> + </constant> <constant name="DAMPED_SPRING_REST_LENGTH" value="0" enum="DampedSpringParam"> Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. </constant> diff --git a/doc/classes/PhysicsServer2DExtension.xml b/doc/classes/PhysicsServer2DExtension.xml new file mode 100644 index 0000000000..9bb11e0d89 --- /dev/null +++ b/doc/classes/PhysicsServer2DExtension.xml @@ -0,0 +1,937 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PhysicsServer2DExtension" inherits="PhysicsServer2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="_area_add_shape" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="shape" type="RID" /> + <param index="2" name="transform" type="Transform2D" /> + <param index="3" name="disabled" type="bool" /> + <description> + </description> + </method> + <method name="_area_attach_canvas_instance_id" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="id" type="int" /> + <description> + </description> + </method> + <method name="_area_attach_object_instance_id" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="id" type="int" /> + <description> + </description> + </method> + <method name="_area_clear_shapes" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <description> + </description> + </method> + <method name="_area_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + <method name="_area_get_canvas_instance_id" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="area" type="RID" /> + <description> + </description> + </method> + <method name="_area_get_collision_layer" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="area" type="RID" /> + <description> + </description> + </method> + <method name="_area_get_collision_mask" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="area" type="RID" /> + <description> + </description> + </method> + <method name="_area_get_object_instance_id" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="area" type="RID" /> + <description> + </description> + </method> + <method name="_area_get_param" qualifiers="virtual const"> + <return type="Variant" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.AreaParameter" /> + <description> + </description> + </method> + <method name="_area_get_shape" qualifiers="virtual const"> + <return type="RID" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <description> + </description> + </method> + <method name="_area_get_shape_count" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="area" type="RID" /> + <description> + </description> + </method> + <method name="_area_get_shape_transform" qualifiers="virtual const"> + <return type="Transform2D" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <description> + </description> + </method> + <method name="_area_get_space" qualifiers="virtual const"> + <return type="RID" /> + <param index="0" name="area" type="RID" /> + <description> + </description> + </method> + <method name="_area_get_transform" qualifiers="virtual const"> + <return type="Transform2D" /> + <param index="0" name="area" type="RID" /> + <description> + </description> + </method> + <method name="_area_remove_shape" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <description> + </description> + </method> + <method name="_area_set_area_monitor_callback" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="callback" type="Callable" /> + <description> + </description> + </method> + <method name="_area_set_collision_layer" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="layer" type="int" /> + <description> + </description> + </method> + <method name="_area_set_collision_mask" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="mask" type="int" /> + <description> + </description> + </method> + <method name="_area_set_monitor_callback" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="callback" type="Callable" /> + <description> + </description> + </method> + <method name="_area_set_monitorable" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="monitorable" type="bool" /> + <description> + </description> + </method> + <method name="_area_set_param" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.AreaParameter" /> + <param index="2" name="value" type="Variant" /> + <description> + </description> + </method> + <method name="_area_set_pickable" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="pickable" type="bool" /> + <description> + </description> + </method> + <method name="_area_set_shape" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <param index="2" name="shape" type="RID" /> + <description> + </description> + </method> + <method name="_area_set_shape_disabled" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <param index="2" name="disabled" type="bool" /> + <description> + </description> + </method> + <method name="_area_set_shape_transform" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <param index="2" name="transform" type="Transform2D" /> + <description> + </description> + </method> + <method name="_area_set_space" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="space" type="RID" /> + <description> + </description> + </method> + <method name="_area_set_transform" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="area" type="RID" /> + <param index="1" name="transform" type="Transform2D" /> + <description> + </description> + </method> + <method name="_body_add_collision_exception" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="excepted_body" type="RID" /> + <description> + </description> + </method> + <method name="_body_add_constant_central_force" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="force" type="Vector2" /> + <description> + </description> + </method> + <method name="_body_add_constant_force" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="force" type="Vector2" /> + <param index="2" name="position" type="Vector2" /> + <description> + </description> + </method> + <method name="_body_add_constant_torque" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="torque" type="float" /> + <description> + </description> + </method> + <method name="_body_add_shape" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="shape" type="RID" /> + <param index="2" name="transform" type="Transform2D" /> + <param index="3" name="disabled" type="bool" /> + <description> + </description> + </method> + <method name="_body_apply_central_force" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="force" type="Vector2" /> + <description> + </description> + </method> + <method name="_body_apply_central_impulse" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="impulse" type="Vector2" /> + <description> + </description> + </method> + <method name="_body_apply_force" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="force" type="Vector2" /> + <param index="2" name="position" type="Vector2" /> + <description> + </description> + </method> + <method name="_body_apply_impulse" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="impulse" type="Vector2" /> + <param index="2" name="position" type="Vector2" /> + <description> + </description> + </method> + <method name="_body_apply_torque" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="torque" type="float" /> + <description> + </description> + </method> + <method name="_body_apply_torque_impulse" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="impulse" type="float" /> + <description> + </description> + </method> + <method name="_body_attach_canvas_instance_id" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="id" type="int" /> + <description> + </description> + </method> + <method name="_body_attach_object_instance_id" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="id" type="int" /> + <description> + </description> + </method> + <method name="_body_clear_shapes" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_collide_shape" qualifiers="virtual"> + <return type="bool" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="body_shape" type="int" /> + <param index="2" name="shape" type="RID" /> + <param index="3" name="shape_xform" type="Transform2D" /> + <param index="4" name="motion" type="Vector2" /> + <param index="5" name="results" type="void*" /> + <param index="6" name="result_max" type="int" /> + <param index="7" name="result_count" type="int32_t*" /> + <description> + </description> + </method> + <method name="_body_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + <method name="_body_get_canvas_instance_id" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_collision_exceptions" qualifiers="virtual const"> + <return type="RID[]" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_collision_layer" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_collision_mask" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_collision_priority" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_constant_force" qualifiers="virtual const"> + <return type="Vector2" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_constant_torque" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_contacts_reported_depth_threshold" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_continuous_collision_detection_mode" qualifiers="virtual const"> + <return type="int" enum="PhysicsServer2D.CCDMode" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_direct_state" qualifiers="virtual"> + <return type="PhysicsDirectBodyState2D" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_max_contacts_reported" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_mode" qualifiers="virtual const"> + <return type="int" enum="PhysicsServer2D.BodyMode" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_object_instance_id" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_param" qualifiers="virtual const"> + <return type="Variant" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter" /> + <description> + </description> + </method> + <method name="_body_get_shape" qualifiers="virtual const"> + <return type="RID" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <description> + </description> + </method> + <method name="_body_get_shape_count" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_shape_transform" qualifiers="virtual const"> + <return type="Transform2D" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <description> + </description> + </method> + <method name="_body_get_space" qualifiers="virtual const"> + <return type="RID" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_get_state" qualifiers="virtual const"> + <return type="Variant" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="state" type="int" enum="PhysicsServer2D.BodyState" /> + <description> + </description> + </method> + <method name="_body_is_omitting_force_integration" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_remove_collision_exception" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="excepted_body" type="RID" /> + <description> + </description> + </method> + <method name="_body_remove_shape" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <description> + </description> + </method> + <method name="_body_reset_mass_properties" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_body_set_axis_velocity" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="axis_velocity" type="Vector2" /> + <description> + </description> + </method> + <method name="_body_set_collision_layer" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="layer" type="int" /> + <description> + </description> + </method> + <method name="_body_set_collision_mask" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="mask" type="int" /> + <description> + </description> + </method> + <method name="_body_set_collision_priority" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="priority" type="float" /> + <description> + </description> + </method> + <method name="_body_set_constant_force" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="force" type="Vector2" /> + <description> + </description> + </method> + <method name="_body_set_constant_torque" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="torque" type="float" /> + <description> + </description> + </method> + <method name="_body_set_contacts_reported_depth_threshold" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="threshold" type="float" /> + <description> + </description> + </method> + <method name="_body_set_continuous_collision_detection_mode" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="mode" type="int" enum="PhysicsServer2D.CCDMode" /> + <description> + </description> + </method> + <method name="_body_set_force_integration_callback" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="callable" type="Callable" /> + <param index="2" name="userdata" type="Variant" /> + <description> + </description> + </method> + <method name="_body_set_max_contacts_reported" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="amount" type="int" /> + <description> + </description> + </method> + <method name="_body_set_mode" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="mode" type="int" enum="PhysicsServer2D.BodyMode" /> + <description> + </description> + </method> + <method name="_body_set_omit_force_integration" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="enable" type="bool" /> + <description> + </description> + </method> + <method name="_body_set_param" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter" /> + <param index="2" name="value" type="Variant" /> + <description> + </description> + </method> + <method name="_body_set_pickable" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="pickable" type="bool" /> + <description> + </description> + </method> + <method name="_body_set_shape" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <param index="2" name="shape" type="RID" /> + <description> + </description> + </method> + <method name="_body_set_shape_as_one_way_collision" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <param index="2" name="enable" type="bool" /> + <param index="3" name="margin" type="float" /> + <description> + </description> + </method> + <method name="_body_set_shape_disabled" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <param index="2" name="disabled" type="bool" /> + <description> + </description> + </method> + <method name="_body_set_shape_transform" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="shape_idx" type="int" /> + <param index="2" name="transform" type="Transform2D" /> + <description> + </description> + </method> + <method name="_body_set_space" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="space" type="RID" /> + <description> + </description> + </method> + <method name="_body_set_state" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="state" type="int" enum="PhysicsServer2D.BodyState" /> + <param index="2" name="value" type="Variant" /> + <description> + </description> + </method> + <method name="_body_set_state_sync_callback" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="callable" type="Callable" /> + <description> + </description> + </method> + <method name="_body_test_motion" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="from" type="Transform2D" /> + <param index="2" name="motion" type="Vector2" /> + <param index="3" name="margin" type="float" /> + <param index="4" name="collide_separation_ray" type="bool" /> + <param index="5" name="recovery_as_collision" type="bool" /> + <param index="6" name="result" type="PhysicsServer2DExtensionMotionResult*" /> + <description> + </description> + </method> + <method name="_capsule_shape_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + <method name="_circle_shape_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + <method name="_concave_polygon_shape_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + <method name="_convex_polygon_shape_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + <method name="_damped_spring_joint_get_param" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam" /> + <description> + </description> + </method> + <method name="_damped_spring_joint_set_param" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam" /> + <param index="2" name="value" type="float" /> + <description> + </description> + </method> + <method name="_end_sync" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> + <method name="_finish" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> + <method name="_flush_queries" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> + <method name="_free_rid" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="rid" type="RID" /> + <description> + </description> + </method> + <method name="_get_process_info" qualifiers="virtual"> + <return type="int" /> + <param index="0" name="process_info" type="int" enum="PhysicsServer2D.ProcessInfo" /> + <description> + </description> + </method> + <method name="_init" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> + <method name="_is_flushing_queries" qualifiers="virtual const"> + <return type="bool" /> + <description> + </description> + </method> + <method name="_joint_clear" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <description> + </description> + </method> + <method name="_joint_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + <method name="_joint_disable_collisions_between_bodies" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="disable" type="bool" /> + <description> + </description> + </method> + <method name="_joint_get_param" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.JointParam" /> + <description> + </description> + </method> + <method name="_joint_get_type" qualifiers="virtual const"> + <return type="int" enum="PhysicsServer2D.JointType" /> + <param index="0" name="joint" type="RID" /> + <description> + </description> + </method> + <method name="_joint_is_disabled_collisions_between_bodies" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="joint" type="RID" /> + <description> + </description> + </method> + <method name="_joint_make_damped_spring" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="anchor_a" type="Vector2" /> + <param index="2" name="anchor_b" type="Vector2" /> + <param index="3" name="body_a" type="RID" /> + <param index="4" name="body_b" type="RID" /> + <description> + </description> + </method> + <method name="_joint_make_groove" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="a_groove1" type="Vector2" /> + <param index="2" name="a_groove2" type="Vector2" /> + <param index="3" name="b_anchor" type="Vector2" /> + <param index="4" name="body_a" type="RID" /> + <param index="5" name="body_b" type="RID" /> + <description> + </description> + </method> + <method name="_joint_make_pin" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="anchor" type="Vector2" /> + <param index="2" name="body_a" type="RID" /> + <param index="3" name="body_b" type="RID" /> + <description> + </description> + </method> + <method name="_joint_set_param" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.JointParam" /> + <param index="2" name="value" type="float" /> + <description> + </description> + </method> + <method name="_pin_joint_get_param" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.PinJointParam" /> + <description> + </description> + </method> + <method name="_pin_joint_set_param" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.PinJointParam" /> + <param index="2" name="value" type="float" /> + <description> + </description> + </method> + <method name="_rectangle_shape_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + <method name="_segment_shape_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + <method name="_separation_ray_shape_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + <method name="_set_active" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="active" type="bool" /> + <description> + </description> + </method> + <method name="_shape_collide" qualifiers="virtual"> + <return type="bool" /> + <param index="0" name="shape_A" type="RID" /> + <param index="1" name="xform_A" type="Transform2D" /> + <param index="2" name="motion_A" type="Vector2" /> + <param index="3" name="shape_B" type="RID" /> + <param index="4" name="xform_B" type="Transform2D" /> + <param index="5" name="motion_B" type="Vector2" /> + <param index="6" name="results" type="void*" /> + <param index="7" name="result_max" type="int" /> + <param index="8" name="result_count" type="int32_t*" /> + <description> + </description> + </method> + <method name="_shape_get_custom_solver_bias" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="shape" type="RID" /> + <description> + </description> + </method> + <method name="_shape_get_data" qualifiers="virtual const"> + <return type="Variant" /> + <param index="0" name="shape" type="RID" /> + <description> + </description> + </method> + <method name="_shape_get_type" qualifiers="virtual const"> + <return type="int" enum="PhysicsServer2D.ShapeType" /> + <param index="0" name="shape" type="RID" /> + <description> + </description> + </method> + <method name="_shape_set_custom_solver_bias" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="shape" type="RID" /> + <param index="1" name="bias" type="float" /> + <description> + </description> + </method> + <method name="_shape_set_data" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="shape" type="RID" /> + <param index="1" name="data" type="Variant" /> + <description> + </description> + </method> + <method name="_space_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + <method name="_space_get_contact_count" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="space" type="RID" /> + <description> + </description> + </method> + <method name="_space_get_contacts" qualifiers="virtual const"> + <return type="PackedVector2Array" /> + <param index="0" name="space" type="RID" /> + <description> + </description> + </method> + <method name="_space_get_direct_state" qualifiers="virtual"> + <return type="PhysicsDirectSpaceState2D" /> + <param index="0" name="space" type="RID" /> + <description> + </description> + </method> + <method name="_space_get_param" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="space" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.SpaceParameter" /> + <description> + </description> + </method> + <method name="_space_is_active" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="space" type="RID" /> + <description> + </description> + </method> + <method name="_space_set_active" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="space" type="RID" /> + <param index="1" name="active" type="bool" /> + <description> + </description> + </method> + <method name="_space_set_debug_contacts" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="space" type="RID" /> + <param index="1" name="max_contacts" type="int" /> + <description> + </description> + </method> + <method name="_space_set_param" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="space" type="RID" /> + <param index="1" name="param" type="int" enum="PhysicsServer2D.SpaceParameter" /> + <param index="2" name="value" type="float" /> + <description> + </description> + </method> + <method name="_step" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="step" type="float" /> + <description> + </description> + </method> + <method name="_sync" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> + <method name="_world_boundary_shape_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> + </methods> +</class> diff --git a/doc/classes/PhysicsServer2DManager.xml b/doc/classes/PhysicsServer2DManager.xml new file mode 100644 index 0000000000..328ac93ce3 --- /dev/null +++ b/doc/classes/PhysicsServer2DManager.xml @@ -0,0 +1,30 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PhysicsServer2DManager" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Manager for 2D physics server implementations. + </brief_description> + <description> + [PhysicsServer2DManager] is the API for registering [PhysicsServer2D] implementations, and for setting the default implementation. + [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions. + </description> + <tutorials> + </tutorials> + <methods> + <method name="register_server"> + <return type="void" /> + <param index="0" name="name" type="String" /> + <param index="1" name="create_callback" type="Callable" /> + <description> + Register a [PhysicsServer2D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object. + </description> + </method> + <method name="set_default_server"> + <return type="void" /> + <param index="0" name="name" type="String" /> + <param index="1" name="priority" type="int" /> + <description> + Set the default [PhysicsServer2D] implementation to the one identified by [param name], if [param priority] is greater than the priority of the current default implementation. + </description> + </method> + </methods> +</class> diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index c5456f7536..e62bda0dd3 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -40,6 +40,20 @@ Creates an [Area3D]. </description> </method> + <method name="area_get_collision_layer" qualifiers="const"> + <return type="int" /> + <param index="0" name="area" type="RID" /> + <description> + Returns the physics layer or layers an area belongs to. + </description> + </method> + <method name="area_get_collision_mask" qualifiers="const"> + <return type="int" /> + <param index="0" name="area" type="RID" /> + <description> + Returns the physics layer or layers an area can contact with. + </description> + </method> <method name="area_get_object_instance_id" qualifiers="const"> <return type="int" /> <param index="0" name="area" type="RID" /> @@ -338,6 +352,13 @@ Returns the physics layer or layers a body can collide with. </description> </method> + <method name="body_get_collision_priority" qualifiers="const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + Returns the body's collision priority. + </description> + </method> <method name="body_get_constant_force" qualifiers="const"> <return type="Vector3" /> <param index="0" name="body" type="RID" /> @@ -505,6 +526,14 @@ Sets the physics layer or layers a body can collide with. </description> </method> + <method name="body_set_collision_priority"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="priority" type="float" /> + <description> + Sets the body's collision priority. + </description> + </method> <method name="body_set_constant_force"> <return type="void" /> <param index="0" name="body" type="RID" /> @@ -549,7 +578,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="amount" type="int" /> <description> - Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. + Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies. This is enabled by setting the maximum number of contacts reported to a number greater than 0. </description> </method> <method name="body_set_mode"> @@ -786,6 +815,14 @@ <description> </description> </method> + <method name="joint_disable_collisions_between_bodies"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="disable" type="bool" /> + <description> + Sets whether the bodies attached to the [Joint3D] will collide with each other. + </description> + </method> <method name="joint_get_solver_priority" qualifiers="const"> <return type="int" /> <param index="0" name="joint" type="RID" /> @@ -800,6 +837,13 @@ Returns the type of the Joint3D. </description> </method> + <method name="joint_is_disabled_collisions_between_bodies" qualifiers="const"> + <return type="bool" /> + <param index="0" name="joint" type="RID" /> + <description> + Returns whether the bodies attached to the [Joint3D] will collide with each other. + </description> + </method> <method name="joint_make_cone_twist"> <return type="void" /> <param index="0" name="joint" type="RID" /> @@ -1325,11 +1369,11 @@ <constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode"> Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path. </constant> - <constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode"> - Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied. + <constant name="BODY_MODE_RIGID" value="2" enum="BodyMode"> + Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied. </constant> - <constant name="BODY_MODE_DYNAMIC_LINEAR" value="3" enum="BodyMode"> - Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces. + <constant name="BODY_MODE_RIGID_LINEAR" value="3" enum="BodyMode"> + Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces. </constant> <constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter"> Constant to set/get a body's bounce factor. @@ -1422,7 +1466,7 @@ 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_SOLVER_ITERATIONS" value="7" 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 to set/get the number of solver iterations for contacts and constraints. The greater the number of iterations, the more accurate the collisions and constraints will be. However, a greater number of iterations requires more CPU power, which can decrease performance. </constant> <constant name="BODY_AXIS_LINEAR_X" value="1" enum="BodyAxis"> </constant> diff --git a/doc/classes/PhysicsServer3DExtension.xml b/doc/classes/PhysicsServer3DExtension.xml index 4188b04e4a..d45cb17510 100644 --- a/doc/classes/PhysicsServer3DExtension.xml +++ b/doc/classes/PhysicsServer3DExtension.xml @@ -34,6 +34,18 @@ <description> </description> </method> + <method name="_area_get_collision_layer" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="area" type="RID" /> + <description> + </description> + </method> + <method name="_area_get_collision_mask" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="area" type="RID" /> + <description> + </description> + </method> <method name="_area_get_object_instance_id" qualifiers="virtual const"> <return type="int" /> <param index="0" name="area" type="RID" /> @@ -274,6 +286,12 @@ <description> </description> </method> + <method name="_body_get_collision_exceptions" qualifiers="virtual const"> + <return type="RID[]" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> <method name="_body_get_collision_layer" qualifiers="virtual const"> <return type="int" /> <param index="0" name="body" type="RID" /> @@ -286,6 +304,12 @@ <description> </description> </method> + <method name="_body_get_collision_priority" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> <method name="_body_get_constant_force" qualifiers="virtual const"> <return type="Vector3" /> <param index="0" name="body" type="RID" /> @@ -298,6 +322,12 @@ <description> </description> </method> + <method name="_body_get_contacts_reported_depth_threshold" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> <method name="_body_get_direct_state" qualifiers="virtual"> <return type="PhysicsDirectBodyState3D" /> <param index="0" name="body" type="RID" /> @@ -362,6 +392,12 @@ <description> </description> </method> + <method name="_body_get_user_flags" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> <method name="_body_is_axis_locked" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="body" type="RID" /> @@ -430,6 +466,13 @@ <description> </description> </method> + <method name="_body_set_collision_priority" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="priority" type="float" /> + <description> + </description> + </method> <method name="_body_set_constant_force" qualifiers="virtual"> <return type="void" /> <param index="0" name="body" type="RID" /> @@ -444,6 +487,13 @@ <description> </description> </method> + <method name="_body_set_contacts_reported_depth_threshold" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="threshold" type="float" /> + <description> + </description> + </method> <method name="_body_set_enable_continuous_collision_detection" qualifiers="virtual"> <return type="void" /> <param index="0" name="body" type="RID" /> @@ -534,6 +584,20 @@ <description> </description> </method> + <method name="_body_set_state_sync_callback" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="callable" type="Callable" /> + <description> + </description> + </method> + <method name="_body_set_user_flags" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="flags" type="int" /> + <description> + </description> + </method> <method name="_body_test_motion" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="body" type="RID" /> @@ -591,6 +655,21 @@ <description> </description> </method> + <method name="_end_sync" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> + <method name="_finish" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> + <method name="_flush_queries" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> <method name="_free_rid" qualifiers="virtual"> <return type="void" /> <param index="0" name="rid" type="RID" /> @@ -672,6 +751,16 @@ <description> </description> </method> + <method name="_init" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> + <method name="_is_flushing_queries" qualifiers="virtual const"> + <return type="bool" /> + <description> + </description> + </method> <method name="_joint_clear" qualifiers="virtual"> <return type="void" /> <param index="0" name="joint" type="RID" /> @@ -683,6 +772,13 @@ <description> </description> </method> + <method name="_joint_disable_collisions_between_bodies" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="disable" type="bool" /> + <description> + </description> + </method> <method name="_joint_get_solver_priority" qualifiers="virtual const"> <return type="int" /> <param index="0" name="joint" type="RID" /> @@ -695,6 +791,12 @@ <description> </description> </method> + <method name="_joint_is_disabled_collisions_between_bodies" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="joint" type="RID" /> + <description> + </description> + </method> <method name="_joint_make_cone_twist" qualifiers="virtual"> <return type="void" /> <param index="0" name="joint" type="RID" /> @@ -725,6 +827,18 @@ <description> </description> </method> + <method name="_joint_make_hinge_simple" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="joint" type="RID" /> + <param index="1" name="body_A" type="RID" /> + <param index="2" name="pivot_A" type="Vector3" /> + <param index="3" name="axis_A" type="Vector3" /> + <param index="4" name="body_B" type="RID" /> + <param index="5" name="pivot_B" type="Vector3" /> + <param index="6" name="axis_B" type="Vector3" /> + <description> + </description> + </method> <method name="_joint_make_pin" qualifiers="virtual"> <return type="void" /> <param index="0" name="joint" type="RID" /> @@ -804,18 +918,37 @@ <description> </description> </method> + <method name="_shape_get_custom_solver_bias" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="shape" type="RID" /> + <description> + </description> + </method> <method name="_shape_get_data" qualifiers="virtual const"> <return type="Variant" /> <param index="0" name="shape" type="RID" /> <description> </description> </method> + <method name="_shape_get_margin" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="shape" type="RID" /> + <description> + </description> + </method> <method name="_shape_get_type" qualifiers="virtual const"> <return type="int" enum="PhysicsServer3D.ShapeType" /> <param index="0" name="shape" type="RID" /> <description> </description> </method> + <method name="_shape_set_custom_solver_bias" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="shape" type="RID" /> + <param index="1" name="bias" type="float" /> + <description> + </description> + </method> <method name="_shape_set_data" qualifiers="virtual"> <return type="void" /> <param index="0" name="shape" type="RID" /> @@ -823,6 +956,13 @@ <description> </description> </method> + <method name="_shape_set_margin" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="shape" type="RID" /> + <param index="1" name="margin" type="float" /> + <description> + </description> + </method> <method name="_slider_joint_get_param" qualifiers="virtual const"> <return type="float" /> <param index="0" name="joint" type="RID" /> @@ -838,17 +978,250 @@ <description> </description> </method> + <method name="_soft_body_add_collision_exception" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="body_b" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_create" qualifiers="virtual"> + <return type="RID" /> + <description> + </description> + </method> <method name="_soft_body_get_bounds" qualifiers="virtual const"> <return type="AABB" /> <param index="0" name="body" type="RID" /> <description> </description> </method> + <method name="_soft_body_get_collision_exceptions" qualifiers="virtual const"> + <return type="RID[]" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_get_collision_layer" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_get_collision_mask" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_get_damping_coefficient" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_get_drag_coefficient" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_get_linear_stiffness" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_get_point_global_position" qualifiers="virtual const"> + <return type="Vector3" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="point_index" type="int" /> + <description> + </description> + </method> + <method name="_soft_body_get_pressure_coefficient" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_get_simulation_precision" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_get_space" qualifiers="virtual const"> + <return type="RID" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_get_state" qualifiers="virtual const"> + <return type="Variant" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="state" type="int" enum="PhysicsServer3D.BodyState" /> + <description> + </description> + </method> + <method name="_soft_body_get_total_mass" qualifiers="virtual const"> + <return type="float" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_is_point_pinned" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="point_index" type="int" /> + <description> + </description> + </method> + <method name="_soft_body_move_point" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="point_index" type="int" /> + <param index="2" name="global_position" type="Vector3" /> + <description> + </description> + </method> + <method name="_soft_body_pin_point" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="point_index" type="int" /> + <param index="2" name="pin" type="bool" /> + <description> + </description> + </method> + <method name="_soft_body_remove_all_pinned_points" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_remove_collision_exception" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="body_b" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_set_collision_layer" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="layer" type="int" /> + <description> + </description> + </method> + <method name="_soft_body_set_collision_mask" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="mask" type="int" /> + <description> + </description> + </method> + <method name="_soft_body_set_damping_coefficient" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="damping_coefficient" type="float" /> + <description> + </description> + </method> + <method name="_soft_body_set_drag_coefficient" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="drag_coefficient" type="float" /> + <description> + </description> + </method> + <method name="_soft_body_set_linear_stiffness" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="linear_stiffness" type="float" /> + <description> + </description> + </method> + <method name="_soft_body_set_mesh" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="mesh" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_set_pressure_coefficient" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="pressure_coefficient" type="float" /> + <description> + </description> + </method> + <method name="_soft_body_set_ray_pickable" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="enable" type="bool" /> + <description> + </description> + </method> + <method name="_soft_body_set_simulation_precision" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="simulation_precision" type="int" /> + <description> + </description> + </method> + <method name="_soft_body_set_space" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="space" type="RID" /> + <description> + </description> + </method> + <method name="_soft_body_set_state" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="state" type="int" enum="PhysicsServer3D.BodyState" /> + <param index="2" name="variant" type="Variant" /> + <description> + </description> + </method> + <method name="_soft_body_set_total_mass" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="total_mass" type="float" /> + <description> + </description> + </method> + <method name="_soft_body_set_transform" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="transform" type="Transform3D" /> + <description> + </description> + </method> + <method name="_soft_body_update_rendering_server" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="body" type="RID" /> + <param index="1" name="rendering_server_handler" type="PhysicsServer3DRenderingServerHandler" /> + <description> + </description> + </method> <method name="_space_create" qualifiers="virtual"> <return type="RID" /> <description> </description> </method> + <method name="_space_get_contact_count" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="space" type="RID" /> + <description> + </description> + </method> + <method name="_space_get_contacts" qualifiers="virtual const"> + <return type="PackedVector3Array" /> + <param index="0" name="space" type="RID" /> + <description> + </description> + </method> <method name="_space_get_direct_state" qualifiers="virtual"> <return type="PhysicsDirectSpaceState3D" /> <param index="0" name="space" type="RID" /> @@ -875,6 +1248,13 @@ <description> </description> </method> + <method name="_space_set_debug_contacts" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="space" type="RID" /> + <param index="1" name="max_contacts" type="int" /> + <description> + </description> + </method> <method name="_space_set_param" qualifiers="virtual"> <return type="void" /> <param index="0" name="space" type="RID" /> @@ -888,6 +1268,17 @@ <description> </description> </method> + <method name="_step" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="step" type="float" /> + <description> + </description> + </method> + <method name="_sync" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> <method name="_world_boundary_shape_create" qualifiers="virtual"> <return type="RID" /> <description> diff --git a/doc/classes/PhysicsServer3DManager.xml b/doc/classes/PhysicsServer3DManager.xml new file mode 100644 index 0000000000..3ec03fede4 --- /dev/null +++ b/doc/classes/PhysicsServer3DManager.xml @@ -0,0 +1,30 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PhysicsServer3DManager" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Manager for 3D physics server implementations. + </brief_description> + <description> + [PhysicsServer3DManager] is the API for registering [PhysicsServer3D] implementations, and for setting the default implementation. + [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions. + </description> + <tutorials> + </tutorials> + <methods> + <method name="register_server"> + <return type="void" /> + <param index="0" name="name" type="String" /> + <param index="1" name="create_callback" type="Callable" /> + <description> + Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object. + </description> + </method> + <method name="set_default_server"> + <return type="void" /> + <param index="0" name="name" type="String" /> + <param index="1" name="priority" type="int" /> + <description> + Set the default [PhysicsServer3D] implementation to the one identified by [param name], if [param priority] is greater than the priority of the current default implementation. + </description> + </method> + </methods> +</class> diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml index 3fbb0c0ed0..a73e60c6f5 100644 --- a/doc/classes/PhysicsShapeQueryParameters2D.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -18,8 +18,8 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The collision margin for the shape. diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml index 64100f847b..a3ff1765f9 100644 --- a/doc/classes/PhysicsShapeQueryParameters3D.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -18,8 +18,8 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The collision margin for the shape. diff --git a/doc/classes/PhysicsTestMotionParameters2D.xml b/doc/classes/PhysicsTestMotionParameters2D.xml index 00f21a2058..be5e5a3617 100644 --- a/doc/classes/PhysicsTestMotionParameters2D.xml +++ b/doc/classes/PhysicsTestMotionParameters2D.xml @@ -13,10 +13,10 @@ If set to [code]true[/code], shapes of type [constant PhysicsServer2D.SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. Can be useful when snapping to the ground. If set to [code]false[/code], shapes of type [constant PhysicsServer2D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes. </member> - <member name="exclude_bodies" type="Array" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> - Optional array of body [RID] to exclude from collision. + <member name="exclude_bodies" type="RID[]" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> + Optional array of body [RID] to exclude from collision. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> - <member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> + <member name="exclude_objects" type="int[]" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id]. </member> <member name="from" type="Transform2D" setter="set_from" getter="get_from" default="Transform2D(1, 0, 0, 1, 0, 0)"> @@ -29,8 +29,8 @@ Motion vector to define the length and direction of the motion to test. </member> <member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false"> - If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody2D.move_and_slide] for improving floor detection when floor snapping is disabled. - If set to [code]false[/code], only collisions resulting from the motion are reported; this is used e.g. by [method PhysicsBody2D.move_and_collide]. + If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping. + If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behavior. </member> </members> </class> diff --git a/doc/classes/PhysicsTestMotionParameters3D.xml b/doc/classes/PhysicsTestMotionParameters3D.xml index 5b07796a10..be7d05691e 100644 --- a/doc/classes/PhysicsTestMotionParameters3D.xml +++ b/doc/classes/PhysicsTestMotionParameters3D.xml @@ -13,10 +13,10 @@ If set to [code]true[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. Can be useful when snapping to the ground. If set to [code]false[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes. </member> - <member name="exclude_bodies" type="Array" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> - Optional array of body [RID] to exclude from collision. + <member name="exclude_bodies" type="RID[]" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> + Optional array of body [RID] to exclude from collision. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> - <member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> + <member name="exclude_objects" type="int[]" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id]. </member> <member name="from" type="Transform3D" setter="set_from" getter="get_from" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)"> @@ -32,8 +32,8 @@ Motion vector to define the length and direction of the motion to test. </member> <member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false"> - If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody3D.move_and_slide] for improving floor detection when floor snapping is disabled. - If set to [code]false[/code], only collisions resulting from the motion are detected; this is used e.g. by [method PhysicsBody3D.move_and_collide]. + If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping. + If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behavior. </member> </members> </class> diff --git a/doc/classes/PlaceholderCubemap.xml b/doc/classes/PlaceholderCubemap.xml index 3617c6ac2c..0892b023a2 100644 --- a/doc/classes/PlaceholderCubemap.xml +++ b/doc/classes/PlaceholderCubemap.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PlaceholderCubemap" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Placeholder class for a cubemap texture. </brief_description> <description> + This class is used when loading a project that uses a [Cubemap] subclass in 2 conditions: + - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. + - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). </description> <tutorials> </tutorials> diff --git a/doc/classes/PlaceholderCubemapArray.xml b/doc/classes/PlaceholderCubemapArray.xml index 1fcf1e7795..c7a7e9154c 100644 --- a/doc/classes/PlaceholderCubemapArray.xml +++ b/doc/classes/PlaceholderCubemapArray.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PlaceholderCubemapArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Placeholder class for a cubemap texture array. </brief_description> <description> + This class is used when loading a project that uses a [CubemapArray] subclass in 2 conditions: + - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. + - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). </description> <tutorials> </tutorials> diff --git a/doc/classes/PlaceholderMaterial.xml b/doc/classes/PlaceholderMaterial.xml index c66641d81c..7febdc7a07 100644 --- a/doc/classes/PlaceholderMaterial.xml +++ b/doc/classes/PlaceholderMaterial.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PlaceholderMaterial" inherits="Material" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Placeholder class for a material. </brief_description> <description> + This class is used when loading a project that uses a [Material] subclass in 2 conditions: + - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. + - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). </description> <tutorials> </tutorials> diff --git a/doc/classes/PlaceholderMesh.xml b/doc/classes/PlaceholderMesh.xml index cc688816b6..8021a57878 100644 --- a/doc/classes/PlaceholderMesh.xml +++ b/doc/classes/PlaceholderMesh.xml @@ -1,13 +1,18 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PlaceholderMesh" inherits="Mesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Placeholder class for a mesh. </brief_description> <description> + This class is used when loading a project that uses a [Mesh] subclass in 2 conditions: + - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. + - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). </description> <tutorials> </tutorials> <members> <member name="aabb" type="AABB" setter="set_aabb" getter="get_aabb" default="AABB(0, 0, 0, 0, 0, 0)"> + The smallest [AABB] enclosing this mesh in local space. </member> </members> </class> diff --git a/doc/classes/PlaceholderTexture2D.xml b/doc/classes/PlaceholderTexture2D.xml index 76e575265b..c889055e4d 100644 --- a/doc/classes/PlaceholderTexture2D.xml +++ b/doc/classes/PlaceholderTexture2D.xml @@ -1,13 +1,19 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PlaceholderTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Placeholder class for a 2-dimensional texture. </brief_description> <description> + This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions: + - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. + - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). </description> <tutorials> </tutorials> <members> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(1, 1)"> + The texture's size (in pixels). </member> </members> </class> diff --git a/doc/classes/PlaceholderTexture2DArray.xml b/doc/classes/PlaceholderTexture2DArray.xml index a502e5d334..a749e8c039 100644 --- a/doc/classes/PlaceholderTexture2DArray.xml +++ b/doc/classes/PlaceholderTexture2DArray.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PlaceholderTexture2DArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Placeholder class for a 2-dimensional texture array. </brief_description> <description> + This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions: + - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. + - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). </description> <tutorials> </tutorials> diff --git a/doc/classes/PlaceholderTexture3D.xml b/doc/classes/PlaceholderTexture3D.xml index d31e538307..ccd3c94fc2 100644 --- a/doc/classes/PlaceholderTexture3D.xml +++ b/doc/classes/PlaceholderTexture3D.xml @@ -1,13 +1,18 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PlaceholderTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Placeholder class for a 3-dimensional texture. </brief_description> <description> + This class is used when loading a project that uses a [Texture3D] subclass in 2 conditions: + - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. + - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). </description> <tutorials> </tutorials> <members> <member name="size" type="Vector3i" setter="set_size" getter="get_size" default="Vector3i(1, 1, 1)"> + The texture's size (in pixels). </member> </members> </class> diff --git a/doc/classes/PlaceholderTextureLayered.xml b/doc/classes/PlaceholderTextureLayered.xml index 39af08473a..8cc6dd606a 100644 --- a/doc/classes/PlaceholderTextureLayered.xml +++ b/doc/classes/PlaceholderTextureLayered.xml @@ -1,15 +1,21 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PlaceholderTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Placeholder class for a 2-dimensional texture array. </brief_description> <description> + This class is used when loading a project that uses a [TextureLayered] subclass in 2 conditions: + - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. + - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). </description> <tutorials> </tutorials> <members> <member name="layers" type="int" setter="set_layers" getter="get_layers" default="1"> + The number of layers in the texture array. </member> <member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(1, 1)"> + The size of each texture layer (in pixels). </member> </members> </class> diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index e51e3753fc..fbe8afa8d1 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -119,6 +119,12 @@ Returns [code]true[/code] if this plane and [param to_plane] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. </description> </method> + <method name="is_finite" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this plane is finite, by calling [method @GlobalScope.is_finite] on each component. + </description> + </method> <method name="is_point_over" qualifiers="const"> <return type="bool" /> <param index="0" name="point" type="Vector3" /> diff --git a/doc/classes/PlaneMesh.xml b/doc/classes/PlaneMesh.xml index 6b3a7ed548..1dceac70b0 100644 --- a/doc/classes/PlaneMesh.xml +++ b/doc/classes/PlaneMesh.xml @@ -4,7 +4,7 @@ Class representing a planar [PrimitiveMesh]. </brief_description> <description> - Class representing a planar [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, use [QuadMesh] instead. + Class representing a planar [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, change [member orientation] to [constant FACE_Z]. [b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth] and [member subdivide_width] until you no longer notice UV jittering. </description> <tutorials> @@ -13,6 +13,9 @@ <member name="center_offset" type="Vector3" setter="set_center_offset" getter="get_center_offset" default="Vector3(0, 0, 0)"> Offset of the generated plane. Useful for particles. </member> + <member name="orientation" type="int" setter="set_orientation" getter="get_orientation" enum="PlaneMesh.Orientation" default="1"> + Direction that the [PlaneMesh] is facing. See [enum Orientation] for options. + </member> <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(2, 2)"> Size of the generated plane. </member> @@ -23,4 +26,15 @@ Number of subdivision along the X axis. </member> </members> + <constants> + <constant name="FACE_X" value="0" enum="Orientation"> + [PlaneMesh] will face the positive X-axis. + </constant> + <constant name="FACE_Y" value="1" enum="Orientation"> + [PlaneMesh] will face the positive Y-axis. This matches the behavior of the [PlaneMesh] in Godot 3.x. + </constant> + <constant name="FACE_Z" value="2" enum="Orientation"> + [PlaneMesh] will face the positive Z-axis. This matches the behavior of the QuadMesh in Godot 3.x. + </constant> + </constants> </class> diff --git a/doc/classes/PointLight2D.xml b/doc/classes/PointLight2D.xml index 89cabbd428..0c51a78e49 100644 --- a/doc/classes/PointLight2D.xml +++ b/doc/classes/PointLight2D.xml @@ -1,10 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PointLight2D" inherits="Light2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Positional 2D light source. </brief_description> <description> + Casts light in a 2D environment. This light's shape is defined by a (usually grayscale) texture </description> <tutorials> + <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <members> <member name="height" type="float" setter="set_height" getter="get_height" default="0.0"> diff --git a/doc/classes/Polygon2D.xml b/doc/classes/Polygon2D.xml index 5d5c69aadd..a3fc326351 100644 --- a/doc/classes/Polygon2D.xml +++ b/doc/classes/Polygon2D.xml @@ -79,10 +79,10 @@ <member name="internal_vertex_count" type="int" setter="set_internal_vertex_count" getter="get_internal_vertex_count" default="0"> </member> <member name="invert_border" type="float" setter="set_invert_border" getter="get_invert_border" default="100.0"> - Added padding applied to the bounding box when using [code]invert[/code]. Setting this value too small may result in a "Bad Polygon" error. + Added padding applied to the bounding box when [member invert_enabled] is set to [code]true[/code]. Setting this value too small may result in a "Bad Polygon" error. </member> - <member name="invert_enable" type="bool" setter="set_invert" getter="get_invert" default="false"> - If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code]. + <member name="invert_enabled" type="bool" setter="set_invert_enabled" getter="get_invert_enabled" default="false"> + If [code]true[/code], the polygon will be inverted, containing the area outside the defined points and extending to the [member invert_border]. </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)"> The offset applied to each vertex. @@ -92,6 +92,7 @@ [b]Note:[/b] This returns a copy of the [PackedVector2Array] rather than a reference. </member> <member name="polygons" type="Array" setter="set_polygons" getter="get_polygons" default="[]"> + The list of polygons, in case more than one is being represented. Every individual polygon is stored as a [PackedInt32Array] where each [int] is an index to a point in [member polygon]. If empty, this property will be ignored, and the resulting single polygon will be composed of all points in [member polygon], using the order they are stored in. </member> <member name="skeleton" type="NodePath" setter="set_skeleton" getter="get_skeleton" default="NodePath("")"> </member> diff --git a/doc/classes/Popup.xml b/doc/classes/Popup.xml index 3fcf0a9b8f..a56bf77774 100644 --- a/doc/classes/Popup.xml +++ b/doc/classes/Popup.xml @@ -4,7 +4,7 @@ Popup is a base window container for popup-like subwindows. </brief_description> <description> - Popup is a base window container for popup-like subwindows. It's a modal by default (see [member popup_window]) and has helpers for custom popup behavior. + Popup is a base window container for popup-like subwindows. It's a modal by default (see [member Window.popup_window]) and has helpers for custom popup behavior. </description> <tutorials> </tutorials> diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml index 26bc765ef4..8dec4eaf86 100644 --- a/doc/classes/PopupMenu.xml +++ b/doc/classes/PopupMenu.xml @@ -182,7 +182,7 @@ Removes all items from the [PopupMenu]. </description> </method> - <method name="get_current_index" qualifiers="const"> + <method name="get_focused_item" qualifiers="const"> <return type="int" /> <description> Returns the index of the currently focused item. Returns [code]-1[/code] if no item is focused. @@ -195,13 +195,6 @@ Returns the accelerator of the item at the given [param index]. Accelerators are special combinations of keys that activate the item, no matter which control is focused. </description> </method> - <method name="get_item_horizontal_offset" qualifiers="const"> - <return type="int" /> - <param index="0" name="index" type="int" /> - <description> - Returns the horizontal offset of the item at the given [param index]. - </description> - </method> <method name="get_item_icon" qualifiers="const"> <return type="Texture2D" /> <param index="0" name="index" type="int" /> @@ -213,7 +206,14 @@ <return type="int" /> <param index="0" name="index" type="int" /> <description> - Returns the id of the item at the given [param index]. [code]id[/code] can be manually assigned, while index can not. + Returns the ID of the item at the given [param index]. [code]id[/code] can be manually assigned, while index can not. + </description> + </method> + <method name="get_item_indent" qualifiers="const"> + <return type="int" /> + <param index="0" name="index" type="int" /> + <description> + Returns the horizontal offset of the item at the given [param index]. </description> </method> <method name="get_item_index" qualifiers="const"> @@ -332,11 +332,12 @@ Moves the scroll view to make the item at the given [param index] visible. </description> </method> - <method name="set_current_index"> + <method name="set_focused_item"> <return type="void" /> <param index="0" name="index" type="int" /> <description> Sets the currently focused item as the given [param index]. + Passing [code]-1[/code] as the index makes so that no item is focused. </description> </method> <method name="set_item_accelerator"> @@ -388,14 +389,6 @@ Enables/disables the item at the given [param index]. When it is disabled, it can't be selected and its action can't be invoked. </description> </method> - <method name="set_item_horizontal_offset"> - <return type="void" /> - <param index="0" name="index" type="int" /> - <param index="1" name="offset" type="int" /> - <description> - Sets the horizontal offset of the item at the given [param index]. - </description> - </method> <method name="set_item_icon"> <return type="void" /> <param index="0" name="index" type="int" /> @@ -413,6 +406,14 @@ The [param id] is used in [signal id_pressed] and [signal id_focused] signals. </description> </method> + <method name="set_item_indent"> + <return type="void" /> + <param index="0" name="index" type="int" /> + <param index="1" name="indent" type="int" /> + <description> + Sets the horizontal offset of the item at the given [param index]. + </description> + </method> <method name="set_item_language"> <return type="void" /> <param index="0" name="index" type="int" /> @@ -525,13 +526,14 @@ <signal name="id_focused"> <param index="0" name="id" type="int" /> <description> - Emitted when user navigated to an item of some [param id] using [code]ui_up[/code] or [code]ui_down[/code] action. + Emitted when the user navigated to an item of some [param id] using the [member ProjectSettings.input/ui_up] or [member ProjectSettings.input/ui_down] input action. </description> </signal> <signal name="id_pressed"> <param index="0" name="id" type="int" /> <description> Emitted when an item of some [param id] is pressed or its accelerator is activated. + [b]Note:[/b] If [param id] is negative (either explicitly or due to overflow), this will return the corresponding index instead. </description> </signal> <signal name="index_pressed"> @@ -540,6 +542,11 @@ Emitted when an item of some [param index] is pressed or its accelerator is activated. </description> </signal> + <signal name="menu_changed"> + <description> + Emitted when any item is added, modified or removed. + </description> + </signal> </signals> <theme_items> <theme_item name="font_accelerator_color" data_type="color" type="Color" default="Color(0.7, 0.7, 0.7, 0.8)"> @@ -566,12 +573,18 @@ <theme_item name="h_separation" data_type="constant" type="int" default="4"> The horizontal space between the item's elements. </theme_item> + <theme_item name="indent" data_type="constant" type="int" default="10"> + Width of the single indentation level. + </theme_item> <theme_item name="item_end_padding" data_type="constant" type="int" default="2"> + Horizontal padding to the right of the items (or left, in RTL layout). </theme_item> <theme_item name="item_start_padding" data_type="constant" type="int" default="2"> + Horizontal padding to the left of the items (or right, in RTL layout). </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the item text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="separator_outline_size" data_type="constant" type="int" default="0"> The size of the labeled separator text outline. diff --git a/doc/classes/PopupPanel.xml b/doc/classes/PopupPanel.xml index d850cf20b8..0c6c342f5b 100644 --- a/doc/classes/PopupPanel.xml +++ b/doc/classes/PopupPanel.xml @@ -5,6 +5,7 @@ </brief_description> <description> Class for displaying popups with a panel background. In some cases it might be simpler to use than [Popup], since it provides a configurable background. If you are making windows, better check [Window]. + If any [Control] node is added as a child of this [PopupPanel], it will be stretched to fit the panel's size (similar to how [PanelContainer] works). </description> <tutorials> </tutorials> diff --git a/doc/classes/PortableCompressedTexture2D.xml b/doc/classes/PortableCompressedTexture2D.xml index c7e2f2fbdc..693eaafad3 100644 --- a/doc/classes/PortableCompressedTexture2D.xml +++ b/doc/classes/PortableCompressedTexture2D.xml @@ -21,8 +21,8 @@ <param index="3" name="lossy_quality" type="float" default="0.8" /> <description> Initializes the compressed texture from a base image. The compression mode must be provided. - If this image will be used as a normal map, the "normal map" flag is recommended, to ensure optimum quality. - If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WEBP compression quality. + [param normal_map] is recommended to ensure optimum quality if this image will be used as a normal map. + If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WebP compression quality. </description> </method> <method name="get_compression_mode" qualifiers="const"> @@ -58,6 +58,7 @@ When running on the editor, this class will keep the source compressed data in memory. Otherwise, the source compressed data is lost after loading and the resource can't be re saved. This flag allows to keep the compressed data in memory if you intend it to persist after loading. </member> + <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> <member name="size_override" type="Vector2" setter="set_size_override" getter="get_size_override" default="Vector2(0, 0)"> Allow overriding the texture size (for 2D only). </member> diff --git a/doc/classes/Position3D.xml b/doc/classes/Position3D.xml deleted file mode 100644 index d91e0fbfdf..0000000000 --- a/doc/classes/Position3D.xml +++ /dev/null @@ -1,11 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="Position3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - Generic 3D position hint for editing. - </brief_description> - <description> - Generic 3D position hint for editing. It's just like a plain [Node3D], but it displays as a cross in the 3D editor at all times. - </description> - <tutorials> - </tutorials> -</class> diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml index 7046a21f68..b1c8907d8e 100644 --- a/doc/classes/PrimitiveMesh.xml +++ b/doc/classes/PrimitiveMesh.xml @@ -4,7 +4,7 @@ Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. </brief_description> <description> - Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]. + Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], and [SphereMesh]. </description> <tutorials> </tutorials> @@ -34,15 +34,21 @@ </method> </methods> <members> - <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb"> + <member name="add_uv2" type="bool" setter="set_add_uv2" getter="get_add_uv2" default="false"> + If set, generates UV2 UV coordinates applying a padding using the [member uv2_padding] setting. UV2 is needed for lightmapping. + </member> + <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB(0, 0, 0, 0, 0, 0)"> Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices. </member> - <member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces"> + <member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="false"> If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn. This gives the same result as using [constant BaseMaterial3D.CULL_FRONT] in [member BaseMaterial3D.cull_mode]. </member> <member name="material" type="Material" setter="set_material" getter="get_material"> The current [Material] of the primitive mesh. </member> + <member name="uv2_padding" type="float" setter="set_uv2_padding" getter="get_uv2_padding" default="2.0"> + If [member add_uv2] is set, specifies the padding in pixels applied along seams of the mesh. If at generation the size of the lightmap texture can't be determined, the UVs are calculated assuming a texture size of 1024x1024. + </member> </members> </class> diff --git a/doc/classes/ProceduralSkyMaterial.xml b/doc/classes/ProceduralSkyMaterial.xml index 3cc4bd71f7..6ba8e57380 100644 --- a/doc/classes/ProceduralSkyMaterial.xml +++ b/doc/classes/ProceduralSkyMaterial.xml @@ -17,14 +17,14 @@ <member name="ground_curve" type="float" setter="set_ground_curve" getter="get_ground_curve" default="0.02"> How quickly the [member ground_horizon_color] fades into the [member ground_bottom_color]. </member> - <member name="ground_energy" type="float" setter="set_ground_energy" getter="get_ground_energy" default="1.0"> - Amount of energy contribution from the ground. + <member name="ground_energy_multiplier" type="float" setter="set_ground_energy_multiplier" getter="get_ground_energy_multiplier" default="1.0"> + Multiplier for ground color. A higher value will make the ground brighter. </member> <member name="ground_horizon_color" type="Color" setter="set_ground_horizon_color" getter="get_ground_horizon_color" default="Color(0.6463, 0.6558, 0.6708, 1)"> Color of the ground at the horizon. Blends with [member ground_bottom_color]. </member> <member name="sky_cover" type="Texture2D" setter="set_sky_cover" getter="get_sky_cover"> - The sky cover texture to use. This texture must use an equirectangular projection (similar to [PanoramaSkyMaterial]). The texture's colors will be [i]added[/i] to the existing sky color, and will be multiplied by [member sky_energy] and [member sky_cover_modulate]. This is mainly suited to displaying stars at night, but it can also be used to display clouds at day or night (with a non-physically-accurate look). + The sky cover texture to use. This texture must use an equirectangular projection (similar to [PanoramaSkyMaterial]). The texture's colors will be [i]added[/i] to the existing sky color, and will be multiplied by [member sky_energy_multiplier] and [member sky_cover_modulate]. This is mainly suited to displaying stars at night, but it can also be used to display clouds at day or night (with a non-physically-accurate look). </member> <member name="sky_cover_modulate" type="Color" setter="set_sky_cover_modulate" getter="get_sky_cover_modulate" default="Color(1, 1, 1, 1)"> The tint to apply to the [member sky_cover] texture. This can be used to change the sky cover's colors or opacity independently of the sky energy, which is useful for day/night or weather transitions. Only effective if a texture is defined in [member sky_cover]. @@ -32,8 +32,8 @@ <member name="sky_curve" type="float" setter="set_sky_curve" getter="get_sky_curve" default="0.15"> How quickly the [member sky_horizon_color] fades into the [member sky_top_color]. </member> - <member name="sky_energy" type="float" setter="set_sky_energy" getter="get_sky_energy" default="1.0"> - Amount of energy contribution from the sky. + <member name="sky_energy_multiplier" type="float" setter="set_sky_energy_multiplier" getter="get_sky_energy_multiplier" default="1.0"> + Multiplier for sky color. A higher value will make the sky brighter. </member> <member name="sky_horizon_color" type="Color" setter="set_sky_horizon_color" getter="get_sky_horizon_color" default="Color(0.6463, 0.6558, 0.6708, 1)"> Color of the sky at the horizon. Blends with [member sky_top_color]. diff --git a/doc/classes/ProgressBar.xml b/doc/classes/ProgressBar.xml index 8a781c51fb..9f89a4e4c3 100644 --- a/doc/classes/ProgressBar.xml +++ b/doc/classes/ProgressBar.xml @@ -12,7 +12,7 @@ <member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode" default="0"> The fill direction. See [enum FillMode] for possible values. </member> - <member name="percent_visible" type="bool" setter="set_percent_visible" getter="is_percent_visible" default="true"> + <member name="show_percentage" type="bool" setter="set_show_percentage" getter="is_percentage_shown" default="true"> If [code]true[/code], the fill percentage is displayed on the bar. </member> </members> @@ -42,17 +42,18 @@ </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="font" data_type="font" type="Font"> - Font used to draw the fill percentage if [member percent_visible] is [code]true[/code]. + Font used to draw the fill percentage if [member show_percentage] is [code]true[/code]. </theme_item> <theme_item name="font_size" data_type="font_size" type="int"> - Font size used to draw the fill percentage if [member percent_visible] is [code]true[/code]. + Font size used to draw the fill percentage if [member show_percentage] is [code]true[/code]. </theme_item> - <theme_item name="bg" data_type="style" type="StyleBox"> + <theme_item name="background" data_type="style" type="StyleBox"> The style of the background. </theme_item> - <theme_item name="fg" data_type="style" type="StyleBox"> + <theme_item name="fill" data_type="style" type="StyleBox"> The style of the progress (i.e. the part that fills the bar). </theme_item> </theme_items> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 9dd41d270e..d4c42e36eb 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -70,15 +70,18 @@ <method name="get_setting" qualifiers="const"> <return type="Variant" /> <param index="0" name="name" type="String" /> + <param index="1" name="default_value" type="Variant" default="null" /> <description> - Returns the value of a setting. + Returns the value of the setting identified by [param name]. If the setting doesn't exist and [param default_value] is specified, the value of [param default_value] is returned. Otherwise, [code]null[/code] is returned. [b]Example:[/b] [codeblocks] [gdscript] print(ProjectSettings.get_setting("application/config/name")) + print(ProjectSettings.get_setting("application/config/custom_description", "No description specified.")) [/gdscript] [csharp] GD.Print(ProjectSettings.GetSetting("application/config/name")); + GD.Print(ProjectSettings.GetSetting("application/config/custom_description", "No description specified.")); [/csharp] [/codeblocks] </description> @@ -100,7 +103,7 @@ # `path` will contain the absolute path to `hello.txt` next to the executable. # This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path, # but is close enough in spirit. - path = OS.get_executable_path().get_base_dir().plus_file("hello.txt") + path = OS.get_executable_path().get_base_dir().path_join("hello.txt") [/codeblock] </description> </method> @@ -129,20 +132,6 @@ Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [param path]. See also [method globalize_path]. </description> </method> - <method name="property_can_revert"> - <return type="bool" /> - <param index="0" name="name" type="String" /> - <description> - Returns [code]true[/code] if the specified property exists and its initial value differs from the current value. - </description> - </method> - <method name="property_get_revert"> - <return type="Variant" /> - <param index="0" name="name" type="String" /> - <description> - Returns the specified property's initial value. Returns [code]null[/code] if the property does not exist. - </description> - </method> <method name="save"> <return type="int" enum="Error" /> <description> @@ -173,6 +162,15 @@ Sets the order of a configuration value (influences when saved to the config file). </description> </method> + <method name="set_restart_if_changed"> + <return type="void" /> + <param index="0" name="name" type="String" /> + <param index="1" name="restart" type="bool" /> + <description> + Sets whether a setting requires restarting the editor to properly take effect. + [b]Note:[/b] This is just a hint to display to the user that the editor must be restarted for changes to take effect. Enabling [method set_restart_if_changed] does [i]not[/i] delay the setting being set when changed. + </description> + </method> <method name="set_setting"> <return type="void" /> <param index="0" name="name" type="String" /> @@ -213,7 +211,7 @@ If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art). </member> <member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default=""""> - This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]). + This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]). The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect. </member> <member name="application/config/description" type="String" setter="" getter="" default=""""> @@ -240,7 +238,8 @@ [b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings. </member> <member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false"> - If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code]. + If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]<OS user data directory>/<project name>[/code] directory will be used. If [code]false[/code], the project will save user data to [code]<OS user data directory>/Godot/app_userdata/<project name>[/code]. + See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Godot projects[/url]. This setting is only effective on desktop platforms. </member> <member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true"> If [code]true[/code], the project will use a hidden directory ([code].godot[/code]) for storing project-specific data (metadata, shader cache, etc.). @@ -256,7 +255,7 @@ Changes to this setting will only be applied upon restarting the application. </member> <member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false"> - If [code]true[/code], disables printing to standard output. This is equivalent to starting the editor or project with the [code]--quiet[/code] command line argument. See also [member application/run/disable_stderr]. + If [code]true[/code], disables printing to standard output. This is equivalent to starting the editor or project with the [code]--quiet[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. See also [member application/run/disable_stderr]. Changes to this setting will only be applied upon restarting the application. </member> <member name="application/run/flush_stdout_on_print" type="bool" setter="" getter="" default="false"> @@ -281,6 +280,15 @@ <member name="application/run/main_scene" type="String" setter="" getter="" default=""""> Path to the main scene file that will be loaded when the project runs. </member> + <member name="application/run/max_fps" type="int" setter="" getter="" default="0"> + Maximum number of frames per second allowed. A value of [code]0[/code] means "no limit". The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering. + Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices). + 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 [code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url]. + If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios. + See also [member physics/common/physics_ticks_per_second]. + [b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.max_fps] instead. + </member> <member name="audio/buses/channel_disable_threshold_db" type="float" setter="" getter="" default="-60.0"> Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing. </member> @@ -292,9 +300,12 @@ </member> <member name="audio/driver/driver" type="String" setter="" getter=""> Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used. + The [code]Dummy[/code] audio driver disables all audio playback and recording, which is useful for non-game applications as it reduces CPU usage. It also prevents the engine from appearing as an application playing audio in the OS' audio mixer. + [b]Note:[/b] The driver in use can be overridden at runtime via the [code]--audio-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. </member> <member name="audio/driver/enable_input" type="bool" setter="" getter="" default="false"> If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS. + [b]Note:[/b] If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows 10 and later, make sure that apps are allowed to access the microphone in the OS' privacy settings. </member> <member name="audio/driver/mix_rate" type="int" setter="" getter="" default="44100"> The mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system. @@ -310,11 +321,13 @@ <member name="audio/driver/output_latency.web" type="int" setter="" getter="" default="50"> Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices. </member> - <member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="1.0"> - The base strength of the panning effect for all AudioStreamPlayer2D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength]. + <member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="0.5"> + The base strength of the panning effect for all [AudioStreamPlayer2D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener. + The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones. </member> - <member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="1.0"> - The base strength of the panning effect for all AudioStreamPlayer3D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength]. + <member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="0.5"> + The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener. + The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones. </member> <member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0"> Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing. @@ -341,25 +354,25 @@ Desktop override for [member debug/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms. </member> <member name="debug/file_logging/log_path" type="String" setter="" getter="" default=""user://logs/godot.log""> - Path to logs within the project. Using an [code]user://[/code] path is recommended. + Path at which to store log files for the project. Using a path under [code]user://[/code] is recommended. </member> <member name="debug/file_logging/max_log_files" type="int" setter="" getter="" default="5"> - Specifies the maximum amount of log files allowed (used for rotation). + Specifies the maximum number of log files allowed (used for rotation). </member> <member name="debug/gdscript/warnings/assert_always_false" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when an [code]assert[/code] call always returns false. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to false. </member> <member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when an [code]assert[/code] call always returns true. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to true. </member> <member name="debug/gdscript/warnings/constant_used_as_function" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when a constant is used as a function. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a constant is used as a function. </member> <member name="debug/gdscript/warnings/deprecated_keyword" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when deprecated keywords are used. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when deprecated keywords are used. </member> <member name="debug/gdscript/warnings/empty_file" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when an empty file is parsed. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an empty file is parsed. </member> <member name="debug/gdscript/warnings/enable" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings. @@ -368,87 +381,88 @@ If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings. </member> <member name="debug/gdscript/warnings/function_used_as_property" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when using a function as if it was a property. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a function as if it is a property. </member> <member name="debug/gdscript/warnings/incompatible_ternary" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when a ternary operator may emit values with incompatible types. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a ternary operator may emit values with incompatible types. </member> <member name="debug/gdscript/warnings/int_assigned_to_enum" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when trying to assign an integer to a variable that expects an enum value. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to assign an integer to a variable that expects an enum value. </member> <member name="debug/gdscript/warnings/integer_division" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when dividing an integer by another integer (the decimal part will be discarded). + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when dividing an integer by another integer (the decimal part will be discarded). </member> <member name="debug/gdscript/warnings/narrowing_conversion" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when passing a floating-point value to a function that expects an integer (it will be converted and lose precision). + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when passing a floating-point value to a function that expects an integer (it will be converted and lose precision). </member> <member name="debug/gdscript/warnings/property_used_as_function" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when using a property as if it was a function. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a property as if it is a function. </member> <member name="debug/gdscript/warnings/redundant_await" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when a function that is not a coroutine is called with await. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function that is not a coroutine is called with await. </member> - <member name="debug/gdscript/warnings/return_value_discarded" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum. + <member name="debug/gdscript/warnings/return_value_discarded" type="int" setter="" getter="" default="0"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum. </member> <member name="debug/gdscript/warnings/shadowed_global_identifier" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when defining a local or subclass member variable, signal, or enum that would have the same name as a built-in function or global class name, which possibly shadow it. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or member variable, signal, or enum that would have the same name as a built-in function or global class name, thus shadowing it. </member> <member name="debug/gdscript/warnings/shadowed_variable" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable). + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or member variable that would shadow a member variable that the class defines. </member> <member name="debug/gdscript/warnings/shadowed_variable_base_class" type="int" setter="" getter="" default="1"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or subclass member variable that would shadow a variable that is inherited from a parent class. </member> <member name="debug/gdscript/warnings/standalone_expression" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement. </member> <member name="debug/gdscript/warnings/standalone_ternary" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when calling a ternary expression that has no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a ternary expression that has no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement. + </member> + <member name="debug/gdscript/warnings/static_called_on_instance" type="int" setter="" getter="" default="1"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a static method from an instance of a class instead of from the class directly. </member> <member name="debug/gdscript/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false"> - If [code]true[/code], all warnings will be reported as if they were errors. + If [code]true[/code], all warnings will be reported as if they are errors. </member> <member name="debug/gdscript/warnings/unassigned_variable" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when using a variable that wasn't previously assigned. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a variable that wasn't previously assigned. </member> <member name="debug/gdscript/warnings/unassigned_variable_op_assign" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned. </member> <member name="debug/gdscript/warnings/unreachable_code" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed). + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed). </member> <member name="debug/gdscript/warnings/unreachable_pattern" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when an unreachable [code]match[/code] pattern is detected. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an unreachable [code]match[/code] pattern is detected. </member> <member name="debug/gdscript/warnings/unsafe_call_argument" type="int" setter="" getter="" default="0"> - If [code]enabled[/code], prints a warning or an error when using an expression whose type may not be compatible with the function parameter expected. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using an expression whose type may not be compatible with the function parameter expected. </member> <member name="debug/gdscript/warnings/unsafe_cast" type="int" setter="" getter="" default="0"> - If [code]enabled[/code], prints a warning or an error when performing an unsafe cast. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when performing an unsafe cast. </member> <member name="debug/gdscript/warnings/unsafe_method_access" type="int" setter="" getter="" default="0"> - If [code]enabled[/code], prints a warning or an error when calling a method whose presence is not guaranteed at compile-time in the class. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a method whose presence is not guaranteed at compile-time in the class. </member> <member name="debug/gdscript/warnings/unsafe_property_access" type="int" setter="" getter="" default="0"> - If [code]enabled[/code], prints a warning or an error when accessing a property whose presence is not guaranteed at compile-time in the class. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when accessing a property whose presence is not guaranteed at compile-time in the class. </member> <member name="debug/gdscript/warnings/unused_local_constant" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when a local constant is never used. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local constant is never used. </member> <member name="debug/gdscript/warnings/unused_parameter" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when a function parameter is never used. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function parameter is never used. </member> <member name="debug/gdscript/warnings/unused_private_class_variable" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when a class variable is never used. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a private member variable is never used. </member> <member name="debug/gdscript/warnings/unused_signal" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when a signal is unused. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a signal is declared but never emitted. </member> <member name="debug/gdscript/warnings/unused_variable" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when a local variable is unused. - </member> - <member name="debug/gdscript/warnings/void_assignment" type="int" setter="" getter="" default="1"> - If [code]enabled[/code], prints a warning or an error when assigning the result of a function that returns [code]void[/code] to a variable. + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable is unused. </member> <member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default=""Please include this when reporting the bug to the project developer.""> Message to be displayed before the backtrace when the engine crashes. By default, this message is only used in exported projects due to the editor-only override applied to this setting. @@ -456,28 +470,20 @@ <member name="debug/settings/crash_handler/message.editor" type="String" setter="" getter="" default=""Please include this when reporting the bug on: https://github.com/godotengine/godot/issues""> Editor-only override for [member debug/settings/crash_handler/message]. Does not affect exported projects in debug or release mode. </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. 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. </member> <member name="debug/settings/profiler/max_functions" type="int" setter="" getter="" default="16384"> - Maximum amount of functions per frame allowed when profiling. + Maximum number of functions per frame allowed when profiling. </member> <member name="debug/settings/stdout/print_fps" type="bool" setter="" getter="" default="false"> Print frames per second to standard output every second. </member> <member name="debug/settings/stdout/print_gpu_profile" type="bool" setter="" getter="" default="false"> + Print GPU profile information to standard output every second. This includes how long each frame takes the GPU to render on average, broken down into different steps of the render pipeline, such as CanvasItems, shadows, glow, etc. </member> <member name="debug/settings/stdout/verbose_stdout" type="bool" setter="" getter="" default="false"> - Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc. This can also be enabled using the [code]--verbose[/code] or [code]-v[/code] command line argument, even on an exported project. See also [method OS.is_stdout_verbose] and [method @GlobalScope.print_verbose]. - </member> - <member name="debug/settings/visual_script/max_call_stack" type="int" setter="" getter="" default="1024"> - Maximum call stack in visual scripting, to avoid infinite recursion. + Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc. This can also be enabled using the [code]--verbose[/code] or [code]-v[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], even on an exported project. See also [method OS.is_stdout_verbose] and [method @GlobalScope.print_verbose]. </member> <member name="debug/shapes/collision/contact_color" type="Color" setter="" getter="" default="Color(1, 0.2, 0.1, 0.8)"> Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu. @@ -491,9 +497,6 @@ <member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color(0, 0.6, 0.7, 0.42)"> Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu. </member> - <member name="debug/shapes/navigation/disabled_geometry_color" type="Color" setter="" getter="" default="Color(1, 0.7, 0.1, 0.4)"> - Color of the disabled navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu. - </member> <member name="debug/shapes/navigation/edge_connection_color" type="Color" setter="" getter="" default="Color(1, 0, 1, 1)"> Color to display edge connections between navigation regions, visible when "Visible Navigation" is enabled in the Debug menu. </member> @@ -512,8 +515,11 @@ <member name="debug/shapes/navigation/enable_geometry_face_random_color" type="bool" setter="" getter="" default="true"> If enabled, colorizes each navigation mesh polygon face with a random color when "Visible Navigation" is enabled in the Debug menu. </member> - <member name="debug/shapes/navigation/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)"> - Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu. + <member name="debug/shapes/navigation/enable_link_connections" type="bool" setter="" getter="" default="true"> + If enabled, displays navigation link connections when "Visible Navigation" is enabled in the Debug menu. + </member> + <member name="debug/shapes/navigation/enable_link_connections_xray" type="bool" setter="" getter="" default="true"> + If enabled, displays navigation link connections through geometry when "Visible Navigation" is enabled in the Debug menu. </member> <member name="debug/shapes/navigation/geometry_edge_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 1)"> Color to display enabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu. @@ -527,6 +533,12 @@ <member name="debug/shapes/navigation/geometry_face_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 0.4)"> Color to display disabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu. </member> + <member name="debug/shapes/navigation/link_connection_color" type="Color" setter="" getter="" default="Color(1, 0.5, 1, 1)"> + Color to use to display navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu. + </member> + <member name="debug/shapes/navigation/link_connection_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)"> + Color to use to display disabled navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu. + </member> <member name="debug/shapes/paths/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)"> Color of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu. </member> @@ -543,7 +555,7 @@ Position offset for tooltips, relative to the mouse cursor's hotspot. </member> <member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="true"> - If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and HTML5. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting. + If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting. [b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks are not supported there. </member> <member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true"> @@ -556,39 +568,62 @@ The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values. [b]Note:[/b] When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set [member display/window/size/viewport_width] and [member display/window/size/viewport_height] accordingly. </member> + <member name="display/window/ios/allow_high_refresh_rate" type="bool" setter="" getter="" default="true"> + If [code]true[/code], iOS devices that support high refresh rate/"ProMotion" will be allowed to render at up to 120 frames per second. + </member> <member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true"> If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button. </member> + <member name="display/window/ios/hide_status_bar" type="bool" setter="" getter="" default="true"> + If [code]true[/code], the status bar is hidden while the app is running. + </member> + <member name="display/window/ios/suppress_ui_gesture" type="bool" setter="" getter="" default="true"> + If [code]true[/code], it will require two swipes to access iOS UI that uses gestures. + [b]Note:[/b] This setting has no effect on the home indicator if [code]hide_home_indicator[/code] is [code]true[/code]. + </member> + <member name="display/window/per_pixel_transparency/allowed" type="bool" setter="" getter="" default="false"> + If [code]true[/code], allows per-pixel transparency for the window background. This affects performance, so leave it on [code]false[/code] unless you need it. See also [member display/window/size/transparent] and [member rendering/viewport/transparent_background]. + </member> <member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false"> Forces the main window to be always on top. - [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. + [b]Note:[/b] This setting is ignored on iOS, Android, and Web. </member> <member name="display/window/size/borderless" type="bool" setter="" getter="" default="false"> Forces the main window to be borderless. - [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. + [b]Note:[/b] This setting is ignored on iOS, Android, and Web. + </member> + <member name="display/window/size/extend_to_title" type="bool" setter="" getter="" default="false"> + Main window content is expanded to the full size of the window. Unlike a borderless window, the frame is left intact and can be used to resize the window, and the title bar is transparent, but has minimize/maximize/close buttons. + [b]Note:[/b] This setting is implemented only on macOS. + </member> + <member name="display/window/size/mode" type="int" setter="" getter="" default="0"> + Main window mode. See [enum DisplayServer.WindowMode] for possible values and how each mode behaves. </member> - <member name="display/window/size/fullscreen" type="bool" setter="" getter="" default="false"> - Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. - [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. + <member name="display/window/size/no_focus" type="bool" setter="" getter="" default="false"> + Main window can't be focused. No-focus window will ignore all input, except mouse clicks. </member> <member name="display/window/size/resizable" type="bool" setter="" getter="" default="true"> Allows the window to be resizable by default. [b]Note:[/b] This setting is ignored on iOS. </member> - <member name="display/window/size/viewport_height" type="int" setter="" getter="" default="600"> - Sets the game's main viewport height. On desktop platforms, this is also the initial window height. + <member name="display/window/size/transparent" type="bool" setter="" getter="" default="false"> + If [code]true[/code], enables a window manager hint that the main window background [i]can[/i] be transparent. This does not make the background actually transparent. For the background to be transparent, the root viewport must also be made transparent by enabling [member rendering/viewport/transparent_background]. + [b]Note:[/b] To use a transparent splash screen, set [member application/boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code]. + [b]Note:[/b] This setting has no effect if [member display/window/per_pixel_transparency/allowed] is set to [code]false[/code]. </member> - <member name="display/window/size/viewport_width" type="int" setter="" getter="" default="1024"> - Sets the game's main viewport width. On desktop platforms, this is also the initial window width. + <member name="display/window/size/viewport_height" type="int" setter="" getter="" default="648"> + Sets the game's main viewport height. On desktop platforms, this is also the initial window height, represented by an indigo-colored rectangle in the 2D editor. Stretch mode settings also use this as a reference when using the [code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also [member display/window/size/viewport_width], [member display/window/size/window_width_override] and [member display/window/size/window_height_override]. + </member> + <member name="display/window/size/viewport_width" type="int" setter="" getter="" default="1152"> + Sets the game's main viewport width. On desktop platforms, this is also the initial window width, represented by an indigo-colored rectangle in the 2D editor. Stretch mode settings also use this as a reference when using the [code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also [member display/window/size/viewport_height], [member display/window/size/window_width_override] and [member display/window/size/window_height_override]. </member> <member name="display/window/size/window_height_override" type="int" setter="" getter="" default="0"> - On desktop platforms, sets the game's initial window height. - [b]Note:[/b] By default, or when set to 0, the initial window height is the [member display/window/size/viewport_height]. This setting is ignored on iOS, Android, and HTML5. + On desktop platforms, overrides the game's initial window height. See also [member display/window/size/window_width_override], [member display/window/size/viewport_width] and [member display/window/size/viewport_height]. + [b]Note:[/b] By default, or when set to [code]0[/code], the initial window height is the [member display/window/size/viewport_height]. This setting is ignored on iOS, Android, and Web. </member> <member name="display/window/size/window_width_override" type="int" setter="" getter="" default="0"> - On desktop platforms, sets the game's initial window width. - [b]Note:[/b] By default, or when set to 0, the initial window width is the viewport [member display/window/size/viewport_width]. This setting is ignored on iOS, Android, and HTML5. + On desktop platforms, overrides the game's initial window width. See also [member display/window/size/window_height_override], [member display/window/size/viewport_width] and [member display/window/size/viewport_height]. + [b]Note:[/b] By default, or when set to [code]0[/code], the initial window width is the viewport [member display/window/size/viewport_width]. This setting is ignored on iOS, Android, and Web. </member> <member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1"> Sets the V-Sync mode for the main game window. @@ -601,7 +636,7 @@ </member> <member name="editor/movie_writer/fps" type="int" setter="" getter="" default="60"> The number of frames per second to record in the video when writing a movie. Simulation speed will adjust to always match the specified framerate, which means the engine will appear to run slower at higher [member editor/movie_writer/fps] values. Certain FPS values will require you to adjust [member editor/movie_writer/mix_rate] to prevent audio from desynchronizing over time. - This can be specified manually on the command line using the [code]--fixed-fps <fps>[/code] command line argument. + This can be specified manually on the command line using the [code]--fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. </member> <member name="editor/movie_writer/mix_rate" type="int" setter="" getter="" default="48000"> The audio mix rate to use in the recorded audio when writing a movie (in Hz). This can be different from [member audio/driver/mix_rate], but this value must be divisible by [member editor/movie_writer/fps] to prevent audio from desynchronizing over time. @@ -645,26 +680,40 @@ If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0. This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 or later is required. </member> + <member name="filesystem/import/blender/enabled.android" type="bool" setter="" getter="" default="false"> + Override for [member filesystem/import/blender/enabled] on Android where Blender can't easily be accessed from Godot. + </member> + <member name="filesystem/import/blender/enabled.web" type="bool" setter="" getter="" default="false"> + Override for [member filesystem/import/blender/enabled] on the Web where Blender can't easily be accessed from Godot. + </member> <member name="filesystem/import/fbx/enabled" type="bool" setter="" getter="" default="true"> If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0. This requires configuring a path to a FBX2glTF executable in the editor settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]. </member> + <member name="filesystem/import/fbx/enabled.android" type="bool" setter="" getter="" default="false"> + Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF can't easily be accessed from Godot. + </member> + <member name="filesystem/import/fbx/enabled.web" type="bool" setter="" getter="" default="false"> + Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF can't easily be accessed from Godot. + </member> <member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0"> Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden. </member> <member name="gui/common/swap_cancel_ok" type="bool" setter="" getter=""> - If [code]true[/code], swaps Cancel and OK buttons in dialogs on Windows and UWP to follow interface conventions. + If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on Windows and UWP to follow interface conventions. [method DisplayServer.get_swap_cancel_ok] can be used to query whether buttons are swapped at run-time. + [b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by [method DisplayServer.dialog_show]. </member> <member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024"> + Maximum undo/redo history size for [TextEdit] fields. </member> <member name="gui/theme/custom" type="String" setter="" getter="" default=""""> - Path to a custom [Theme] resource file to use for the project ([code]theme[/code] or generic [code]tres[/code]/[code]res[/code] extension). + Path to a custom [Theme] resource file to use for the project ([code].theme[/code] or generic [code].tres[/code]/[code].res[/code] extension). </member> <member name="gui/theme/custom_font" type="String" setter="" getter="" default=""""> Path to a custom [Font] resource to use as default for all GUI elements of the project. </member> - <member name="gui/theme/default_font_antialiased" type="bool" setter="" getter="" default="true"> - If set to [code]true[/code], default font uses 8-bit anitialiased glyph rendering. See [member FontFile.antialiased]. + <member name="gui/theme/default_font_antialiasing" type="int" setter="" getter="" default="1"> + Font anti-aliasing mode. See [member FontFile.antialiasing], </member> <member name="gui/theme/default_font_generate_mipmaps" type="bool" setter="" getter="" default="false"> If set to [code]true[/code], the default font will have mipmaps generated. This prevents text from looking grainy when a [Control] is scaled down, or when a [Label3D] is viewed from a long distance (if [member Label3D.texture_filter] is set to a mode that displays mipmaps). @@ -680,9 +729,14 @@ [b]Note:[/b] This setting does not affect custom [Font]s used within the project. </member> <member name="gui/theme/default_font_subpixel_positioning" type="int" setter="" getter="" default="1"> - Default font glyph sub-pixel positioning mode. See [member FontFile.subpixel_positioning]. + Default font glyph subpixel positioning mode. See [member FontFile.subpixel_positioning]. </member> <member name="gui/theme/default_theme_scale" type="float" setter="" getter="" default="1.0"> + The default scale factor for [Control]s, when not overridden by a [Theme]. + [b]Note:[/b] This property is only read when the project starts. To change the default scale at runtime, set [member ThemeDB.fallback_base_scale] instead. + </member> + <member name="gui/theme/lcd_subpixel_layout" type="int" setter="" getter="" default="1"> + LCD subpixel layout used for font anti-aliasing. See [enum TextServer.FontLCDSubpixelLayout]. </member> <member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000"> Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds). @@ -702,8 +756,12 @@ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_copy" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to copy a selection to the clipboard. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_cut" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to cut a selection to the clipboard. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_down" type="Dictionary" setter="" getter=""> Default [InputEventAction] to move down in the UI. @@ -714,10 +772,16 @@ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_filedialog_refresh" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to refresh the contents of the current directory of a [FileDialog]. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_filedialog_show_hidden" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to toggle showing hidden files and directories in a [FileDialog]. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_filedialog_up_one_level" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to go up one directory in a [FileDialog]. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_focus_next" type="Dictionary" setter="" getter=""> Default [InputEventAction] to focus the next [Control] in the scene. The focus behavior can be configured via [member Control.focus_next]. @@ -728,8 +792,12 @@ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_graph_delete" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to delete a [GraphNode] in a [GraphEdit]. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_graph_duplicate" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to duplicate a [GraphNode] in a [GraphEdit]. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_home" type="Dictionary" setter="" getter=""> Default [InputEventAction] to go to the start position of a [Control] (e.g. first item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_HOME] on typical desktop UI systems. @@ -740,6 +808,8 @@ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_menu" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to open a context menu in a text field. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_page_down" type="Dictionary" setter="" getter=""> Default [InputEventAction] to go down a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on typical desktop UI systems. @@ -750,8 +820,12 @@ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_paste" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to paste from the clipboard. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_redo" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to redo an undone action. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_right" type="Dictionary" setter="" getter=""> Default [InputEventAction] to move right in the UI. @@ -762,98 +836,199 @@ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_swap_input_direction" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to swap input direction, i.e. change between left-to-right to right-to-left modes. Affects text-editting controls ([LineEdit], [TextEdit]). + </member> + <member name="input/ui_text_add_selection_for_next_occurrence" type="Dictionary" setter="" getter=""> + If a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret and selects the next occurrence. + If no selection is currently active with the last caret in text fields, selects the word currently under the caret. + The action can be performed sequentially for all occurrences of the selection of the last caret and for all existing carets. + The viewport is adjusted to the latest newly added caret. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_backspace" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to delete the character before the text cursor. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_backspace_all_to_left" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to delete [b]all[/b] text before the text cursor. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_backspace_all_to_left.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to delete all text before the text cursor. </member> <member name="input/ui_text_backspace_word" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to delete all characters before the cursor up until a whitespace or punctuation character. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_backspace_word.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to delete a word. + </member> + <member name="input/ui_text_caret_add_above" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to add an additional caret above every caret of a text + </member> + <member name="input/ui_text_caret_add_above.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to add a caret above every caret + </member> + <member name="input/ui_text_caret_add_below" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to add an additional caret below every caret of a text + </member> + <member name="input/ui_text_caret_add_below.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to add a caret below every caret </member> <member name="input/ui_text_caret_document_end" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor the the end of the text. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_document_end.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to move the text cursor to the end of the text. </member> <member name="input/ui_text_caret_document_start" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor to the start of the text. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_document_start.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to move the text cursor to the start of the text. </member> <member name="input/ui_text_caret_down" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor down. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_left" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor left. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_line_end" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor to the end of the line. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_line_end.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to move the text cursor to the end of the line. </member> <member name="input/ui_text_caret_line_start" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor to the start of the line. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_line_start.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to move the text cursor to the start of the line. </member> <member name="input/ui_text_caret_page_down" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor down one page. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_page_up" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor up one page. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_right" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor right. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_up" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor up. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_word_left" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor left to the next whitespace or punctuation. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_word_left.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to move the text cursor back one word. </member> <member name="input/ui_text_caret_word_right" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to move the text cursor right to the next whitespace or punctuation. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_caret_word_right.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to move the text cursor forward one word. + </member> + <member name="input/ui_text_clear_carets_and_selection" type="Dictionary" setter="" getter=""> + If there's only one caret active and with a selection, clears the selection. + In case there's more than one caret active, removes the secondary carets and clears their selections. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_completion_accept" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to accept an autocompetion hint. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_completion_query" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to request autocompetion. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_completion_replace" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to accept an autocompetion hint, replacing existing text. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_dedent" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to unindent text. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_delete" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to delete the character after the text cursor. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_delete_all_to_right" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to delete [b]all[/b] text after the text cursor. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_delete_all_to_right.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to delete all text after the text cursor. </member> <member name="input/ui_text_delete_word" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to delete all characters after the cursor up until a whitespace or punctuation character. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_delete_word.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to delete a word after the text cursor. </member> <member name="input/ui_text_indent" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to indent the current line. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_newline" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to insert a new line at the position of the text cursor. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_newline_above" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to insert a new line before the current one. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_newline_blank" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to insert a new line after the current one. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_scroll_down" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to scroll down one line of text. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_scroll_down.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to scroll down one line. </member> <member name="input/ui_text_scroll_up" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to scroll up one line of text. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_scroll_up.macos" type="Dictionary" setter="" getter=""> + macOS specific override for the shortcut to scroll up one line. </member> <member name="input/ui_text_select_all" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to select all text. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_select_word_under_caret" type="Dictionary" setter="" getter=""> If no selection is currently active, selects the word currently under the caret in text fields. If a selection is currently active, deselects the current selection. - [b]Note:[/b] Currently, this is only implemented in [TextEdit], not [LineEdit]. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_submit" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to submit a text field. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_text_toggle_insert_mode" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to toggle [i]insert mode[/i] in a text field. While in insert mode, inserting new text overrides the character after the cursor, unless the next character is a new line. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_undo" type="Dictionary" setter="" getter=""> + Default [InputEventAction] to undo the most recent action. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> <member name="input/ui_up" type="Dictionary" setter="" getter=""> Default [InputEventAction] to move up in the UI. @@ -867,6 +1042,7 @@ </member> <member name="input_devices/pen_tablet/driver" type="String" setter="" getter=""> Specifies the tablet driver to use. If left empty, the default driver will be used. + [b]Note:[/b] The driver in use can be overridden at runtime via the [code]--tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. </member> <member name="input_devices/pen_tablet/driver.windows" type="String" setter="" getter=""> Override for [member input_devices/pen_tablet/driver] on Windows. @@ -930,6 +1106,9 @@ </member> <member name="internationalization/rendering/text_driver" type="String" setter="" getter="" default=""""> Specifies the [TextServer] to use. If left empty, the default will be used. + "ICU / HarfBuzz / Graphite" is the most advanced text driver, supporting right-to-left typesetting and complex scripts (for languages like Arabic, Hebrew, etc). The "Fallback" text driver does not support right-to-left typesetting and complex scripts. + [b]Note:[/b] The driver in use can be overridden at runtime via the [code]--text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. + [b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, which disables all text rendering and font-related functionality. This driver is not listed in the project settings, but it can be enabled when running the editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. </member> <member name="layer_names/2d_navigation/layer_1" type="String" setter="" getter="" default=""""> Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1". @@ -1441,40 +1620,32 @@ <member name="memory/limits/multithreaded_server/rid_pool_prealloc" type="int" setter="" getter="" default="60"> This is used by servers when used in multi-threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number. </member> - <member name="mono/debugger_agent/port" type="int" setter="" getter="" default="23685"> - </member> - <member name="mono/debugger_agent/wait_for_debugger" type="bool" setter="" getter="" default="false"> - </member> - <member name="mono/debugger_agent/wait_timeout" type="int" setter="" getter="" default="3000"> - </member> - <member name="mono/profiler/args" type="String" setter="" getter="" default=""log:calls,alloc,sample,output=output.mlpd""> - </member> - <member name="mono/profiler/enabled" type="bool" setter="" getter="" default="false"> - </member> - <member name="mono/runtime/unhandled_exception_policy" type="int" setter="" getter="" default="0"> - The policy to use for unhandled Mono (C#) exceptions. The default "Terminate Application" exits the project as soon as an unhandled exception is thrown. "Log Error" logs an error message to the console instead, and will not interrupt the project execution when an unhandled exception is thrown. - [b]Note:[/b] The unhandled exception policy is always set to "Log Error" in the editor, which also includes C# [code]tool[/code] scripts running within the editor as well as editor plugin code. - </member> <member name="navigation/2d/default_cell_size" type="int" setter="" getter="" default="1"> Default cell size for 2D navigation maps. See [method NavigationServer2D.map_set_cell_size]. </member> <member name="navigation/2d/default_edge_connection_margin" type="int" setter="" getter="" default="1"> Default edge connection margin for 2D navigation maps. See [method NavigationServer2D.map_set_edge_connection_margin]. </member> + <member name="navigation/2d/default_link_connection_radius" type="int" setter="" getter="" default="4"> + Default link connection radius for 2D navigation maps. See [method NavigationServer2D.map_set_link_connection_radius]. + </member> <member name="navigation/3d/default_cell_size" type="float" setter="" getter="" default="0.25"> Default cell size for 3D navigation maps. See [method NavigationServer3D.map_set_cell_size]. </member> <member name="navigation/3d/default_edge_connection_margin" type="float" setter="" getter="" default="0.25"> Default edge connection margin for 3D navigation maps. See [method NavigationServer3D.map_set_edge_connection_margin]. </member> + <member name="navigation/3d/default_link_connection_radius" type="float" setter="" getter="" default="1.0"> + Default link connection radius for 3D navigation maps. See [method NavigationServer3D.map_set_link_connection_radius]. + </member> <member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="32768"> - Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. + Maximum number of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. </member> <member name="network/limits/debugger/max_errors_per_second" type="int" setter="" getter="" default="400"> Maximum number of errors allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. </member> <member name="network/limits/debugger/max_queued_messages" type="int" setter="" getter="" default="2048"> - Maximum amount of messages in the debugger queue. Over this value, content is dropped. This helps to limit the debugger memory usage. + Maximum number of messages in the debugger queue. Over this value, content is dropped. This helps to limit the debugger memory usage. </member> <member name="network/limits/debugger/max_warnings_per_second" type="int" setter="" getter="" default="400"> Maximum number of warnings allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. @@ -1494,8 +1665,8 @@ <member name="network/remote_fs/page_size" type="int" setter="" getter="" default="65536"> Page size used by remote filesystem (in bytes). </member> - <member name="network/ssl/certificate_bundle_override" type="String" setter="" getter="" default=""""> - The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used. + <member name="network/tls/certificate_bundle_override" type="String" setter="" getter="" default=""""> + The CA certificates bundle to use for TLS connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used. If in doubt, leave this setting empty. </member> <member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0"> @@ -1565,7 +1736,7 @@ Individual shapes can have a specific bias value (see [member Shape2D.custom_solver_bias]). </member> <member name="physics/2d/solver/solver_iterations" type="int" setter="" getter="" default="16"> - 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. See [constant PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS]. + Number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS]. </member> <member name="physics/2d/time_before_sleep" type="float" setter="" getter="" default="0.5"> Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]. @@ -1633,7 +1804,7 @@ Individual shapes can have a specific bias value (see [member Shape3D.custom_solver_bias]). </member> <member name="physics/3d/solver/solver_iterations" type="int" setter="" getter="" default="16"> - 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. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS]. + Number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS]. </member> <member name="physics/3d/time_before_sleep" type="float" setter="" getter="" default="0.5"> Time (in seconds) of inactivity before which a 3D physics body will put to sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]. @@ -1641,15 +1812,19 @@ <member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true"> Enables [member Viewport.physics_object_picking] on the root viewport. </member> + <member name="physics/common/max_physics_steps_per_frame" type="int" setter="" getter="" default="8"> + Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics/common/physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member physics/common/max_physics_steps_per_frame] if you have increased [member physics/common/physics_ticks_per_second] significantly above its default value. + [b]Note:[/b] This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set [member Engine.max_physics_steps_per_frame] instead. + </member> <member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5"> Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended. [b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code]. [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. See also [member debug/settings/fps/force_fps]. + The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member application/run/max_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. + [b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member physics/common/max_physics_steps_per_frame] if increasing [member physics/common/physics_ticks_per_second] significantly above its default value. </member> <member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1"> </member> @@ -1661,17 +1836,23 @@ </member> <member name="rendering/2d/snap/snap_2d_vertices_to_pixel" type="bool" setter="" getter="" default="false"> </member> - <member name="rendering/anti_aliasing/quality/msaa" type="int" setter="" getter="" default="0"> - Sets the number of MSAA samples to use (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. See also bilinear scaling 3d [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. + <member name="rendering/anti_aliasing/quality/msaa_2d" type="int" setter="" getter="" default="0"> + Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. This has no effect on shader-induced aliasing or texture aliasing. + </member> + <member name="rendering/anti_aliasing/quality/msaa_3d" type="int" setter="" getter="" default="0"> + Sets the number of MSAA samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. See also bilinear scaling 3d [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing. </member> <member name="rendering/anti_aliasing/quality/screen_space_aa" type="int" setter="" getter="" default="0"> - Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. The blurriness can be counteracted to an extent by using a negative mipmap LOD bias ([member rendering/textures/default_filters/texture_mipmap_bias]). + Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. The blurriness is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]). Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled]. </member> <member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false"> + If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS]. + In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger. + [b]Note:[/b] This property is only read when the project starts. To set debanding at run-time, set [member Viewport.use_debanding] on the root [Viewport] instead. </member> <member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false"> - Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which can be counteracted to an extent by using a negative mipmap LOD bias ([member rendering/textures/default_filters/texture_mipmap_bias]). + Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]). [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts. </member> <member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25"> @@ -1696,13 +1877,6 @@ If [code]true[/code], performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed. [b]Note:[/b] Only supported when using the Vulkan Clustered backend or the OpenGL backend. When using Vulkan Mobile there is no depth prepass performed. </member> - <member name="rendering/driver/driver_name" type="String" setter="" getter="" default=""vulkan""> - The video driver to use. - [b]Note:[/b] OpenGL support is currently incomplete. Only basic rendering is supported. - [b]Note:[/b] The backend in use can be overridden at runtime via the [code]--rendering-driver[/code] command line argument. - [b]FIXME:[/b] No longer valid after DisplayServer split: - In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time. - </member> <member name="rendering/driver/threads/thread_model" type="int" setter="" getter="" default="1"> Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter. </member> @@ -1718,14 +1892,11 @@ <member name="rendering/environment/glow/upscale_mode.mobile" type="int" setter="" getter="" default="0"> Lower-end override for [member rendering/environment/glow/upscale_mode] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/environment/glow/use_high_quality" type="bool" setter="" getter="" default="false"> - Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long. - </member> <member name="rendering/environment/screen_space_reflection/roughness_quality" type="int" setter="" getter="" default="1"> Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better. </member> <member name="rendering/environment/ssao/adaptive_target" type="float" setter="" getter="" default="0.5"> - Quality target to use when [member rendering/environment/ssao/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. + Quality target to use when [member rendering/environment/ssao/quality] is set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. </member> <member name="rendering/environment/ssao/blur_passes" type="int" setter="" getter="" default="2"> Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail. @@ -1740,10 +1911,10 @@ If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. If [code]false[/code], screen-space ambient occlusion will be rendered at full size. </member> <member name="rendering/environment/ssao/quality" type="int" setter="" getter="" default="2"> - Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssao/adaptive_target] setting. + Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]Ultra[/code] will use the [member rendering/environment/ssao/adaptive_target] setting. </member> <member name="rendering/environment/ssil/adaptive_target" type="float" setter="" getter="" default="0.5"> - Quality target to use when [member rendering/environment/ssil/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. When using the adaptive target, the performance cost scales with the complexity of the scene. + Quality target to use when [member rendering/environment/ssil/quality] is set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. When using the adaptive target, the performance cost scales with the complexity of the scene. </member> <member name="rendering/environment/ssil/blur_passes" type="int" setter="" getter="" default="4"> Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail. @@ -1758,7 +1929,7 @@ If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges. </member> <member name="rendering/environment/ssil/quality" type="int" setter="" getter="" default="2"> - Sets the quality of the screen-space indirect lighting effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssil/adaptive_target] setting. + Sets the quality of the screen-space indirect lighting effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]Ultra[/code] will use the [member rendering/environment/ssil/adaptive_target] setting. </member> <member name="rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01"> Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth. @@ -1773,11 +1944,35 @@ Enables filtering of the volumetric fog effect prior to integration. This substantially blurs the fog which reduces fine details but also smooths out harsh edges and aliasing artifacts. Disable when more detail is required. </member> <member name="rendering/environment/volumetric_fog/volume_depth" type="int" setter="" getter="" default="64"> - Number of slices to use along the depth of the froxel buffer for volumetric fog. A lower number will be more efficient but may result in artifacts appearing during camera movement. + Number of slices to use along the depth of the froxel buffer for volumetric fog. A lower number will be more efficient but may result in artifacts appearing during camera movement. See also [member Environment.volumetric_fog_length]. </member> <member name="rendering/environment/volumetric_fog/volume_size" type="int" setter="" getter="" default="64"> Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance. </member> + <member name="rendering/gl_compatibility/driver" type="String" setter="" getter="" default=""opengl3""> + Sets the driver to be used by the renderer when using the Compatibility renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides. + </member> + <member name="rendering/gl_compatibility/driver.android" type="String" setter="" getter="" default=""opengl3""> + Android override for [member rendering/gl_compatibility/driver]. + </member> + <member name="rendering/gl_compatibility/driver.ios" type="String" setter="" getter="" default=""opengl3""> + iOS override for [member rendering/gl_compatibility/driver]. + </member> + <member name="rendering/gl_compatibility/driver.linuxbsd" type="String" setter="" getter="" default=""opengl3""> + LinuxBSD override for [member rendering/gl_compatibility/driver]. + </member> + <member name="rendering/gl_compatibility/driver.macos" type="String" setter="" getter="" default=""opengl3""> + macOS override for [member rendering/gl_compatibility/driver]. + </member> + <member name="rendering/gl_compatibility/driver.web" type="String" setter="" getter="" default=""opengl3""> + Web override for [member rendering/gl_compatibility/driver]. + </member> + <member name="rendering/gl_compatibility/driver.windows" type="String" setter="" getter="" default=""opengl3""> + Windows override for [member rendering/gl_compatibility/driver]. + </member> + <member name="rendering/gl_compatibility/item_buffer_size" type="int" setter="" getter="" default="16384"> + Maximum number of canvas items commands that can be drawn in a single viewport update. If more render commands are issued they will be ignored. Decreasing this limit may improve performance on bandwidth limited devices. Increase this limit if you find that not all objects are being drawn in a frame. + </member> <member name="rendering/global_illumination/gi/use_half_resolution" type="bool" setter="" getter="" default="false"> If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting. [b]Note:[/b] This property is only read when the project starts. To set half-resolution GI at run-time, call [method RenderingServer.gi_set_use_half_resolution] instead. @@ -1823,9 +2018,61 @@ <member name="rendering/lightmapping/bake_quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024"> The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]. </member> + <member name="rendering/lightmapping/primitive_meshes/texel_size" type="float" setter="" getter="" default="0.2"> + The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled. + </member> <member name="rendering/lightmapping/probe_capture/update_speed" type="float" setter="" getter="" default="15"> The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area. </member> + <member name="rendering/lights_and_shadows/directional_shadow/16_bits" type="bool" setter="" getter="" default="true"> + Use 16 bits for shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices. + </member> + <member name="rendering/lights_and_shadows/directional_shadow/size" type="int" setter="" getter="" default="4096"> + The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2. + </member> + <member name="rendering/lights_and_shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048"> + Lower-end override for [member rendering/lights_and_shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support. + </member> + <member name="rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2"> + Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. + [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. + [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. + </member> + <member name="rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0"> + Lower-end override for [member rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support. + </member> + <member name="rendering/lights_and_shadows/positional_shadow/atlas_16_bits" type="bool" setter="" getter="" default="true"> + Use 16 bits for shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices. + </member> + <member name="rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv" type="int" setter="" getter="" default="2"> + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + </member> + <member name="rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv" type="int" setter="" getter="" default="2"> + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + </member> + <member name="rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv" type="int" setter="" getter="" default="3"> + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + </member> + <member name="rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv" type="int" setter="" getter="" default="4"> + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + </member> + <member name="rendering/lights_and_shadows/positional_shadow/atlas_size" type="int" setter="" getter="" default="4096"> + Size for shadow atlas (used for OmniLights and SpotLights). See documentation. + </member> + <member name="rendering/lights_and_shadows/positional_shadow/atlas_size.mobile" type="int" setter="" getter="" default="2048"> + Lower-end override for [member rendering/lights_and_shadows/positional_shadow/atlas_size] on mobile devices, due to performance concerns or driver support. + </member> + <member name="rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2"> + Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. + [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. + [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. + </member> + <member name="rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0"> + Lower-end override for [member rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support. + </member> + <member name="rendering/lights_and_shadows/use_physical_light_units" type="bool" setter="" getter="" default="false"> + Enables the use of physically based units for light sources. Physically based units tend to be much larger than the arbitrary units used by Godot, but they can be used to match lighting within Godot to real-world lighting. Due to the large dynamic range of lighting conditions present in nature, Godot bakes exposure into the various lighting quantities before rendering. Most light sources bake exposure automatically at run time based on the active [CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a [CameraAttributes] resource to be set at bake time to reduce the dynamic range. At run time, Godot will automatically reconcile the baked exposure with the active exposure to ensure lighting remains consistent. + </member> <member name="rendering/limits/cluster_builder/max_clustered_elements" type="float" setter="" getter="" default="512"> </member> <member name="rendering/limits/forward_renderer/threaded_render_minimum_instances" type="int" setter="" getter="" default="500"> @@ -1836,7 +2083,7 @@ Max number of omnilights and spotlights renderable per object. At the default value of 8, this means that each surface can be affected by up to 8 omnilights and 8 spotlights. This is further limited by hardware support and [member rendering/limits/opengl/max_renderable_lights]. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices. </member> <member name="rendering/limits/opengl/max_renderable_elements" type="int" setter="" getter="" default="65536"> - Max amount of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export. + Max number of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export. </member> <member name="rendering/limits/opengl/max_renderable_lights" type="int" setter="" getter="" default="32"> Max number of positional lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export. @@ -1889,6 +2136,44 @@ <member name="rendering/reflections/sky_reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false"> Lower-end override for [member rendering/reflections/sky_reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/renderer/rendering_method" type="String" setter="" getter="" default=""forward_plus""> + Sets the renderer that will be used by the project. Options are: + [b]Forward Plus[/b]: High-end renderer designed for Desktop devices. Has a higher base overhead, but scales well with complex scenes. Not suitable for older devices or mobile. + [b]Mobile[/b]: Modern renderer designed for mobile devices. Has a lower base overhead than Forward Plus, but does not scale as well to large scenes with many elements. + [b]GL Compatibility[/b]: Low-end renderer designed for older devices. Based on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs. + </member> + <member name="rendering/renderer/rendering_method.mobile" type="String" setter="" getter="" default=""mobile""> + Override for [member rendering/renderer/rendering_method] on mobile devices. + </member> + <member name="rendering/renderer/rendering_method.web" type="String" setter="" getter="" default=""gl_compatibility""> + Override for [member rendering/renderer/rendering_method] on web. + </member> + <member name="rendering/rendering_device/driver" type="String" setter="" getter="" default=""vulkan""> + Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the clustered renderer or the mobile renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides. + </member> + <member name="rendering/rendering_device/driver.android" type="String" setter="" getter="" default=""vulkan""> + Android override for [member rendering/rendering_device/driver]. + </member> + <member name="rendering/rendering_device/driver.ios" type="String" setter="" getter="" default=""vulkan""> + iOS override for [member rendering/rendering_device/driver]. + </member> + <member name="rendering/rendering_device/driver.linuxbsd" type="String" setter="" getter="" default=""vulkan""> + LinuxBSD override for [member rendering/rendering_device/driver]. + </member> + <member name="rendering/rendering_device/driver.macos" type="String" setter="" getter="" default=""vulkan""> + macOS override for [member rendering/rendering_device/driver]. + </member> + <member name="rendering/rendering_device/driver.windows" type="String" setter="" getter="" default=""vulkan""> + Windows override for [member rendering/rendering_device/driver]. + </member> + <member name="rendering/rendering_device/staging_buffer/block_size_kb" type="int" setter="" getter="" default="256"> + </member> + <member name="rendering/rendering_device/staging_buffer/max_size_mb" type="int" setter="" getter="" default="128"> + </member> + <member name="rendering/rendering_device/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64"> + </member> + <member name="rendering/rendering_device/vulkan/max_descriptors_per_pool" type="int" setter="" getter="" default="64"> + </member> <member name="rendering/scaling_3d/fsr_sharpness" type="float" setter="" getter="" default="0.2"> Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference. </member> @@ -1896,11 +2181,12 @@ Sets the scaling 3D mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible. </member> <member name="rendering/scaling_3d/scale" type="float" setter="" getter="" default="1.0"> - Scales the 3D render buffer based on the viewport size uses an image filter specified in [member rendering/scaling_3d/mode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member rendering/anti_aliasing/quality/msaa] for multi-sample antialiasing, which is significantly cheaper but only smoothens the edges of polygons. + Scales the 3D render buffer based on the viewport size uses an image filter specified in [member rendering/scaling_3d/mode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member rendering/anti_aliasing/quality/msaa_3d] for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons. </member> <member name="rendering/shader_compiler/shader_cache/compress" type="bool" setter="" getter="" default="true"> </member> <member name="rendering/shader_compiler/shader_cache/enabled" type="bool" setter="" getter="" default="true"> + Enable the shader cache, which stores compiled shaders to disk to prevent stuttering from shader compilation the next time the shader is needed. </member> <member name="rendering/shader_compiler/shader_cache/strip_debug" type="bool" setter="" getter="" default="false"> </member> @@ -1920,60 +2206,18 @@ <member name="rendering/shading/overrides/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true"> Lower-end override for [member rendering/shading/overrides/force_vertex_shading] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/shadows/directional_shadow/16_bits" type="bool" setter="" getter="" default="true"> - </member> - <member name="rendering/shadows/directional_shadow/size" type="int" setter="" getter="" default="4096"> - The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2. - </member> - <member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048"> - Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support. - </member> - <member name="rendering/shadows/directional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2"> - Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. - [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. - [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. - </member> - <member name="rendering/shadows/directional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0"> - Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support. - </member> - <member name="rendering/shadows/positional_shadow/atlas_16_bits" type="bool" setter="" getter="" default="true"> - </member> - <member name="rendering/shadows/positional_shadow/atlas_quadrant_0_subdiv" type="int" setter="" getter="" default="2"> - Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - </member> - <member name="rendering/shadows/positional_shadow/atlas_quadrant_1_subdiv" type="int" setter="" getter="" default="2"> - Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - </member> - <member name="rendering/shadows/positional_shadow/atlas_quadrant_2_subdiv" type="int" setter="" getter="" default="3"> - Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - </member> - <member name="rendering/shadows/positional_shadow/atlas_quadrant_3_subdiv" type="int" setter="" getter="" default="4"> - Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - </member> - <member name="rendering/shadows/positional_shadow/atlas_size" type="int" setter="" getter="" default="4096"> - Size for shadow atlas (used for OmniLights and SpotLights). See documentation. - </member> - <member name="rendering/shadows/positional_shadow/atlas_size.mobile" type="int" setter="" getter="" default="2048"> - Lower-end override for [member rendering/shadows/positional_shadow/atlas_size] on mobile devices, due to performance concerns or driver support. - </member> - <member name="rendering/shadows/positional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2"> - Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. - [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. - [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. - </member> - <member name="rendering/shadows/positional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0"> - 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] For performance reasons, anisotropic filtering [i]is not enabled by default[/i] on 2D and 3D materials. For this setting to have an effect in 3D, set [member BaseMaterial3D.texture_filter] to [constant BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on materials. For this setting to have an effect in 2D, set [member CanvasItem.texture_filter] to [constant CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the [CanvasItem] node displaying the texture (or in [CanvasTexture]). However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference. [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"> - Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias. + Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). + Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, while enabling FXAA ([member rendering/anti_aliasing/quality/screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to this value. If both TAA and FXAA are enbled at the same time, an offset of [code]-0.75[/code] is applied to this value. [b]Note:[/b] If [member rendering/scaling_3d/scale] is lower than [code]1.0[/code] (exclusive), [member rendering/textures/default_filters/texture_mipmap_bias] is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code]. [b]Note:[/b] This property is only read when the project starts. To change the mipmap LOD bias at run-time, set [member Viewport.texture_mipmap_bias] instead. </member> @@ -1987,9 +2231,6 @@ <member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. </member> - <member name="rendering/textures/lossless_compression/webp_compression_level" type="int" setter="" getter="" default="2"> - The default compression level for lossless WebP. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. Supported values are 0 to 9. Note that compression levels above 6 are very slow and offer very little savings. - </member> <member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). @@ -2006,23 +2247,33 @@ If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles. [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). </member> - <member name="rendering/vrs/mode" type="int" setter="" getter="" default="0"> - Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values. - </member> - <member name="rendering/vrs/texture" type="String" setter="" getter="" default=""""> - If [member rendering/vrs/mode] is set to texture, this is the path to default texture loaded as the VRS image. + <member name="rendering/textures/webp_compression/compression_method" type="int" setter="" getter="" default="2"> + The default compression method for WebP. Affects both lossy and lossless WebP. A higher value results in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression method. Supported values are 0 to 6. Note that compression methods above 4 are very slow and offer very little savings. </member> - <member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64"> + <member name="rendering/textures/webp_compression/lossless_compression_factor" type="float" setter="" getter="" default="25"> + The default compression factor for lossless WebP. Decompression speed is mostly unaffected by the compression factor. Supported values are 0 to 100. </member> - <member name="rendering/vulkan/rendering/back_end" type="int" setter="" getter="" default="0"> + <member name="rendering/viewport/transparent_background" type="bool" setter="" getter="" default="false"> + If [code]true[/code], enables [member Viewport.transparent_bg] on the root viewport. This allows per-pixel transparency to be effective after also enabling [member display/window/size/transparent] and [member display/window/per_pixel_transparency/allowed]. </member> - <member name="rendering/vulkan/rendering/back_end.mobile" type="int" setter="" getter="" default="1"> - </member> - <member name="rendering/vulkan/staging_buffer/block_size_kb" type="int" setter="" getter="" default="256"> - </member> - <member name="rendering/vulkan/staging_buffer/max_size_mb" type="int" setter="" getter="" default="128"> + <member name="rendering/vrs/mode" type="int" setter="" getter="" default="0"> + Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values. </member> - <member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64"> + <member name="rendering/vrs/texture" type="String" setter="" getter="" default=""""> + If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to default texture loaded as the VRS image. + The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision: + [codeblock] + - 1x1 = rgb(0, 0, 0) - #000000 + - 1x2 = rgb(0, 85, 0) - #005500 + - 2x1 = rgb(85, 0, 0) - #550000 + - 2x2 = rgb(85, 85, 0) - #555500 + - 2x4 = rgb(85, 170, 0) - #55aa00 + - 4x2 = rgb(170, 85, 0) - #aa5500 + - 4x4 = rgb(170, 170, 0) - #aaaa00 + - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware + - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware + - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware + [/codeblock] </member> <member name="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3"> </member> @@ -2034,7 +2285,7 @@ Action map configuration to load by default. </member> <member name="xr/openxr/enabled" type="bool" setter="" getter="" default="false"> - If [code]true[/code] Godot will setup and initialise OpenXR on startup. + If [code]true[/code] Godot will setup and initialize OpenXR on startup. </member> <member name="xr/openxr/form_factor" type="int" setter="" getter="" default=""0""> Specify whether OpenXR should be configured for an HMD or a hand held device. @@ -2042,6 +2293,9 @@ <member name="xr/openxr/reference_space" type="int" setter="" getter="" default=""1""> Specify the default reference space. </member> + <member name="xr/openxr/submit_depth_buffer" type="bool" setter="" getter="" default="false"> + If [code]true[/code], OpenXR will manage the depth buffer and use the depth buffer for advanced reprojection provided this is supported by the XR runtime. Note that some rendering features in Godot can't be used with this feature. + </member> <member name="xr/openxr/view_configuration" type="int" setter="" getter="" default=""1""> Specify the view configuration with which to configure OpenXR setting up either Mono or Stereo rendering. </member> diff --git a/doc/classes/Projection.xml b/doc/classes/Projection.xml index b8f6e54d87..602833bca5 100644 --- a/doc/classes/Projection.xml +++ b/doc/classes/Projection.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Projection" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + 3D projection (4x4 matrix). </brief_description> <description> + A 4x4 matrix used for 3D projective transformations. It can represent transformations such as translation, rotation, scaling, shearing, and perspective division. It consists of four [Vector4] columns. + For purely linear transformations (translation, rotation, and scale), it is recommended to use [Transform3D], as it is more performant and has a lower memory footprint. + Used internally as [Camera3D]'s projection matrix. </description> <tutorials> </tutorials> @@ -10,18 +14,31 @@ <constructor name="Projection"> <return type="Projection" /> <description> + Constructs a default-initialized [Projection] set to [constant IDENTITY]. </description> </constructor> <constructor name="Projection"> <return type="Projection" /> <param index="0" name="from" type="Projection" /> <description> + Constructs a [Projection] as a copy of the given [Projection]. </description> </constructor> <constructor name="Projection"> <return type="Projection" /> <param index="0" name="from" type="Transform3D" /> <description> + Constructs a Projection as a copy of the given [Transform3D]. + </description> + </constructor> + <constructor name="Projection"> + <return type="Projection" /> + <param index="0" name="x_axis" type="Vector4" /> + <param index="1" name="y_axis" type="Vector4" /> + <param index="2" name="z_axis" type="Vector4" /> + <param index="3" name="w_axis" type="Vector4" /> + <description> + Constructs a Projection from four [Vector4] values (matrix columns). </description> </constructor> </constructors> @@ -30,12 +47,14 @@ <return type="Projection" /> <param index="0" name="flip_y" type="bool" /> <description> + Creates a new [Projection] that projects positions from a depth range of [code]-1[/code] to [code]1[/code] to one that ranges from [code]0[/code] to [code]1[/code], and flips the projected positions vertically, according to [param flip_y]. </description> </method> <method name="create_fit_aabb" qualifiers="static"> <return type="Projection" /> <param index="0" name="aabb" type="AABB" /> <description> + Creates a new [Projection] that scales a given projection to fit around a given [AABB] in projection space. </description> </method> <method name="create_for_hmd" qualifiers="static"> @@ -49,6 +68,8 @@ <param index="6" name="z_near" type="float" /> <param index="7" name="z_far" type="float" /> <description> + Creates a new [Projection] for projecting positions onto a head-mounted display with the given X:Y aspect ratio, distance between eyes, display width, distance to lens, oversampling factor, and depth clipping planes. + [param eye] creates the projection for the left eye when set to 1, or the right eye when set to 2. </description> </method> <method name="create_frustum" qualifiers="static"> @@ -60,6 +81,7 @@ <param index="4" name="z_near" type="float" /> <param index="5" name="z_far" type="float" /> <description> + Creates a new [Projection] that projects positions in a frustum with the given clipping planes. </description> </method> <method name="create_frustum_aspect" qualifiers="static"> @@ -71,12 +93,15 @@ <param index="4" name="z_far" type="float" /> <param index="5" name="flip_fov" type="bool" default="false" /> <description> + Creates a new [Projection] that projects positions in a frustum with the given size, X:Y aspect ratio, offset, and clipping planes. + [param flip_fov] determines whether the projection's field of view is flipped over its diagonal. </description> </method> <method name="create_light_atlas_rect" qualifiers="static"> <return type="Projection" /> <param index="0" name="rect" type="Rect2" /> <description> + Creates a new [Projection] that projects positions into the given [Rect2]. </description> </method> <method name="create_orthogonal" qualifiers="static"> @@ -88,6 +113,7 @@ <param index="4" name="z_near" type="float" /> <param index="5" name="z_far" type="float" /> <description> + Creates a new [Projection] that projects positions using an orthogonal projection with the given clipping planes. </description> </method> <method name="create_orthogonal_aspect" qualifiers="static"> @@ -98,6 +124,8 @@ <param index="3" name="z_far" type="float" /> <param index="4" name="flip_fov" type="bool" default="false" /> <description> + Creates a new [Projection] that projects positions using an orthogonal projection with the given size, X:Y aspect ratio, and clipping planes. + [param flip_fov] determines whether the projection's field of view is flipped over its diagonal. </description> </method> <method name="create_perspective" qualifiers="static"> @@ -108,6 +136,8 @@ <param index="3" name="z_far" type="float" /> <param index="4" name="flip_fov" type="bool" default="false" /> <description> + Creates a new [Projection] that projects positions using a perspective projection with the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping planes. + [param flip_fov] determines whether the projection's field of view is flipped over its diagonal. </description> </method> <method name="create_perspective_hmd" qualifiers="static"> @@ -121,31 +151,40 @@ <param index="6" name="intraocular_dist" type="float" /> <param index="7" name=" convergence_dist" type="float" /> <description> + Creates a new [Projection] that projects positions using a perspective projection with the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping distances. The projection is adjusted for a head-mounted display with the given distance between eyes and distance to a point that can be focused on. + [param eye] creates the projection for the left eye when set to 1, or the right eye when set to 2. + [param flip_fov] determines whether the projection's field of view is flipped over its diagonal. </description> </method> <method name="determinant" qualifiers="const"> <return type="float" /> <description> + Returns a scalar value that is the signed factor by which areas are scaled by this matrix. If the sign is negative, the matrix flips the orientation of the area. + The determinant can be used to calculate the invertibility of a matrix or solve linear systems of equations involving the matrix, among other applications. </description> </method> <method name="flipped_y" qualifiers="const"> <return type="Projection" /> <description> + Returns a copy of this [Projection] with the signs of the values of the Y column flipped. </description> </method> <method name="get_aspect" qualifiers="const"> <return type="float" /> <description> + Returns the X:Y aspect ratio of this [Projection]'s viewport. </description> </method> <method name="get_far_plane_half_extents" qualifiers="const"> <return type="Vector2" /> <description> + Returns the dimensions of the far clipping plane of the projection, divided by two. </description> </method> <method name="get_fov" qualifiers="const"> <return type="float" /> <description> + Returns the horizontal field of view of the projection (in degrees). </description> </method> <method name="get_fovy" qualifiers="static"> @@ -153,89 +192,114 @@ <param index="0" name="fovx" type="float" /> <param index="1" name="aspect" type="float" /> <description> + Returns the vertical field of view of the projection (in degrees) associated with the given horizontal field of view (in degrees) and aspect ratio. </description> </method> <method name="get_lod_multiplier" qualifiers="const"> <return type="float" /> <description> + Returns the factor by which the visible level of detail is scaled by this [Projection]. </description> </method> <method name="get_pixels_per_meter" qualifiers="const"> <return type="int" /> <param index="0" name="for_pixel_width" type="int" /> <description> + Returns the number of pixels with the given pixel width displayed per meter, after this [Projection] is applied. </description> </method> <method name="get_projection_plane" qualifiers="const"> <return type="Plane" /> <param index="0" name="plane" type="int" /> <description> + Returns the clipping plane of this [Projection] whose index is given by [param plane]. + [param plane] should be equal to one of [constant PLANE_NEAR], [constant PLANE_FAR], [constant PLANE_LEFT], [constant PLANE_TOP], [constant PLANE_RIGHT], or [constant PLANE_BOTTOM]. </description> </method> <method name="get_viewport_half_extents" qualifiers="const"> <return type="Vector2" /> <description> + Returns the dimensions of the viewport plane that this [Projection] projects positions onto, divided by two. </description> </method> <method name="get_z_far" qualifiers="const"> <return type="float" /> <description> + Returns the distance for this [Projection] beyond which positions are clipped. </description> </method> <method name="get_z_near" qualifiers="const"> <return type="float" /> <description> + Returns the distance for this [Projection] before which positions are clipped. </description> </method> <method name="inverse" qualifiers="const"> <return type="Projection" /> <description> + Returns a [Projection] that performs the inverse of this [Projection]'s projective transformation. </description> </method> <method name="is_orthogonal" qualifiers="const"> <return type="bool" /> <description> + Returns [code]true[/code] if this [Projection] performs an orthogonal projection. </description> </method> <method name="jitter_offseted" qualifiers="const"> <return type="Projection" /> <param index="0" name="offset" type="Vector2" /> <description> + Returns a [Projection] with the X and Y values from the given [Vector2] added to the first and second values of the final column respectively. </description> </method> <method name="perspective_znear_adjusted" qualifiers="const"> <return type="Projection" /> <param index="0" name="new_znear" type="float" /> <description> + Returns a [Projection] with the near clipping distance adjusted to be [param new_znear]. + [b]Note:[/b] The original [Projection] must be a perspective projection. </description> </method> </methods> <members> <member name="w" type="Vector4" setter="" getter="" default="Vector4(0, 0, 0, 1)"> + The projection matrix's W vector (column 3). Equivalent to array index [code]3[/code]. </member> <member name="x" type="Vector4" setter="" getter="" default="Vector4(1, 0, 0, 0)"> + The projection matrix's X vector (column 0). Equivalent to array index [code]0[/code]. </member> <member name="y" type="Vector4" setter="" getter="" default="Vector4(0, 1, 0, 0)"> + The projection matrix's Y vector (column 1). Equivalent to array index [code]1[/code]. </member> <member name="z" type="Vector4" setter="" getter="" default="Vector4(0, 0, 1, 0)"> + The projection matrix's Z vector (column 2). Equivalent to array index [code]2[/code]. </member> </members> <constants> <constant name="PLANE_NEAR" value="0"> + The index value of the projection's near clipping plane. </constant> <constant name="PLANE_FAR" value="1"> + The index value of the projection's far clipping plane. </constant> <constant name="PLANE_LEFT" value="2"> + The index value of the projection's left clipping plane. </constant> <constant name="PLANE_TOP" value="3"> + The index value of the projection's top clipping plane. </constant> <constant name="PLANE_RIGHT" value="4"> + The index value of the projection's right clipping plane. </constant> <constant name="PLANE_BOTTOM" value="5"> + The index value of the projection bottom clipping plane. </constant> <constant name="IDENTITY" value="Projection(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)"> + A [Projection] with no transformation defined. When applied to other data structures, no transformation is performed. </constant> <constant name="ZERO" value="Projection(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)"> + A [Projection] with all values initialized to 0. When applied to other data structures, they will be zeroed. </constant> </constants> <operators> @@ -243,30 +307,38 @@ <return type="bool" /> <param index="0" name="right" type="Projection" /> <description> + Returns [code]true[/code] if the projections are not equal. + [b]Note:[/b] Due to floating-point precision errors, this may return [code]true[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot. </description> </operator> <operator name="operator *"> <return type="Projection" /> <param index="0" name="right" type="Projection" /> <description> + Returns a [Projection] that applies the combined transformations of this [Projection] and [param right]. </description> </operator> <operator name="operator *"> <return type="Vector4" /> <param index="0" name="right" type="Vector4" /> <description> + Projects (multiplies) the given [Vector4] by this [Projection] matrix. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="Projection" /> <description> + Returns [code]true[/code] if the projections are equal. + [b]Note:[/b] Due to floating-point precision errors, this may return [code]false[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot. </description> </operator> <operator name="operator []"> <return type="Vector4" /> <param index="0" name="index" type="int" /> <description> + Returns the column of the [Projection] with the given index. + Indices are in the following order: x, y, z, w. </description> </operator> </operators> diff --git a/doc/classes/PropertyTweener.xml b/doc/classes/PropertyTweener.xml index 75d9c919aa..61e8357809 100644 --- a/doc/classes/PropertyTweener.xml +++ b/doc/classes/PropertyTweener.xml @@ -13,7 +13,8 @@ <method name="as_relative"> <return type="PropertyTweener" /> <description> - When called, the final value will be used as a relative value instead. Example: + When called, the final value will be used as a relative value instead. + [b]Example:[/b] [codeblock] var tween = get_tree().create_tween() tween.tween_property(self, "position", Vector2.RIGHT * 100, 1).as_relative() #the node will move by 100 pixels to the right @@ -24,10 +25,11 @@ <return type="PropertyTweener" /> <param index="0" name="value" type="Variant" /> <description> - Sets a custom initial value to the [PropertyTweener]. Example: + Sets a custom initial value to the [PropertyTweener]. + [b]Example:[/b] [codeblock] var tween = get_tree().create_tween() - tween.tween_property(self, "position", Vector2(200, 100), 1).from(Vector2(100, 100) #this will move the node from position (100, 100) to (200, 100) + tween.tween_property(self, "position", Vector2(200, 100), 1).from(Vector2(100, 100)) #this will move the node from position (100, 100) to (200, 100) [/codeblock] </description> </method> diff --git a/doc/classes/ProxyTexture.xml b/doc/classes/ProxyTexture.xml deleted file mode 100644 index 778e3f3f69..0000000000 --- a/doc/classes/ProxyTexture.xml +++ /dev/null @@ -1,13 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="ProxyTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - </brief_description> - <description> - </description> - <tutorials> - </tutorials> - <members> - <member name="base" type="Texture2D" setter="set_base" getter="get_base"> - </member> - </members> -</class> diff --git a/doc/classes/QuadMesh.xml b/doc/classes/QuadMesh.xml index d641ebaa1f..b869774601 100644 --- a/doc/classes/QuadMesh.xml +++ b/doc/classes/QuadMesh.xml @@ -1,21 +1,17 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="QuadMesh" inherits="PrimitiveMesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="QuadMesh" inherits="PlaneMesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Class representing a square mesh. + Class representing a square mesh facing the camera. </brief_description> <description> - Class representing a square [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Y axes; this default rotation is more suited for use with billboarded materials. Unlike [PlaneMesh], this mesh doesn't provide subdivision options. + Class representing a square [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Y axes; this rotation is more suited for use with billboarded materials. A [QuadMesh] is equivalent to a [PlaneMesh] except its default [member PlaneMesh.orientation] is [constant PlaneMesh.FACE_Z]. </description> <tutorials> <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> <link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link> </tutorials> <members> - <member name="center_offset" type="Vector3" setter="set_center_offset" getter="get_center_offset" default="Vector3(0, 0, 0)"> - Offset of the generated Quad. Useful for particles. - </member> - <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(1, 1)"> - Size on the X and Y axes. - </member> + <member name="orientation" type="int" setter="set_orientation" getter="get_orientation" overrides="PlaneMesh" enum="PlaneMesh.Orientation" default="2" /> + <member name="size" type="Vector2" setter="set_size" getter="get_size" overrides="PlaneMesh" default="Vector2(1, 1)" /> </members> </class> diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index 6fb5b6d181..ac2eda9f28 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -43,12 +43,6 @@ </constructor> <constructor name="Quaternion"> <return type="Quaternion" /> - <param index="0" name="euler_yxz" type="Vector3" /> - <description> - </description> - </constructor> - <constructor name="Quaternion"> - <return type="Quaternion" /> <param index="0" name="from" type="Basis" /> <description> Constructs a quaternion from the given [Basis]. @@ -71,7 +65,7 @@ <param index="0" name="to" type="Quaternion" /> <description> Returns the angle between this quaternion and [param to]. This is the magnitude of the angle you would need to rotate by to get from one to the other. - [b]Note:[/b] This method has an abnormally high amount of floating-point error, so methods such as [code]is_zero_approx[/code] will not work reliably. + [b]Note:[/b] The magnitude of the floating-point error for this method is abnormally high, so methods such as [code]is_zero_approx[/code] will not work reliably. </description> </method> <method name="dot" qualifiers="const"> @@ -86,6 +80,13 @@ <description> </description> </method> + <method name="from_euler" qualifiers="static"> + <return type="Quaternion" /> + <param index="0" name="euler" type="Vector3" /> + <description> + Constructs a Quaternion from Euler angles in YXZ rotation order. + </description> + </method> <method name="get_angle" qualifiers="const"> <return type="float" /> <description> @@ -98,8 +99,9 @@ </method> <method name="get_euler" qualifiers="const"> <return type="Vector3" /> + <param index="0" name="order" type="int" default="2" /> <description> - Returns Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). + Returns the quaternion's rotation in the form of Euler angles. The Euler order depends on the [param order] parameter, for example using the YXZ convention: since this method decomposes, first Z, then X, and Y last. See the [enum EulerOrder] enum for possible values. The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). </description> </method> <method name="inverse" qualifiers="const"> @@ -115,6 +117,12 @@ Returns [code]true[/code] if this quaternion and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. </description> </method> + <method name="is_finite" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this quaternion is finite, by calling [method @GlobalScope.is_finite] on each component. + </description> + </method> <method name="is_normalized" qualifiers="const"> <return type="bool" /> <description> @@ -171,6 +179,20 @@ Performs a spherical cubic interpolation between quaternions [param pre_a], this vector, [param b], and [param post_b], by the given amount [param weight]. </description> </method> + <method name="spherical_cubic_interpolate_in_time" qualifiers="const"> + <return type="Quaternion" /> + <param index="0" name="b" type="Quaternion" /> + <param index="1" name="pre_a" type="Quaternion" /> + <param index="2" name="post_b" type="Quaternion" /> + <param index="3" name="weight" type="float" /> + <param index="4" name="b_t" type="float" /> + <param index="5" name="pre_a_t" type="float" /> + <param index="6" name="post_b_t" type="float" /> + <description> + Performs a spherical cubic interpolation between quaternions [param pre_a], this vector, [param b], and [param post_b], by the given amount [param weight]. + It can perform smoother interpolation than [code]spherical_cubic_interpolate()[/code] by the time values. + </description> + </method> </methods> <members> <member name="w" type="float" setter="" getter="" default="1.0"> diff --git a/doc/classes/RDPipelineRasterizationState.xml b/doc/classes/RDPipelineRasterizationState.xml index 39a64c730a..48599b6262 100644 --- a/doc/classes/RDPipelineRasterizationState.xml +++ b/doc/classes/RDPipelineRasterizationState.xml @@ -13,7 +13,7 @@ </member> <member name="depth_bias_constant_factor" type="float" setter="set_depth_bias_constant_factor" getter="get_depth_bias_constant_factor" default="0.0"> </member> - <member name="depth_bias_enable" type="bool" setter="set_depth_bias_enable" getter="get_depth_bias_enable" default="false"> + <member name="depth_bias_enabled" type="bool" setter="set_depth_bias_enabled" getter="get_depth_bias_enabled" default="false"> </member> <member name="depth_bias_slope_factor" type="float" setter="set_depth_bias_slope_factor" getter="get_depth_bias_slope_factor" default="0.0"> </member> diff --git a/doc/classes/RDTextureFormat.xml b/doc/classes/RDTextureFormat.xml index 1b70303d2d..3bfcd610a4 100644 --- a/doc/classes/RDTextureFormat.xml +++ b/doc/classes/RDTextureFormat.xml @@ -35,7 +35,7 @@ </member> <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="RenderingDevice.TextureType" default="1"> </member> - <member name="usage_bits" type="int" setter="set_usage_bits" getter="get_usage_bits" default="0"> + <member name="usage_bits" type="int" setter="set_usage_bits" getter="get_usage_bits" enum="RenderingDevice.TextureUsageBits" default="0"> </member> <member name="width" type="int" setter="set_width" getter="get_width" default="1"> </member> diff --git a/doc/classes/RDUniform.xml b/doc/classes/RDUniform.xml index d144024000..e4b7883f02 100644 --- a/doc/classes/RDUniform.xml +++ b/doc/classes/RDUniform.xml @@ -19,7 +19,7 @@ </description> </method> <method name="get_ids" qualifiers="const"> - <return type="Array" /> + <return type="RID[]" /> <description> </description> </method> diff --git a/doc/classes/RID.xml b/doc/classes/RID.xml index a6523e4c8b..2d40a7be57 100644 --- a/doc/classes/RID.xml +++ b/doc/classes/RID.xml @@ -4,7 +4,8 @@ Handle for a [Resource]'s unique ID. </brief_description> <description> - The RID type is used to access the unique integer ID of a resource. They are opaque, which means they do not grant access to the associated resource by themselves. They are used by and with the low-level Server classes such as [RenderingServer]. + The RID [Variant] type is used to access a low-level resource by its unique ID. RIDs are opaque, which means they do not grant access to the resource by themselves. They are used by the low-level server classes, such as [DisplayServer], [RenderingServer], [TextServer], etc. + A low-level resource may correspond to a high-level [Resource], such as [Texture] or [Mesh]. </description> <tutorials> </tutorials> @@ -27,13 +28,13 @@ <method name="get_id" qualifiers="const"> <return type="int" /> <description> - Returns the ID of the referenced resource. + Returns the ID of the referenced low-level resource. </description> </method> <method name="is_valid" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if [RID] is valid. + Returns [code]true[/code] if the [RID] is not [code]0[/code]. </description> </method> </methods> @@ -42,36 +43,42 @@ <return type="bool" /> <param index="0" name="right" type="RID" /> <description> + Returns [code]true[/code] if the [RID]s are not equal. </description> </operator> <operator name="operator <"> <return type="bool" /> <param index="0" name="right" type="RID" /> <description> + Returns [code]true[/code] if the [RID]'s ID is less than [param right]'s ID. </description> </operator> <operator name="operator <="> <return type="bool" /> <param index="0" name="right" type="RID" /> <description> + Returns [code]true[/code] if the [RID]'s ID is less than or equal to [param right]'s ID. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="RID" /> <description> + Returns [code]true[/code] if both [RID]s are equal, which means they both refer to the same low-level resource. </description> </operator> <operator name="operator >"> <return type="bool" /> <param index="0" name="right" type="RID" /> <description> + Returns [code]true[/code] if the [RID]'s ID is greater than [param right]'s ID. </description> </operator> <operator name="operator >="> <return type="bool" /> <param index="0" name="right" type="RID" /> <description> + Returns [code]true[/code] if the [RID]'s ID is greater than or equal to [param right]'s ID. </description> </operator> </operators> diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml index b8a290381f..a6254788ce 100644 --- a/doc/classes/RandomNumberGenerator.xml +++ b/doc/classes/RandomNumberGenerator.xml @@ -10,10 +10,9 @@ [codeblock] var rng = RandomNumberGenerator.new() func _ready(): - rng.randomize() var my_random_number = rng.randf_range(-10.0, 10.0) [/codeblock] - [b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed. + [b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and change when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed. </description> <tutorials> <link title="Random number generation">$DOCS_URL/tutorials/math/random_number_generation.html</link> diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml index 16e6e86f9e..2dcfc90955 100644 --- a/doc/classes/Range.xml +++ b/doc/classes/Range.xml @@ -16,6 +16,13 @@ Called when the [Range]'s value is changed (following the same conditions as [signal value_changed]). </description> </method> + <method name="set_value_no_signal"> + <return type="void" /> + <param index="0" name="value" type="float" /> + <description> + Sets the [Range]'s current value to the specified [param value], without emitting the [signal value_changed] signal. + </description> + </method> <method name="share"> <return type="void" /> <param index="0" name="with" type="Node" /> @@ -31,35 +38,36 @@ </method> </methods> <members> - <member name="allow_greater" type="bool" setter="set_allow_greater" getter="is_greater_allowed"> + <member name="allow_greater" type="bool" setter="set_allow_greater" getter="is_greater_allowed" default="false"> If [code]true[/code], [member value] may be greater than [member max_value]. </member> - <member name="allow_lesser" type="bool" setter="set_allow_lesser" getter="is_lesser_allowed"> + <member name="allow_lesser" type="bool" setter="set_allow_lesser" getter="is_lesser_allowed" default="false"> If [code]true[/code], [member value] may be less than [member min_value]. </member> - <member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp"> + <member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp" default="false"> If [code]true[/code], and [code]min_value[/code] is greater than 0, [code]value[/code] will be represented exponentially rather than linearly. </member> - <member name="max_value" type="float" setter="set_max" getter="get_max"> + <member name="max_value" type="float" setter="set_max" getter="get_max" default="100.0"> Maximum value. Range is clamped if [code]value[/code] is greater than [code]max_value[/code]. </member> - <member name="min_value" type="float" setter="set_min" getter="get_min"> + <member name="min_value" type="float" setter="set_min" getter="get_min" default="0.0"> Minimum value. Range is clamped if [code]value[/code] is less than [code]min_value[/code]. </member> - <member name="page" type="float" setter="set_page" getter="get_page"> + <member name="page" type="float" setter="set_page" getter="get_page" default="0.0"> Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size multiplied by [code]page[/code] over the difference between [code]min_value[/code] and [code]max_value[/code]. </member> <member name="ratio" type="float" setter="set_as_ratio" getter="get_as_ratio"> The value mapped between 0 and 1. </member> - <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values"> + <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values" default="false"> If [code]true[/code], [code]value[/code] will always be rounded to the nearest integer. </member> - <member name="step" type="float" setter="set_step" getter="get_step"> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" /> + <member name="step" type="float" setter="set_step" getter="get_step" default="0.01"> If greater than 0, [code]value[/code] will always be rounded to a multiple of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], [code]value[/code] will first be rounded to a multiple of [code]step[/code] then rounded to the nearest integer. </member> - <member name="value" type="float" setter="set_value" getter="get_value"> - Range's current value. + <member name="value" type="float" setter="set_value" getter="get_value" default="0.0"> + Range's current value. Changing this property (even via code) will trigger [signal value_changed] signal. Use [method set_value_no_signal] if you want to avoid it. </member> </members> <signals> diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index 4f4395a433..08627b0bd5 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -47,6 +47,12 @@ Returns the first object that the ray intersects, or [code]null[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> + <method name="get_collider_rid" qualifiers="const"> + <return type="RID" /> + <description> + Returns the [RID] of the first object that the ray intersects, or an empty [RID] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]). + </description> + </method> <method name="get_collider_shape" qualifiers="const"> <return type="int" /> <description> diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index 7cc6fc55cd..1bcd6f1f31 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -48,6 +48,12 @@ Returns the first object that the ray intersects, or [code]null[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> + <method name="get_collider_rid" qualifiers="const"> + <return type="RID" /> + <description> + Returns the [RID] of the first object that the ray intersects, or an empty [RID] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]). + </description> + </method> <method name="get_collider_shape" qualifiers="const"> <return type="int" /> <description> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index 7132f4f0b5..d39e50d5f0 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -82,9 +82,9 @@ var rect2 = rect.expand(Vector2(0, -1)) [/gdscript] [csharp] - # position (-3, 2), size (1, 1) + // position (-3, 2), size (1, 1) var rect = new Rect2(new Vector2(-3, 2), new Vector2(1, 1)); - # position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1) + // position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1) var rect2 = rect.Expand(new Vector2(0, -1)); [/csharp] [/codeblocks] @@ -93,7 +93,7 @@ <method name="get_area" qualifiers="const"> <return type="float" /> <description> - Returns the area of the [Rect2]. See also [method has_no_area]. + Returns the area of the [Rect2]. See also [method has_area]. </description> </method> <method name="get_center" qualifiers="const"> @@ -127,11 +127,10 @@ Returns a copy of the [Rect2] grown by the specified [param amount] on the specified [enum Side]. </description> </method> - <method name="has_no_area" qualifiers="const"> + <method name="has_area" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/code] otherwise. See also [method get_area]. - [b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, [method has_no_area] will return [code]true[/code]. + Returns [code]true[/code] if the [Rect2] has area, and [code]false[/code] if the [Rect2] is linear, empty, or has a negative [member size]. See also [method get_area]. </description> </method> <method name="has_point" qualifiers="const"> @@ -166,6 +165,12 @@ Returns [code]true[/code] if this [Rect2] and [param rect] are approximately equal, by calling [code]is_equal_approx[/code] on each component. </description> </method> + <method name="is_finite" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this [Rect2] is finite, by calling [method @GlobalScope.is_finite] on each component. + </description> + </method> <method name="merge" qualifiers="const"> <return type="Rect2" /> <param index="0" name="b" type="Rect2" /> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index d5d68bde31..325ead0cfa 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -79,9 +79,9 @@ var rect2 = rect.expand(Vector2i(0, -1)) [/gdscript] [csharp] - # position (-3, 2), size (1, 1) + // position (-3, 2), size (1, 1) var rect = new Rect2i(new Vector2i(-3, 2), new Vector2i(1, 1)); - # position (-3, -1), size (3, 4), so we fit both rect and Vector2i(0, -1) + // position (-3, -1), size (3, 4), so we fit both rect and Vector2i(0, -1) var rect2 = rect.Expand(new Vector2i(0, -1)); [/csharp] [/codeblocks] @@ -90,7 +90,7 @@ <method name="get_area" qualifiers="const"> <return type="int" /> <description> - Returns the area of the [Rect2i]. See also [method has_no_area]. + Returns the area of the [Rect2i]. See also [method has_area]. </description> </method> <method name="get_center" qualifiers="const"> @@ -125,11 +125,10 @@ Returns a copy of the [Rect2i] grown by the specified [param amount] on the specified [enum Side]. </description> </method> - <method name="has_no_area" qualifiers="const"> + <method name="has_area" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the [Rect2i] is flat or empty, [code]false[/code] otherwise. See also [method get_area]. - [b]Note:[/b] If the [Rect2i] has a negative size and is not flat or empty, [method has_no_area] will return [code]true[/code]. + Returns [code]true[/code] if the [Rect2i] has area, and [code]false[/code] if the [Rect2i] is linear, empty, or has a negative [member size]. See also [method get_area]. </description> </method> <method name="has_point" qualifiers="const"> diff --git a/doc/classes/RefCounted.xml b/doc/classes/RefCounted.xml index 3daf3534b0..223e572254 100644 --- a/doc/classes/RefCounted.xml +++ b/doc/classes/RefCounted.xml @@ -13,6 +13,12 @@ <link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link> </tutorials> <methods> + <method name="get_reference_count" qualifiers="const"> + <return type="int" /> + <description> + Returns the current reference count. + </description> + </method> <method name="init_ref"> <return type="bool" /> <description> diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index ff66a89cb7..fee48dd246 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -50,7 +50,7 @@ [b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD). </member> <member name="origin_offset" type="Vector3" setter="set_origin_offset" getter="get_origin_offset" default="Vector3(0, 0, 0)"> - Sets the origin offset to be used when this [ReflectionProbe] is in [member box_projection] mode. This can be set to a non-zero value to ensure a reflection fits a rectangle-shaped room, while reducing the amount of objects that "get in the way" of the reflection. + Sets the origin offset to be used when this [ReflectionProbe] is in [member box_projection] mode. This can be set to a non-zero value to ensure a reflection fits a rectangle-shaped room, while reducing the number of objects that "get in the way" of the reflection. </member> <member name="update_mode" type="int" setter="set_update_mode" getter="get_update_mode" enum="ReflectionProbe.UpdateMode" default="0"> Sets how frequently the [ReflectionProbe] is updated. Can be [constant UPDATE_ONCE] or [constant UPDATE_ALWAYS]. diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 2f0b9dae72..f318430611 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -9,8 +9,8 @@ <methods> <method name="barrier"> <return type="void" /> - <param index="0" name="from" type="int" default="7" /> - <param index="1" name="to" type="int" default="7" /> + <param index="0" name="from" type="int" enum="RenderingDevice.BarrierMask" default="7" /> + <param index="1" name="to" type="int" enum="RenderingDevice.BarrierMask" default="7" /> <description> </description> </method> @@ -19,7 +19,7 @@ <param index="0" name="buffer" type="RID" /> <param index="1" name="offset" type="int" /> <param index="2" name="size_bytes" type="int" /> - <param index="3" name="post_barrier" type="int" default="7" /> + <param index="3" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" /> <description> </description> </method> @@ -35,7 +35,7 @@ <param index="1" name="offset" type="int" /> <param index="2" name="size_bytes" type="int" /> <param index="3" name="data" type="PackedByteArray" /> - <param index="4" name="post_barrier" type="int" default="7" /> + <param index="4" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" /> <description> </description> </method> @@ -83,7 +83,7 @@ </method> <method name="compute_list_end"> <return type="void" /> - <param index="0" name="post_barrier" type="int" default="7" /> + <param index="0" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" /> <description> </description> </method> @@ -223,10 +223,18 @@ </method> <method name="draw_list_end"> <return type="void" /> - <param index="0" name="post_barrier" type="int" default="7" /> + <param index="0" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" /> <description> </description> </method> + <method name="draw_list_set_blend_constants"> + <return type="void" /> + <param index="0" name="draw_list" type="int" /> + <param index="1" name="color" type="Color" /> + <description> + Sets blend constants for draw list, blend constants are used only if the graphics pipeline is created with [constant DYNAMIC_STATE_BLEND_CONSTANTS] flag set. + </description> + </method> <method name="draw_list_set_push_constant"> <return type="void" /> <param index="0" name="draw_list" type="int" /> @@ -417,7 +425,7 @@ <param index="5" name="multisample_state" type="RDPipelineMultisampleState" /> <param index="6" name="stencil_state" type="RDPipelineDepthStencilState" /> <param index="7" name="color_blend_state" type="RDPipelineColorBlendState" /> - <param index="8" name="dynamic_state_flags" type="int" default="0" /> + <param index="8" name="dynamic_state_flags" type="int" enum="RenderingDevice.PipelineDynamicStateFlags" default="0" /> <param index="9" name="for_render_pass" type="int" default="0" /> <param index="10" name="specialization_constants" type="RDPipelineSpecializationConstant[]" default="[]" /> <description> @@ -496,7 +504,7 @@ <return type="RID" /> <param index="0" name="size_bytes" type="int" /> <param index="1" name="data" type="PackedByteArray" default="PackedByteArray()" /> - <param index="2" name="usage" type="int" default="0" /> + <param index="2" name="usage" type="int" enum="RenderingDevice.StorageBufferUsage" default="0" /> <description> </description> </method> @@ -526,7 +534,7 @@ <param index="3" name="mipmap_count" type="int" /> <param index="4" name="base_layer" type="int" /> <param index="5" name="layer_count" type="int" /> - <param index="6" name="post_barrier" type="int" default="7" /> + <param index="6" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" /> <description> </description> </method> @@ -541,7 +549,7 @@ <param index="6" name="dst_mipmap" type="int" /> <param index="7" name="src_layer" type="int" /> <param index="8" name="dst_layer" type="int" /> - <param index="9" name="post_barrier" type="int" default="7" /> + <param index="9" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" /> <description> </description> </method> @@ -581,7 +589,7 @@ <method name="texture_is_format_supported_for_usage" qualifiers="const"> <return type="bool" /> <param index="0" name="format" type="int" enum="RenderingDevice.DataFormat" /> - <param index="1" name="usage_flags" type="int" /> + <param index="1" name="usage_flags" type="int" enum="RenderingDevice.TextureUsageBits" /> <description> </description> </method> @@ -601,7 +609,7 @@ <return type="int" enum="Error" /> <param index="0" name="from_texture" type="RID" /> <param index="1" name="to_texture" type="RID" /> - <param index="2" name="post_barrier" type="int" default="7" /> + <param index="2" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" /> <description> </description> </method> @@ -610,7 +618,7 @@ <param index="0" name="texture" type="RID" /> <param index="1" name="layer" type="int" /> <param index="2" name="data" type="PackedByteArray" /> - <param index="3" name="post_barrier" type="int" default="7" /> + <param index="3" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" /> <description> </description> </method> @@ -623,7 +631,7 @@ </method> <method name="uniform_set_create"> <return type="RID" /> - <param index="0" name="uniforms" type="Array" /> + <param index="0" name="uniforms" type="RDUniform[]" /> <param index="1" name="shader" type="RID" /> <param index="2" name="shader_set" type="int" /> <description> @@ -635,6 +643,16 @@ <description> </description> </method> + <method name="vertex_array_create"> + <return type="RID" /> + <param index="0" name="vertex_count" type="int" /> + <param index="1" name="vertex_format" type="int" /> + <param index="2" name="src_buffers" type="RID[]" /> + <param index="3" name="offsets" type="PackedInt64Array" default="PackedInt64Array()" /> + <description> + Creates a vertex array based on the specified buffers. Optionally, [param offsets] (in bytes) may be defined for each buffer. + </description> + </method> <method name="vertex_buffer_create"> <return type="RID" /> <param index="0" name="size_bytes" type="int" /> @@ -651,16 +669,6 @@ </method> </methods> <constants> - <constant name="BARRIER_MASK_RASTER" value="1"> - </constant> - <constant name="BARRIER_MASK_COMPUTE" value="2"> - </constant> - <constant name="BARRIER_MASK_TRANSFER" value="4"> - </constant> - <constant name="BARRIER_MASK_ALL" value="7"> - </constant> - <constant name="BARRIER_MASK_NO_BARRIER" value="8"> - </constant> <constant name="DEVICE_TYPE_OTHER" value="0" enum="DeviceType"> Rendering device type does not match any of the other enum values or is unknown. </constant> @@ -1143,6 +1151,16 @@ </constant> <constant name="DATA_FORMAT_MAX" value="218" enum="DataFormat"> </constant> + <constant name="BARRIER_MASK_RASTER" value="1" enum="BarrierMask" is_bitfield="true"> + </constant> + <constant name="BARRIER_MASK_COMPUTE" value="2" enum="BarrierMask" is_bitfield="true"> + </constant> + <constant name="BARRIER_MASK_TRANSFER" value="4" enum="BarrierMask" is_bitfield="true"> + </constant> + <constant name="BARRIER_MASK_ALL_BARRIERS" value="7" enum="BarrierMask" is_bitfield="true"> + </constant> + <constant name="BARRIER_MASK_NO_BARRIER" value="8" enum="BarrierMask" is_bitfield="true"> + </constant> <constant name="TEXTURE_TYPE_1D" value="0" enum="TextureType"> </constant> <constant name="TEXTURE_TYPE_2D" value="1" enum="TextureType"> @@ -1175,25 +1193,25 @@ </constant> <constant name="TEXTURE_SAMPLES_MAX" value="7" enum="TextureSamples"> </constant> - <constant name="TEXTURE_USAGE_SAMPLING_BIT" value="1" enum="TextureUsageBits"> + <constant name="TEXTURE_USAGE_SAMPLING_BIT" value="1" enum="TextureUsageBits" is_bitfield="true"> </constant> - <constant name="TEXTURE_USAGE_COLOR_ATTACHMENT_BIT" value="2" enum="TextureUsageBits"> + <constant name="TEXTURE_USAGE_COLOR_ATTACHMENT_BIT" value="2" enum="TextureUsageBits" is_bitfield="true"> </constant> - <constant name="TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT" value="4" enum="TextureUsageBits"> + <constant name="TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT" value="4" enum="TextureUsageBits" is_bitfield="true"> </constant> - <constant name="TEXTURE_USAGE_STORAGE_BIT" value="8" enum="TextureUsageBits"> + <constant name="TEXTURE_USAGE_STORAGE_BIT" value="8" enum="TextureUsageBits" is_bitfield="true"> </constant> - <constant name="TEXTURE_USAGE_STORAGE_ATOMIC_BIT" value="16" enum="TextureUsageBits"> + <constant name="TEXTURE_USAGE_STORAGE_ATOMIC_BIT" value="16" enum="TextureUsageBits" is_bitfield="true"> </constant> - <constant name="TEXTURE_USAGE_CPU_READ_BIT" value="32" enum="TextureUsageBits"> + <constant name="TEXTURE_USAGE_CPU_READ_BIT" value="32" enum="TextureUsageBits" is_bitfield="true"> </constant> - <constant name="TEXTURE_USAGE_CAN_UPDATE_BIT" value="64" enum="TextureUsageBits"> + <constant name="TEXTURE_USAGE_CAN_UPDATE_BIT" value="64" enum="TextureUsageBits" is_bitfield="true"> </constant> - <constant name="TEXTURE_USAGE_CAN_COPY_FROM_BIT" value="128" enum="TextureUsageBits"> + <constant name="TEXTURE_USAGE_CAN_COPY_FROM_BIT" value="128" enum="TextureUsageBits" is_bitfield="true"> </constant> - <constant name="TEXTURE_USAGE_CAN_COPY_TO_BIT" value="256" enum="TextureUsageBits"> + <constant name="TEXTURE_USAGE_CAN_COPY_TO_BIT" value="256" enum="TextureUsageBits" is_bitfield="true"> </constant> - <constant name="TEXTURE_USAGE_INPUT_ATTACHMENT_BIT" value="512" enum="TextureUsageBits"> + <constant name="TEXTURE_USAGE_INPUT_ATTACHMENT_BIT" value="512" enum="TextureUsageBits" is_bitfield="true"> </constant> <constant name="TEXTURE_SWIZZLE_IDENTITY" value="0" enum="TextureSwizzle"> </constant> @@ -1255,7 +1273,7 @@ </constant> <constant name="INDEX_BUFFER_FORMAT_UINT32" value="1" enum="IndexBufferFormat"> </constant> - <constant name="STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT" value="1" enum="StorageBufferUsage"> + <constant name="STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT" value="1" enum="StorageBufferUsage" is_bitfield="true"> </constant> <constant name="UNIFORM_TYPE_SAMPLER" value="0" enum="UniformType"> </constant> @@ -1435,19 +1453,19 @@ </constant> <constant name="BLEND_OP_MAX" value="5" enum="BlendOperation"> </constant> - <constant name="DYNAMIC_STATE_LINE_WIDTH" value="1" enum="PipelineDynamicStateFlags"> + <constant name="DYNAMIC_STATE_LINE_WIDTH" value="1" enum="PipelineDynamicStateFlags" is_bitfield="true"> </constant> - <constant name="DYNAMIC_STATE_DEPTH_BIAS" value="2" enum="PipelineDynamicStateFlags"> + <constant name="DYNAMIC_STATE_DEPTH_BIAS" value="2" enum="PipelineDynamicStateFlags" is_bitfield="true"> </constant> - <constant name="DYNAMIC_STATE_BLEND_CONSTANTS" value="4" enum="PipelineDynamicStateFlags"> + <constant name="DYNAMIC_STATE_BLEND_CONSTANTS" value="4" enum="PipelineDynamicStateFlags" is_bitfield="true"> </constant> - <constant name="DYNAMIC_STATE_DEPTH_BOUNDS" value="8" enum="PipelineDynamicStateFlags"> + <constant name="DYNAMIC_STATE_DEPTH_BOUNDS" value="8" enum="PipelineDynamicStateFlags" is_bitfield="true"> </constant> - <constant name="DYNAMIC_STATE_STENCIL_COMPARE_MASK" value="16" enum="PipelineDynamicStateFlags"> + <constant name="DYNAMIC_STATE_STENCIL_COMPARE_MASK" value="16" enum="PipelineDynamicStateFlags" is_bitfield="true"> </constant> - <constant name="DYNAMIC_STATE_STENCIL_WRITE_MASK" value="32" enum="PipelineDynamicStateFlags"> + <constant name="DYNAMIC_STATE_STENCIL_WRITE_MASK" value="32" enum="PipelineDynamicStateFlags" is_bitfield="true"> </constant> - <constant name="DYNAMIC_STATE_STENCIL_REFERENCE" value="64" enum="PipelineDynamicStateFlags"> + <constant name="DYNAMIC_STATE_STENCIL_REFERENCE" value="64" enum="PipelineDynamicStateFlags" is_bitfield="true"> </constant> <constant name="INITIAL_ACTION_CLEAR" value="0" enum="InitialAction"> </constant> @@ -1573,6 +1591,10 @@ </constant> <constant name="LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z" value="34" enum="Limit"> </constant> + <constant name="LIMIT_MAX_VIEWPORT_DIMENSIONS_X" value="35" enum="Limit"> + </constant> + <constant name="LIMIT_MAX_VIEWPORT_DIMENSIONS_Y" value="36" enum="Limit"> + </constant> <constant name="MEMORY_TEXTURES" value="0" enum="MemoryType"> </constant> <constant name="MEMORY_BUFFERS" value="1" enum="MemoryType"> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index bd930bf93f..87e569ba20 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -13,6 +13,7 @@ Similarly, in 2D, a canvas is needed to draw all canvas items. In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using [method instance_set_base]. The instance must also be attached to the scenario using [method instance_set_scenario] in order to be visible. In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. + [b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] disables all rendering and window management functions. Most functions from [RenderingServer] will return dummy values in this case. </description> <tutorials> <link title="Optimization using Servers">$DOCS_URL/tutorials/performance/using_servers.html</link> @@ -21,34 +22,32 @@ <method name="bake_render_uv2"> <return type="Image[]" /> <param index="0" name="base" type="RID" /> - <param index="1" name="material_overrides" type="Array" /> + <param index="1" name="material_overrides" type="RID[]" /> <param index="2" name="image_size" type="Vector2i" /> <description> </description> </method> - <method name="camera_create"> + <method name="camera_attributes_create"> <return type="RID" /> <description> - Creates a camera and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]camera_*[/code] RenderingServer functions. + Creates a camera attributes object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]camera_attributes_[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. </description> </method> - <method name="camera_effects_create"> - <return type="RID" /> - <description> - </description> - </method> - <method name="camera_effects_set_custom_exposure"> + <method name="camera_attributes_set_auto_exposure"> <return type="void" /> - <param index="0" name="camera_effects" type="RID" /> + <param index="0" name="camera_attributes" type="RID" /> <param index="1" name="enable" type="bool" /> - <param index="2" name="exposure" type="float" /> + <param index="2" name="min_sensitivity" type="float" /> + <param index="3" name="max_sensitivity" type="float" /> + <param index="4" name="speed" type="float" /> + <param index="5" name="scale" type="float" /> <description> </description> </method> - <method name="camera_effects_set_dof_blur"> + <method name="camera_attributes_set_dof_blur"> <return type="void" /> - <param index="0" name="camera_effects" type="RID" /> + <param index="0" name="camera_attributes" type="RID" /> <param index="1" name="far_enable" type="bool" /> <param index="2" name="far_distance" type="float" /> <param index="3" name="far_transition" type="float" /> @@ -59,20 +58,46 @@ <description> </description> </method> - <method name="camera_effects_set_dof_blur_bokeh_shape"> + <method name="camera_attributes_set_dof_blur_bokeh_shape"> <return type="void" /> <param index="0" name="shape" type="int" enum="RenderingServer.DOFBokehShape" /> <description> </description> </method> - <method name="camera_effects_set_dof_blur_quality"> + <method name="camera_attributes_set_dof_blur_quality"> <return type="void" /> <param index="0" name="quality" type="int" enum="RenderingServer.DOFBlurQuality" /> <param index="1" name="use_jitter" type="bool" /> <description> </description> </method> - <method name="camera_set_camera_effects"> + <method name="camera_attributes_set_exposure"> + <return type="void" /> + <param index="0" name="camera_attributes" type="RID" /> + <param index="1" name="multiplier" type="float" /> + <param index="2" name="normalization" type="float" /> + <description> + Sets the exposure values that will be used by the renderers. The normalization amount is used to bake a given Exposure Value (EV) into rendering calculations to reduce the dynamic range of the scene. + The normalization factor can be calculated from exposure value (EV100) as follows: + [codeblock] + func get_exposure_normalization(float ev100): + return 1.0 / (pow(2.0, ev100) * 1.2) + [/codeblock] + The exposure value can be calculated from aperture (in f-stops), shutter speed (in seconds), and sensitivity (in ISO) as follows: + [codeblock] + func get_exposure(float aperture, float shutter_speed, float sensitivity): + return log2((aperture * aperture) / shutterSpeed * (100.0 / sensitivity)) + [/codeblock] + </description> + </method> + <method name="camera_create"> + <return type="RID" /> + <description> + Creates a camera and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]camera_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. + </description> + </method> + <method name="camera_set_camera_attributes"> <return type="void" /> <param index="0" name="camera" type="RID" /> <param index="1" name="effects" type="RID" /> @@ -176,6 +201,16 @@ <description> </description> </method> + <method name="canvas_item_add_lcd_texture_rect_region"> + <return type="void" /> + <param index="0" name="item" type="RID" /> + <param index="1" name="rect" type="Rect2" /> + <param index="2" name="texture" type="RID" /> + <param index="3" name="src_rect" type="Rect2" /> + <param index="4" name="modulate" type="Color" /> + <description> + </description> + </method> <method name="canvas_item_add_line"> <return type="void" /> <param index="0" name="item" type="RID" /> @@ -206,6 +241,7 @@ <param index="4" name="modulate" type="Color" default="Color(1, 1, 1, 1)" /> <param index="5" name="outline_size" type="int" default="0" /> <param index="6" name="px_range" type="float" default="1.0" /> + <param index="7" name="scale" type="float" default="1.0" /> <description> </description> </method> @@ -464,6 +500,14 @@ Sets if the [CanvasItem] uses its parent's material. </description> </method> + <method name="canvas_item_set_visibility_layer"> + <return type="void" /> + <param index="0" name="item" type="RID" /> + <param index="1" name="visibility_layer" type="int" /> + <description> + Sets the rendering visibility layer associated with this [CanvasItem]. Only [Viewport] nodes with a matching rendering mask will render this [CanvasItem]. + </description> + </method> <method name="canvas_item_set_visibility_notifier"> <return type="void" /> <param index="0" name="item" type="RID" /> @@ -795,6 +839,8 @@ <method name="create_local_rendering_device" qualifiers="const"> <return type="RenderingDevice" /> <description> + Creates a RenderingDevice that can be used to do draw and compute operations on a separate thread. Cannot draw to the screen nor share data with the global RenderingDevice. + [b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code]. </description> </method> <method name="decal_create"> @@ -917,12 +963,6 @@ <description> </description> </method> - <method name="environment_glow_set_use_high_quality"> - <return type="void" /> - <param index="0" name="enable" type="bool" /> - <description> - </description> - </method> <method name="environment_set_adjustment"> <return type="void" /> <param index="0" name="env" type="RID" /> @@ -966,7 +1006,8 @@ <method name="environment_set_bg_energy"> <return type="void" /> <param index="0" name="env" type="RID" /> - <param index="1" name="energy" type="float" /> + <param index="1" name="multiplier" type="float" /> + <param index="2" name="exposure_value" type="float" /> <description> Sets the intensity of the background color. </description> @@ -990,6 +1031,7 @@ <param index="6" name="height" type="float" /> <param index="7" name="height_density" type="float" /> <param index="8" name="aerial_perspective" type="float" /> + <param index="9" name="sky_affect" type="float" /> <description> </description> </method> @@ -1133,11 +1175,6 @@ <param index="1" name="tone_mapper" type="int" enum="RenderingServer.EnvironmentToneMapper" /> <param index="2" name="exposure" type="float" /> <param index="3" name="white" type="float" /> - <param index="4" name="auto_exposure" type="bool" /> - <param index="5" name="min_luminance" type="float" /> - <param index="6" name="max_luminance" type="float" /> - <param index="7" name="auto_exp_speed" type="float" /> - <param index="8" name="auto_exp_grey" type="float" /> <description> Sets the variables to be used with the "tonemap" post-process effect. See [Environment] for more details. </description> @@ -1157,6 +1194,7 @@ <param index="10" name="temporal_reprojection" type="bool" /> <param index="11" name="temporal_reprojection_amount" type="float" /> <param index="12" name="ambient_inject" type="float" /> + <param index="13" name="sky_affect" type="float" /> <description> </description> </method> @@ -1232,6 +1270,8 @@ <method name="get_rendering_device" qualifiers="const"> <return type="RenderingDevice" /> <description> + Returns the global RenderingDevice. + [b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code]. </description> </method> <method name="get_rendering_info"> @@ -1240,16 +1280,23 @@ <description> </description> </method> + <method name="get_shader_parameter_list" qualifiers="const"> + <return type="Dictionary[]" /> + <param index="0" name="shader" type="RID" /> + <description> + Returns the parameters of a shader. + </description> + </method> <method name="get_test_cube"> <return type="RID" /> <description> - Returns the id of the test cube. Creates one if none exists. + Returns the ID of the test cube. Creates one if none exists. </description> </method> <method name="get_test_texture"> <return type="RID" /> <description> - Returns the id of the test texture. Creates one if none exists. + Returns the ID of the test texture. Creates one if none exists. </description> </method> <method name="get_video_adapter_api_version" qualifiers="const"> @@ -1283,7 +1330,7 @@ <method name="get_white_texture"> <return type="RID" /> <description> - Returns the id of a white texture. Creates one if none exists. + Returns the ID of a white texture. Creates one if none exists. </description> </method> <method name="gi_set_use_half_resolution"> @@ -1293,45 +1340,45 @@ If [param half_resolution] is [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting. See also [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution]. </description> </method> - <method name="global_shader_uniform_add"> + <method name="global_shader_parameter_add"> <return type="void" /> <param index="0" name="name" type="StringName" /> - <param index="1" name="type" type="int" enum="RenderingServer.GlobalShaderUniformType" /> + <param index="1" name="type" type="int" enum="RenderingServer.GlobalShaderParameterType" /> <param index="2" name="default_value" type="Variant" /> <description> </description> </method> - <method name="global_shader_uniform_get" qualifiers="const"> + <method name="global_shader_parameter_get" qualifiers="const"> <return type="Variant" /> <param index="0" name="name" type="StringName" /> <description> </description> </method> - <method name="global_shader_uniform_get_list" qualifiers="const"> + <method name="global_shader_parameter_get_list" qualifiers="const"> <return type="PackedStringArray" /> <description> </description> </method> - <method name="global_shader_uniform_get_type" qualifiers="const"> - <return type="int" enum="RenderingServer.GlobalShaderUniformType" /> + <method name="global_shader_parameter_get_type" qualifiers="const"> + <return type="int" enum="RenderingServer.GlobalShaderParameterType" /> <param index="0" name="name" type="StringName" /> <description> </description> </method> - <method name="global_shader_uniform_remove"> + <method name="global_shader_parameter_remove"> <return type="void" /> <param index="0" name="name" type="StringName" /> <description> </description> </method> - <method name="global_shader_uniform_set"> + <method name="global_shader_parameter_set"> <return type="void" /> <param index="0" name="name" type="StringName" /> <param index="1" name="value" type="Variant" /> <description> </description> </method> - <method name="global_shader_uniform_set_override"> + <method name="global_shader_parameter_set_override"> <return type="void" /> <param index="0" name="name" type="StringName" /> <param index="1" name="value" type="Variant" /> @@ -1391,22 +1438,22 @@ Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. </description> </method> - <method name="instance_geometry_get_shader_uniform" qualifiers="const"> + <method name="instance_geometry_get_shader_parameter" qualifiers="const"> <return type="Variant" /> <param index="0" name="instance" type="RID" /> <param index="1" name="parameter" type="StringName" /> <description> </description> </method> - <method name="instance_geometry_get_shader_uniform_default_value" qualifiers="const"> + <method name="instance_geometry_get_shader_parameter_default_value" qualifiers="const"> <return type="Variant" /> <param index="0" name="instance" type="RID" /> <param index="1" name="parameter" type="StringName" /> <description> </description> </method> - <method name="instance_geometry_get_shader_uniform_list" qualifiers="const"> - <return type="Array" /> + <method name="instance_geometry_get_shader_parameter_list" qualifiers="const"> + <return type="Dictionary[]" /> <param index="0" name="instance" type="RID" /> <description> </description> @@ -1460,7 +1507,7 @@ Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to [member GeometryInstance3D.material_override]. </description> </method> - <method name="instance_geometry_set_shader_uniform"> + <method name="instance_geometry_set_shader_parameter"> <return type="void" /> <param index="0" name="instance" type="RID" /> <param index="1" name="parameter" type="StringName" /> @@ -1513,7 +1560,7 @@ <param index="0" name="instance" type="RID" /> <param index="1" name="aabb" type="AABB" /> <description> - Sets a custom AABB to use when culling objects from the view frustum. Equivalent to [method GeometryInstance3D.set_custom_aabb]. + Sets a custom AABB to use when culling objects from the view frustum. Equivalent to setting [member GeometryInstance3D.custom_aabb]. </description> </method> <method name="instance_set_extra_visibility_margin"> @@ -1539,6 +1586,15 @@ Sets the render layers that this instance will be drawn to. Equivalent to [member VisualInstance3D.layers]. </description> </method> + <method name="instance_set_pivot_data"> + <return type="void" /> + <param index="0" name="instance" type="RID" /> + <param index="1" name="sorting_offset" type="float" /> + <param index="2" name="use_aabb_center" type="bool" /> + <description> + Sets the sorting offset and switches between using the bounding box or instance origin for depth sorting. + </description> + </method> <method name="instance_set_scenario"> <return type="void" /> <param index="0" name="instance" type="RID" /> @@ -1581,7 +1637,7 @@ </description> </method> <method name="instances_cull_aabb" qualifiers="const"> - <return type="Array" /> + <return type="PackedInt64Array" /> <param index="0" name="aabb" type="AABB" /> <param index="1" name="scenario" type="RID" /> <description> @@ -1590,8 +1646,8 @@ </description> </method> <method name="instances_cull_convex" qualifiers="const"> - <return type="Array" /> - <param index="0" name="convex" type="Array" /> + <return type="PackedInt64Array" /> + <param index="0" name="convex" type="Plane[]" /> <param index="1" name="scenario" type="RID" /> <description> Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. @@ -1599,7 +1655,7 @@ </description> </method> <method name="instances_cull_ray" qualifiers="const"> - <return type="Array" /> + <return type="PackedInt64Array" /> <param index="0" name="from" type="Vector3" /> <param index="1" name="to" type="Vector3" /> <param index="2" name="scenario" type="RID" /> @@ -1757,6 +1813,14 @@ <description> </description> </method> + <method name="lightmap_set_baked_exposure_normalization"> + <return type="void" /> + <param index="0" name="lightmap" type="RID" /> + <param index="1" name="baked_exposure" type="float" /> + <description> + Used to inform the renderer what exposure normalization value was used while baking the lightmap. This value will be used and modulated at run time to ensure that the lightmap maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see [method camera_attributes_set_exposure]. + </description> + </method> <method name="lightmap_set_probe_bounds"> <return type="void" /> <param index="0" name="lightmap" type="RID" /> @@ -1801,7 +1865,7 @@ <param index="1" name="longitudes" type="int" /> <param index="2" name="radius" type="float" /> <description> - Returns a mesh of a sphere with the given amount of horizontal and vertical subdivisions. + Returns a mesh of a sphere with the given number of horizontal and vertical subdivisions. </description> </method> <method name="material_create"> @@ -1959,7 +2023,7 @@ </description> </method> <method name="mesh_surface_get_blend_shape_arrays" qualifiers="const"> - <return type="Array" /> + <return type="Array[]" /> <param index="0" name="mesh" type="RID" /> <param index="1" name="surface" type="int" /> <description> @@ -2655,7 +2719,7 @@ The scenario is the 3D world that all the visual instances exist in. </description> </method> - <method name="scenario_set_camera_effects"> + <method name="scenario_set_camera_attributes"> <return type="void" /> <param index="0" name="scenario" type="RID" /> <param index="1" name="effects" type="RID" /> @@ -2724,30 +2788,23 @@ Returns a shader's code. </description> </method> - <method name="shader_get_default_texture_param" qualifiers="const"> + <method name="shader_get_default_texture_parameter" qualifiers="const"> <return type="RID" /> <param index="0" name="shader" type="RID" /> - <param index="1" name="param" type="StringName" /> + <param index="1" name="name" type="StringName" /> <param index="2" name="index" type="int" default="0" /> <description> Returns a default texture from a shader searched by name. [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture. </description> </method> - <method name="shader_get_param_default" qualifiers="const"> + <method name="shader_get_parameter_default" qualifiers="const"> <return type="Variant" /> <param index="0" name="shader" type="RID" /> - <param index="1" name="param" type="StringName" /> + <param index="1" name="name" type="StringName" /> <description> </description> </method> - <method name="shader_get_shader_uniform_list" qualifiers="const"> - <return type="Dictionary[]" /> - <param index="0" name="shader" type="RID" /> - <description> - Returns the parameters of a shader. - </description> - </method> <method name="shader_set_code"> <return type="void" /> <param index="0" name="shader" type="RID" /> @@ -2755,10 +2812,10 @@ <description> </description> </method> - <method name="shader_set_default_texture_param"> + <method name="shader_set_default_texture_parameter"> <return type="void" /> <param index="0" name="shader" type="RID" /> - <param index="1" name="param" type="StringName" /> + <param index="1" name="name" type="StringName" /> <param index="2" name="texture" type="RID" /> <param index="3" name="index" type="int" default="0" /> <description> @@ -2975,6 +3032,14 @@ <description> </description> </method> + <method name="texture_get_rd_texture" qualifiers="const"> + <return type="RID" /> + <param index="0" name="texture" type="RID" /> + <param index="1" name="srgb" type="bool" default="false" /> + <description> + Returns a texture [RID] that can be used with [RenderingDevice]. + </description> + </method> <method name="texture_proxy_create"> <return type="RID" /> <param index="0" name="base" type="RID" /> @@ -3102,6 +3167,14 @@ If [code]true[/code], sets the viewport active, else sets it inactive. </description> </method> + <method name="viewport_set_canvas_cull_mask"> + <return type="void" /> + <param index="0" name="viewport" type="RID" /> + <param index="1" name="canvas_cull_mask" type="int" /> + <description> + Sets the rendering mask associated with this [Viewport]. Only [CanvasItem] nodes with a matching rendering visibility layer will be rendered by this [Viewport]. + </description> + </method> <method name="viewport_set_canvas_stacking"> <return type="void" /> <param index="0" name="viewport" type="RID" /> @@ -3198,12 +3271,20 @@ <description> </description> </method> - <method name="viewport_set_msaa"> + <method name="viewport_set_msaa_2d"> + <return type="void" /> + <param index="0" name="viewport" type="RID" /> + <param index="1" name="msaa" type="int" enum="RenderingServer.ViewportMSAA" /> + <description> + Sets the multisample anti-aliasing mode for 2D/Canvas. See [enum ViewportMSAA] for options. + </description> + </method> + <method name="viewport_set_msaa_3d"> <return type="void" /> <param index="0" name="viewport" type="RID" /> <param index="1" name="msaa" type="int" enum="RenderingServer.ViewportMSAA" /> <description> - Sets the anti-aliasing mode. See [enum ViewportMSAA] for options. + Sets the multisample anti-aliasing mode for 3D. See [enum ViewportMSAA] for options. </description> </method> <method name="viewport_set_occlusion_culling_build_quality"> @@ -3462,6 +3543,14 @@ <description> </description> </method> + <method name="voxel_gi_set_baked_exposure_normalization"> + <return type="void" /> + <param index="0" name="voxel_gi" type="RID" /> + <param index="1" name="baked_exposure" type="float" /> + <description> + Used to inform the renderer what exposure normalization value was used while baking the voxel gi. This value will be used and modulated at run time to ensure that the voxel gi maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see [method camera_attributes_set_exposure]. + </description> + </method> <method name="voxel_gi_set_bias"> <return type="void" /> <param index="0" name="voxel_gi" type="RID" /> @@ -3774,64 +3863,65 @@ Is a spot light. </constant> <constant name="LIGHT_PARAM_ENERGY" value="0" enum="LightParam"> - The light's energy. + The light's energy multiplier. </constant> <constant name="LIGHT_PARAM_INDIRECT_ENERGY" value="1" enum="LightParam"> The light's indirect energy multiplier (final indirect energy is [constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_INDIRECT_ENERGY]). </constant> - <constant name="LIGHT_PARAM_SPECULAR" value="2" enum="LightParam"> + <constant name="LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY" value="2" enum="LightParam"> + The light's volumetric fog energy multiplier (final volumetric fog energy is [constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY]). + </constant> + <constant name="LIGHT_PARAM_SPECULAR" value="3" enum="LightParam"> The light's influence on specularity. </constant> - <constant name="LIGHT_PARAM_RANGE" value="3" enum="LightParam"> + <constant name="LIGHT_PARAM_RANGE" value="4" enum="LightParam"> The light's range. </constant> - <constant name="LIGHT_PARAM_SIZE" value="4" enum="LightParam"> + <constant name="LIGHT_PARAM_SIZE" value="5" enum="LightParam"> The size of the light when using spot light or omni light. The angular size of the light when using directional light. </constant> - <constant name="LIGHT_PARAM_ATTENUATION" value="5" enum="LightParam"> + <constant name="LIGHT_PARAM_ATTENUATION" value="6" enum="LightParam"> The light's attenuation. </constant> - <constant name="LIGHT_PARAM_SPOT_ANGLE" value="6" enum="LightParam"> + <constant name="LIGHT_PARAM_SPOT_ANGLE" value="7" enum="LightParam"> The spotlight's angle. </constant> - <constant name="LIGHT_PARAM_SPOT_ATTENUATION" value="7" enum="LightParam"> + <constant name="LIGHT_PARAM_SPOT_ATTENUATION" value="8" enum="LightParam"> The spotlight's attenuation. </constant> - <constant name="LIGHT_PARAM_SHADOW_MAX_DISTANCE" value="8" enum="LightParam"> + <constant name="LIGHT_PARAM_SHADOW_MAX_DISTANCE" value="9" enum="LightParam"> Max distance that shadows will be rendered. </constant> - <constant name="LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET" value="9" enum="LightParam"> + <constant name="LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET" value="10" enum="LightParam"> Proportion of shadow atlas occupied by the first split. </constant> - <constant name="LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET" value="10" enum="LightParam"> + <constant name="LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET" value="11" enum="LightParam"> Proportion of shadow atlas occupied by the second split. </constant> - <constant name="LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET" value="11" enum="LightParam"> + <constant name="LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET" value="12" enum="LightParam"> Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest. </constant> - <constant name="LIGHT_PARAM_SHADOW_FADE_START" value="12" enum="LightParam"> + <constant name="LIGHT_PARAM_SHADOW_FADE_START" value="13" enum="LightParam"> Proportion of shadow max distance where the shadow will start to fade out. </constant> - <constant name="LIGHT_PARAM_SHADOW_NORMAL_BIAS" value="13" enum="LightParam"> + <constant name="LIGHT_PARAM_SHADOW_NORMAL_BIAS" value="14" enum="LightParam"> Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts. </constant> - <constant name="LIGHT_PARAM_SHADOW_BIAS" value="14" enum="LightParam"> + <constant name="LIGHT_PARAM_SHADOW_BIAS" value="15" enum="LightParam"> Bias the shadow lookup to fix self-shadowing artifacts. </constant> - <constant name="LIGHT_PARAM_SHADOW_PANCAKE_SIZE" value="15" enum="LightParam"> + <constant name="LIGHT_PARAM_SHADOW_PANCAKE_SIZE" value="16" enum="LightParam"> Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to [code]0[/code] turns off the pancaking effect. </constant> - <constant name="LIGHT_PARAM_SHADOW_OPACITY" value="16" enum="LightParam"> + <constant name="LIGHT_PARAM_SHADOW_OPACITY" value="17" enum="LightParam"> The light's shadow opacity. Values lower than [code]1.0[/code] make the light appear through shadows. This can be used to fake global illumination at a low performance cost. </constant> - <constant name="LIGHT_PARAM_SHADOW_BLUR" value="17" enum="LightParam"> + <constant name="LIGHT_PARAM_SHADOW_BLUR" value="18" enum="LightParam"> Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible. </constant> - <constant name="LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="18" enum="LightParam"> - </constant> <constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="19" enum="LightParam"> </constant> - <constant name="LIGHT_PARAM_MAX" value="20" enum="LightParam"> + <constant name="LIGHT_PARAM_MAX" value="21" enum="LightParam"> Represents the size of the [enum LightParam] enum. </constant> <constant name="LIGHT_BAKE_DISABLED" value="0" enum="LightBakeMode"> @@ -4519,9 +4609,11 @@ </constant> <constant name="CANVAS_GROUP_MODE_DISABLED" value="0" enum="CanvasGroupMode"> </constant> - <constant name="CANVAS_GROUP_MODE_OPAQUE" value="1" enum="CanvasGroupMode"> + <constant name="CANVAS_GROUP_MODE_CLIP_ONLY" value="1" enum="CanvasGroupMode"> + </constant> + <constant name="CANVAS_GROUP_MODE_CLIP_AND_DRAW" value="2" enum="CanvasGroupMode"> </constant> - <constant name="CANVAS_GROUP_MODE_TRANSPARENT" value="2" enum="CanvasGroupMode"> + <constant name="CANVAS_GROUP_MODE_TRANSPARENT" value="3" enum="CanvasGroupMode"> </constant> <constant name="CANVAS_LIGHT_MODE_POINT" value="0" enum="CanvasLightMode"> </constant> @@ -4557,63 +4649,63 @@ <constant name="CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE" value="2" enum="CanvasOccluderPolygonCullMode"> Culling of the canvas occluder is counterclockwise. </constant> - <constant name="GLOBAL_VAR_TYPE_BOOL" value="0" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_BOOL" value="0" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_BVEC2" value="1" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_BVEC2" value="1" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_BVEC3" value="2" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_BVEC3" value="2" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_BVEC4" value="3" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_BVEC4" value="3" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_INT" value="4" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_INT" value="4" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_IVEC2" value="5" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_IVEC2" value="5" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_IVEC3" value="6" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_IVEC3" value="6" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_IVEC4" value="7" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_IVEC4" value="7" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_RECT2I" value="8" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_RECT2I" value="8" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_UINT" value="9" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_UINT" value="9" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_UVEC2" value="10" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_UVEC2" value="10" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_UVEC3" value="11" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_UVEC3" value="11" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_UVEC4" value="12" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_UVEC4" value="12" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_FLOAT" value="13" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_FLOAT" value="13" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_VEC2" value="14" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_VEC2" value="14" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_VEC3" value="15" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_VEC3" value="15" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_VEC4" value="16" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_VEC4" value="16" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_COLOR" value="17" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_COLOR" value="17" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_RECT2" value="18" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_RECT2" value="18" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_MAT2" value="19" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_MAT2" value="19" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_MAT3" value="20" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_MAT3" value="20" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_MAT4" value="21" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_MAT4" value="21" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_TRANSFORM_2D" value="22" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_TRANSFORM_2D" value="22" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_TRANSFORM" value="23" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_TRANSFORM" value="23" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_SAMPLER2D" value="24" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_SAMPLER2D" value="24" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_SAMPLER2DARRAY" value="25" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_SAMPLER2DARRAY" value="25" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_SAMPLER3D" value="26" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_SAMPLER3D" value="26" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_SAMPLERCUBE" value="27" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_SAMPLERCUBE" value="27" enum="GlobalShaderParameterType"> </constant> - <constant name="GLOBAL_VAR_TYPE_MAX" value="28" enum="GlobalShaderUniformType"> + <constant name="GLOBAL_VAR_TYPE_MAX" value="28" enum="GlobalShaderParameterType"> </constant> <constant name="RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME" value="0" enum="RenderingInfo"> </constant> diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 3adf10da2d..e533fc1e32 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -4,7 +4,8 @@ Base class for all resources. </brief_description> <description> - Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instantiated from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource. + Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. Once loaded from disk, further attempts to load a resource by [member resource_path] returns the same reference. [PackedScene], one of the most common [Object]s in a Godot project, is also a resource, uniquely capable of storing and instantiating the [Node]s it contains as many times as desired. + In GDScript, resources can loaded from disk by their [member resource_path] using [method @GDScript.load] or [method @GDScript.preload]. [b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed. </description> <tutorials> @@ -15,77 +16,94 @@ <method name="_get_rid" qualifiers="virtual"> <return type="RID" /> <description> + Override this method to return a custom [RID] when [method get_rid] is called. </description> </method> <method name="duplicate" qualifiers="const"> <return type="Resource" /> <param index="0" name="subresources" type="bool" default="false" /> <description> - Duplicates the resource, returning a new resource with the exported members copied. [b]Note:[/b] To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn't have default values. - By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [param subresources] argument which will copy the subresources. - [b]Note:[/b] If [param subresources] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. - [b]Note:[/b] When duplicating a resource, only [code]export[/code]ed properties are copied. Other properties will be set to their default value in the new resource. + Duplicates this resource, returning a new resource with its [code]export[/code]ed or [constant PROPERTY_USAGE_STORAGE] properties copied from the original. + If [param subresources] is [code]false[/code], a shallow copy is returned. Nested resources within subresources are not duplicated and are shared from the original resource. This behavior can be overridden by the [constant PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE] flag. + [b]Note:[/b] For custom resources, this method will fail if [method Object._init] has been defined with required parameters. </description> </method> <method name="emit_changed"> <return type="void" /> <description> - Emits the [signal changed] signal. - If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). - The method is equivalent to: + Emits the [signal changed] signal. This method is called automatically for built-in resources. + [b]Note:[/b] For custom resources, it's recommended to call this method whenever a meaningful change occurs, such as a modified property. This ensures that custom [Object]s depending on the resource are properly updated. [codeblock] - emit_signal("changed") + var damage: + set(new_value): + if damage != new_value: + damage = new_value + emit_changed() [/codeblock] - [b]Note:[/b] This method is called automatically for built-in resources. </description> </method> <method name="get_local_scene" qualifiers="const"> <return type="Node" /> <description> - If [member resource_local_to_scene] is enabled and the resource was loaded from a [PackedScene] instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns [code]null[/code]. + If [member resource_local_to_scene] is set to [code]true[/code] and the resource has been loaded from a [PackedScene] instantiation, returns the root [Node] of the scene where this resource is used. Otherwise, returns [code]null[/code]. </description> </method> <method name="get_rid" qualifiers="const"> <return type="RID" /> <description> - Returns the RID of the resource (or an empty RID). Many resources (such as [Texture2D], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID. + Returns the [RID] of this resource (or an empty RID). Many resources (such as [Texture2D], [Mesh], and so on) are high-level abstractions of resources stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so this function will return the original [RID]. </description> </method> <method name="setup_local_to_scene"> <return type="void" /> <description> - This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a [PackedScene] instantiation. Its behavior can be customized by connecting [signal setup_local_to_scene_requested] from script. - For most resources, this method performs no base logic. [ViewportTexture] performs custom logic to properly set the proxy texture and flags in the local viewport. + Emits the [signal setup_local_to_scene_requested] signal. If [member resource_local_to_scene] is set to [code]true[/code], this method is called from [method PackedScene.instantiate] by the newly duplicated resource within the scene instance. + For most resources, this method performs no logic of its own. Custom behavior can be defined by connecting [signal setup_local_to_scene_requested] from a script, [b]not[/b] by overriding this method. + [b]Example:[/b] Assign a random value to [code]health[/code] for every duplicated Resource from an instantiated scene, excluding the original. + [codeblock] + extends Resource + + var health = 0 + + func _init(): + setup_local_to_scene_requested.connect(randomize_health) + + func randomize_health(): + health = randi_range(10, 40) + [/codeblock] </description> </method> <method name="take_over_path"> <return type="void" /> <param index="0" name="path" type="String" /> <description> - Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path. + Sets the [member resource_path] to [param path], potentially overriding an existing cache entry for this path. Further attempts to load an overridden resource by path will instead return this resource. </description> </method> </methods> <members> <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" default="false"> - If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene. + If [code]true[/code], the resource is duplicated for each instance of all scenes using it. At run-time, the resource can be modified in one scene without affecting other instances (see [method PackedScene.instantiate]). + [b]Note:[/b] Changing this property at run-time has no effect on already created duplicate resources. </member> <member name="resource_name" type="String" setter="set_name" getter="get_name" default=""""> - The name of the resource. This is an optional identifier. If [member resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [member resource_name] will be displayed as the tab name in the script editor. + An optional name for this resource. When defined, its value is displayed to represent the resource in the Inspector dock. For built-in scripts, the name is displayed as part of the tab name in the script editor. </member> <member name="resource_path" type="String" setter="set_path" getter="get_path" default=""""> - The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index. + The unique path to this resource. If it has been saved to disk, the value will be its filepath. If the resource is exclusively contained within a scene, the value will be the [PackedScene]'s filepath, followed by an unique identifier. + [b]Note:[/b] Setting this property manually may fail if a resource with the same path has already been previously loaded. If necessary, use [method take_over_path]. </member> </members> <signals> <signal name="changed"> <description> - Emitted whenever the resource changes. - [b]Note:[/b] This signal is not emitted automatically for custom resources, which means that you need to create a setter and emit the signal yourself. + Emitted when the resource changes, usually when one of its properties is modified. See also [method emit_changed]. + [b]Note:[/b] This signal is not emitted automatically for properties of custom resources. If necessary, a setter needs to be created to emit the signal. </description> </signal> <signal name="setup_local_to_scene_requested"> <description> + Emitted when [method setup_local_to_scene] is called, usually by a newly duplicated resource with [member resource_local_to_scene] set to [code]true[/code]. Custom behavior can be defined by connecting this signal. </description> </signal> </signals> diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml index 9b8c8d4d9d..2b6376f2cd 100644 --- a/doc/classes/ResourceFormatLoader.xml +++ b/doc/classes/ResourceFormatLoader.xml @@ -71,6 +71,15 @@ The [param cache_mode] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details. </description> </method> + <method name="_recognize_path" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="path" type="String" /> + <param index="1" name="type" type="StringName" /> + <description> + Tells whether or not this loader should load a resource from its resource path for a given type. + If it is not implemented, the default behavior returns whether the path's extension is within the ones provided by [method _get_recognized_extensions], and if the type is within the ones provided by [method _get_resource_type]. + </description> + </method> <method name="_rename_dependencies" qualifiers="virtual const"> <return type="int" /> <param index="0" name="path" type="String" /> diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml index a84c2165f5..1f2af6d157 100644 --- a/doc/classes/ResourceFormatSaver.xml +++ b/doc/classes/ResourceFormatSaver.xml @@ -24,10 +24,19 @@ Returns whether the given resource object can be saved by this saver. </description> </method> + <method name="_recognize_path" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="resource" type="Resource" /> + <param index="1" name="path" type="String" /> + <description> + Returns [code]true[/code] if this saver handles a given save path and [code]false[/code] otherwise. + If this method is not implemented, the default behavior returns whether the path's extension is within the ones provided by [method _get_recognized_extensions]. + </description> + </method> <method name="_save" qualifiers="virtual"> <return type="int" /> - <param index="0" name="path" type="Resource" /> - <param index="1" name="resource" type="String" /> + <param index="0" name="resource" type="Resource" /> + <param index="1" name="path" type="String" /> <param index="2" name="flags" type="int" /> <description> Saves the given resource object to a file at the target [param path]. [param flags] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants. diff --git a/doc/classes/ResourceSaver.xml b/doc/classes/ResourceSaver.xml index b0c9056cbc..8cd701e0d8 100644 --- a/doc/classes/ResourceSaver.xml +++ b/doc/classes/ResourceSaver.xml @@ -62,10 +62,10 @@ Do not save editor-specific metadata (identified by their [code]__editor[/code] prefix). </constant> <constant name="FLAG_SAVE_BIG_ENDIAN" value="16" enum="SaverFlags" is_bitfield="true"> - Save as big endian (see [member File.big_endian]). + Save as big endian (see [member FileAccess.big_endian]). </constant> <constant name="FLAG_COMPRESS" value="32" enum="SaverFlags" is_bitfield="true"> - Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only available for binary resource types. + Compress the resource on save using [constant FileAccess.COMPRESSION_ZSTD]. Only available for binary resource types. </constant> <constant name="FLAG_REPLACE_SUBRESOURCE_PATHS" value="64" enum="SaverFlags" is_bitfield="true"> Take over the paths of the saved subresources (see [method Resource.take_over_path]). diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 62142fce8b..dd291a425d 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -23,9 +23,11 @@ <param index="2" name="height" type="int" default="0" /> <param index="3" name="color" type="Color" default="Color(1, 1, 1, 1)" /> <param index="4" name="inline_align" type="int" enum="InlineAlignment" default="5" /> + <param index="5" name="region" type="Rect2" default="Rect2(0, 0, 0, 0)" /> <description> - Adds an image's opening and closing tags to the tag stack, optionally providing a [param width] and [param height] to resize the image and a [param color] to tint the image. + Adds an image's opening and closing tags to the tag stack, optionally providing a [param width] and [param height] to resize the image, a [param color] to tint the image and a [param region] to only use parts of the image. If [param width] or [param height] is set to 0, the image size will be adjusted in order to keep the original aspect ratio. + If [param width] and [param height] are not set, but [param region] is, the region's rect will be used. </description> </method> <method name="add_text"> @@ -365,6 +367,7 @@ <return type="void" /> <param index="0" name="columns" type="int" /> <param index="1" name="inline_align" type="int" enum="InlineAlignment" default="0" /> + <param index="2" name="align_to_row" type="int" default="-1" /> <description> Adds a [code][table=columns,inline_align][/code] tag to the tag stack. </description> @@ -375,12 +378,12 @@ Adds a [code][u][/code] tag to the tag stack. </description> </method> - <method name="remove_line"> + <method name="remove_paragraph"> <return type="bool" /> - <param index="0" name="line" type="int" /> + <param index="0" name="paragraph" type="int" /> <description> - Removes a line of content from the label. Returns [code]true[/code] if the line exists. - The [param line] argument is the index of the line to remove, it can take values in the interval [code][0, get_line_count() - 1][/code]. + Removes a paragraph of content from the label. Returns [code]true[/code] if the paragraph exists. + The [param paragraph] argument is the index of the paragraph to remove, it can take values in the interval [code][0, get_paragraph_count() - 1][/code]. </description> </method> <method name="scroll_to_line"> @@ -397,6 +400,12 @@ Scrolls the window's top line to match first line of the [param paragraph]. </description> </method> + <method name="scroll_to_selection"> + <return type="void" /> + <description> + Scrolls to the beginning of the current selection. + </description> + </method> <method name="select_all"> <return type="void" /> <description> @@ -477,13 +486,6 @@ <member name="meta_underlined" type="bool" setter="set_meta_underline" getter="is_meta_underlined" default="true"> If [code]true[/code], the label underlines meta tags such as [code][url]{text}[/url][/code]. </member> - <member name="override_selected_font_color" type="bool" setter="set_override_selected_font_color" getter="is_overriding_selected_font_color" default="false"> - If [code]true[/code], the label uses the custom font color. - </member> - <member name="percent_visible" type="float" setter="set_percent_visible" getter="get_percent_visible" default="1.0"> - The range of characters to display, as a [float] between 0.0 and 1.0. When assigned an out of range value, it's the same as assigning 1.0. - [b]Note:[/b] Setting this property updates [member visible_characters] based on current [method get_total_character_count]. - </member> <member name="progress_bar_delay" type="int" setter="set_progress_bar_delay" getter="get_progress_bar_delay" default="1000"> The delay after which the loading progress bar is displayed, in milliseconds. Set to [code]-1[/code] to disable progress bar entirely. [b]Note:[/b] Progress bar is displayed only if [member threaded] is enabled. @@ -520,11 +522,15 @@ If [code]true[/code], text processing is done in a background thread. </member> <member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1"> - The restricted number of characters to display in the label. If [code]-1[/code], all characters will be displayed. - [b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count]. + The number of characters to display. If set to [code]-1[/code], all characters are displayed. This can be useful when animating the text appearing in a dialog box. + [b]Note:[/b] Setting this property updates [member visible_ratio] accordingly. </member> <member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0"> - Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info. + Sets the clipping behavior when [member visible_characters] or [member visible_ratio] is set. See [enum TextServer.VisibleCharactersBehavior] for more info. + </member> + <member name="visible_ratio" type="float" setter="set_visible_ratio" getter="get_visible_ratio" default="1.0"> + The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box. + [b]Note:[/b] Setting this property updates [member visible_characters] accordingly. </member> </members> <signals> @@ -627,8 +633,8 @@ <theme_item name="font_outline_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> The default tint of text outline. </theme_item> - <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(0, 0, 0, 1)"> - The color of selected text, used when [member selection_enabled] is [code]true[/code]. + <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)"> + The color of selected text, used when [member selection_enabled] is [code]true[/code]. If equal to [code]Color(0, 0, 0, 0)[/code], it will be ignored. </theme_item> <theme_item name="font_shadow_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)"> The color of the font's shadow. @@ -650,6 +656,7 @@ </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="shadow_offset_x" data_type="constant" type="int" default="1"> The horizontal offset of the font's shadow. @@ -666,6 +673,12 @@ <theme_item name="table_v_separation" data_type="constant" type="int" default="3"> The vertical separation of elements in a table. </theme_item> + <theme_item name="text_highlight_h_padding" data_type="constant" type="int" default="3"> + The horizontal padding around a highlighting and background color box. + </theme_item> + <theme_item name="text_highlight_v_padding" data_type="constant" type="int" default="3"> + The vertical padding around a highlighting and background color box. + </theme_item> <theme_item name="bold_font" data_type="font" type="Font"> The font used for bold text. </theme_item> diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidBody2D.xml index 445e6d94ea..6e3535f14a 100644 --- a/doc/classes/RigidDynamicBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -1,12 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="RigidDynamicBody2D" inherits="PhysicsBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="RigidBody2D" inherits="PhysicsBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Physics Body which is moved by 2D physics simulation. Useful for objects that have gravity and can be pushed by other objects. </brief_description> <description> - This node implements simulated 2D physics. You do not control a RigidDynamicBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties. + This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties. You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode]. - [b]Note:[/b] You should not change a RigidDynamicBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. + [b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime. If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator]. </description> @@ -87,6 +87,7 @@ <param index="0" name="torque" type="float" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -95,15 +96,23 @@ <description> Applies a rotational impulse to the body without affecting the position. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="get_colliding_bodies" qualifiers="const"> <return type="Node2D[]" /> <description> - Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. + Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. </description> </method> + <method name="get_contact_count" qualifiers="const"> + <return type="int" /> + <description> + Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see [member contact_monitor]). + [b]Note:[/b] To retrieve the colliding bodies, use [method get_colliding_bodies]. + </description> + </method> <method name="set_axis_velocity"> <return type="void" /> <param index="0" name="axis_velocity" type="Vector2" /> @@ -117,7 +126,7 @@ Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value. See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping. </member> - <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidDynamicBody2D.DampMode" default="0"> + <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidBody2D.DampMode" default="0"> Defines how [member angular_damp] is applied. See [enum DampMode] for possible values. </member> <member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0"> @@ -130,7 +139,7 @@ The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration. When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed. </member> - <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody2D.CenterOfMassMode" default="0"> + <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody2D.CenterOfMassMode" default="0"> Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values. </member> <member name="constant_force" type="Vector2" setter="set_constant_force" getter="get_constant_force" default="Vector2(0, 0)"> @@ -142,13 +151,10 @@ See [method add_constant_torque]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> - If [code]true[/code], the body will emit signals when it collides with another RigidDynamicBody2D. See also [member contacts_reported]. + If [code]true[/code], the RigidBody2D will emit signals when it collides with another RigidBody2D. + [b]Note:[/b] By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see [member max_contacts_reported]. </member> - <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> - The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. - [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end). - </member> - <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidDynamicBody2D.CCDMode" default="0"> + <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode" default="0"> Continuous collision detection mode. Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See [enum CCDMode] for details. </member> @@ -160,7 +166,7 @@ See [member freeze_mode] to set the body's behavior when frozen. For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead. </member> - <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidDynamicBody2D.FreezeMode" default="0"> + <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidBody2D.FreezeMode" default="0"> The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values. For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead. </member> @@ -175,7 +181,7 @@ Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value. See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping. </member> - <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidDynamicBody2D.DampMode" default="0"> + <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidBody2D.DampMode" default="0"> Defines how [member linear_damp] is applied. See [enum DampMode] for possible values. </member> <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)"> @@ -187,6 +193,10 @@ <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> + <member name="max_contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> + The maximum number of contacts that will be recorded. Requires a value greater than 0 and [member contact_monitor] to be set to [code]true[/code] to start to register contacts. Use [method get_contact_count] to retrieve the count or [method get_colliding_bodies] to retrieve bodies that have been collided with. + [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner). + </member> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. @@ -199,14 +209,14 @@ <signal name="body_entered"> <param index="0" name="body" type="Node" /> <description> - Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. [param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. </description> </signal> <signal name="body_exited"> <param index="0" name="body" type="Node" /> <description> - Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. [param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. </description> </signal> @@ -216,11 +226,11 @@ <param index="2" name="body_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when one of this RigidDynamicBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + Emitted when one of this RigidBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. [param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. [param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. [param body_shape_index] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. - [param local_shape_index] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + [param local_shape_index] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. </description> </signal> <signal name="body_shape_exited"> @@ -229,11 +239,11 @@ <param index="2" name="body_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when the collision between one of this RigidDynamicBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + Emitted when the collision between one of this RigidBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. [param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. [param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. [param body_shape_index] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. - [param local_shape_index] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + [param local_shape_index] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. </description> </signal> <signal name="sleeping_state_changed"> diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidBody3D.xml index 83f24be418..8380d56de3 100644 --- a/doc/classes/RigidDynamicBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -1,12 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="RigidDynamicBody3D" inherits="PhysicsBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="RigidBody3D" inherits="PhysicsBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Physics Body which is moved by 3D physics simulation. Useful for objects that have gravity and can be pushed by other objects. </brief_description> <description> - This is the node that implements full 3D physics. This means that you do not control a RigidDynamicBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. + This is the node that implements full 3D physics. This means that you do not control a RigidBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode]. - [b]Note:[/b] Don't change a RigidDynamicBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. + [b]Note:[/b] Don't change a RigidBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. </description> <tutorials> @@ -87,6 +87,7 @@ <param index="0" name="torque" type="Vector3" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -95,19 +96,27 @@ <description> Applies a rotational impulse to the body without affecting the position. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="get_colliding_bodies" qualifiers="const"> - <return type="Array" /> + <return type="Node3D[]" /> <description> - Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. + Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. </description> </method> + <method name="get_contact_count" qualifiers="const"> + <return type="int" /> + <description> + Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see [member contact_monitor]). + [b]Note:[/b] To retrieve the colliding bodies, use [method get_colliding_bodies]. + </description> + </method> <method name="get_inverse_inertia_tensor" qualifiers="const"> <return type="Basis" /> <description> - Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidDynamicBody3D]. + Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D]. </description> </method> <method name="set_axis_velocity"> @@ -123,11 +132,11 @@ Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value. See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. </member> - <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidDynamicBody3D.DampMode" default="0"> + <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidBody3D.DampMode" default="0"> Defines how [member angular_damp] is applied. See [enum DampMode] for possible values. </member> <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)"> - The RigidDynamicBody3D's rotational velocity in [i]radians[/i] per second. + The RigidBody3D's rotational velocity in [i]radians[/i] per second. </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. @@ -136,7 +145,7 @@ The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration. When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed. </member> - <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody3D.CenterOfMassMode" default="0"> + <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody3D.CenterOfMassMode" default="0"> Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values. </member> <member name="constant_force" type="Vector3" setter="set_constant_force" getter="get_constant_force" default="Vector3(0, 0, 0)"> @@ -148,11 +157,8 @@ See [method add_constant_torque]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> - If [code]true[/code], the RigidDynamicBody3D will emit signals when it collides with another RigidDynamicBody3D. See also [member contacts_reported]. - </member> - <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> - The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. - [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner). + If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. + [b]Note:[/b] By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see [member max_contacts_reported]. </member> <member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection" default="false"> If [code]true[/code], continuous collision detection is used. @@ -166,12 +172,12 @@ See [member freeze_mode] to set the body's behavior when frozen. For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead. </member> - <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidDynamicBody3D.FreezeMode" default="0"> + <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidBody3D.FreezeMode" default="0"> The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values. For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead. </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> - This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidDynamicBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. + This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. </member> <member name="inertia" type="Vector3" setter="set_inertia" getter="get_inertia" default="Vector3(0, 0, 0)"> The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value. @@ -181,7 +187,7 @@ Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value. See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping. </member> - <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidDynamicBody3D.DampMode" default="0"> + <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidBody3D.DampMode" default="0"> Defines how [member linear_damp] is applied. See [enum DampMode] for possible values. </member> <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)"> @@ -193,6 +199,10 @@ <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> + <member name="max_contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> + The maximum number of contacts that will be recorded. Requires a value greater than 0 and [member contact_monitor] to be set to [code]true[/code] to start to register contacts. Use [method get_contact_count] to retrieve the count or [method get_colliding_bodies] to retrieve bodies that have been collided with. + [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner). + </member> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. @@ -205,14 +215,14 @@ <signal name="body_entered"> <param index="0" name="body" type="Node" /> <description> - Emitted when a collision with another [PhysicsBody3D] or [GridMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + Emitted when a collision with another [PhysicsBody3D] or [GridMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. </description> </signal> <signal name="body_exited"> <param index="0" name="body" type="Node" /> <description> - Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. </description> </signal> @@ -222,11 +232,11 @@ <param index="2" name="body_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when one of this RigidDynamicBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + Emitted when one of this RigidBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. [param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. - [param local_shape_index] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + [param local_shape_index] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. </description> </signal> <signal name="body_shape_exited"> @@ -235,11 +245,11 @@ <param index="2" name="body_shape_index" type="int" /> <param index="3" name="local_shape_index" type="int" /> <description> - Emitted when the collision between one of this RigidDynamicBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + Emitted when the collision between one of this RigidBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s. [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. [param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. - [param local_shape_index] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + [param local_shape_index] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. </description> </signal> <signal name="sleeping_state_changed"> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 0496b8f34b..bd5b656e1a 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -36,30 +36,35 @@ [b]Note:[/b] Group call flags are used to control the method calling behavior. By default, methods will be called immediately in a way similar to [method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is present in the [param flags] argument, methods will be called with a one-frame delay in a way similar to [method Object.set_deferred]. </description> </method> - <method name="change_scene"> + <method name="change_scene_to_file"> <return type="int" enum="Error" /> <param index="0" name="path" type="String" /> <description> Changes the running scene to the one at the given [param path], after loading it into a [PackedScene] and creating a new instance. Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if that scene cannot be instantiated. - [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene] call. + [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene_to_file] call. </description> </method> - <method name="change_scene_to"> + <method name="change_scene_to_packed"> <return type="int" enum="Error" /> <param index="0" name="packed_scene" type="PackedScene" /> <description> Changes the running scene to a new instance of the given [PackedScene]. Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene cannot be instantiated. - [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene_to] call. + [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene_to_packed] call. </description> </method> <method name="create_timer"> <return type="SceneTreeTimer" /> <param index="0" name="time_sec" type="float" /> <param index="1" name="process_always" type="bool" default="true" /> + <param index="2" name="process_in_physics" type="bool" default="false" /> + <param index="3" name="ignore_time_scale" type="bool" default="false" /> <description> - Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this [SceneTree]. If [param process_always] is set to [code]false[/code], pausing the [SceneTree] will also pause the timer. + Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this [SceneTree]. + If [code]process_always[/code] is set to [code]false[/code], pausing the [SceneTree] will also pause the timer. + If [code]process_in_physics[/code] is set to [code]true[/code], will update the [SceneTreeTimer] during the physics frame instead of the process frame (fixed framerate processing). + If [code]ignore_time_scale[/code] is set to [code]true[/code], will ignore [member Engine.time_scale] and update the [SceneTreeTimer] with the actual frame delta. Commonly used to create a one-shot delay timer as in the following example: [codeblocks] [gdscript] @@ -113,14 +118,14 @@ </description> </method> <method name="get_nodes_in_group"> - <return type="Array" /> + <return type="Node[]" /> <param index="0" name="group" type="StringName" /> <description> Returns a list of all nodes assigned to the given group. </description> </method> <method name="get_processed_tweens"> - <return type="Array" /> + <return type="Tween[]" /> <description> Returns an array of currently existing [Tween]s in the [SceneTree] (both running and paused). </description> @@ -215,12 +220,15 @@ </member> <member name="debug_collisions_hint" type="bool" setter="set_debug_collisions_hint" getter="is_debugging_collisions_hint" default="false"> If [code]true[/code], collision shapes will be visible when running the game from the editor for debugging purposes. + [b]Note:[/b] This property is not designed to be changed at run-time. Changing the value of [member debug_collisions_hint] while the project is running will not have the desired effect. </member> <member name="debug_navigation_hint" type="bool" setter="set_debug_navigation_hint" getter="is_debugging_navigation_hint" default="false"> If [code]true[/code], navigation polygons will be visible when running the game from the editor for debugging purposes. + [b]Note:[/b] This property is not designed to be changed at run-time. Changing the value of [member debug_navigation_hint] while the project is running will not have the desired effect. </member> <member name="debug_paths_hint" type="bool" setter="set_debug_paths_hint" getter="is_debugging_paths_hint" default="false"> If [code]true[/code], curves from [Path2D] and [Path3D] nodes will be visible when running the game from the editor for debugging purposes. + [b]Note:[/b] This property is not designed to be changed at run-time. Changing the value of [member debug_paths_hint] while the project is running will not have the desired effect. </member> <member name="edited_scene_root" type="Node" setter="set_edited_scene_root" getter="get_edited_scene_root"> The root of the edited scene. @@ -300,6 +308,7 @@ </constant> <constant name="GROUP_CALL_UNIQUE" value="4" enum="GroupCallFlags"> Call a group only once even if the call is executed many times. + [b]Note:[/b] Arguments are not taken into account when deciding whether the call is unique or not. Therefore when the same method is called with different arguments, only the first call will be performed. </constant> </constants> </class> diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 8202f9f536..b4b14c01c6 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -4,7 +4,7 @@ A class stored as a resource. </brief_description> <description> - A class stored as a resource. A script extends the functionality of all objects that instance it. + A class stored as a resource. A script extends the functionality of all objects that instantiate it. This is the base class for all scripts and should not be used directly. Trying to create a new script with this class will result in an error. The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. </description> @@ -44,19 +44,19 @@ </description> </method> <method name="get_script_method_list"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> Returns the list of methods in this [Script]. </description> </method> <method name="get_script_property_list"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> Returns the list of properties in this [Script]. </description> </method> <method name="get_script_signal_list"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> Returns the list of user signals defined in this [Script]. </description> diff --git a/doc/classes/ScriptEditor.xml b/doc/classes/ScriptEditor.xml index 9118f38a3e..becaff975e 100644 --- a/doc/classes/ScriptEditor.xml +++ b/doc/classes/ScriptEditor.xml @@ -22,13 +22,13 @@ </description> </method> <method name="get_open_script_editors" qualifiers="const"> - <return type="Array" /> + <return type="ScriptEditorBase[]" /> <description> Returns an array with all [ScriptEditorBase] objects which are currently open in editor. </description> </method> <method name="get_open_scripts" qualifiers="const"> - <return type="Array" /> + <return type="Script[]" /> <description> Returns an array with all [Script] objects which are currently open in editor. </description> diff --git a/doc/classes/ScriptEditorBase.xml b/doc/classes/ScriptEditorBase.xml index c365e0971b..a3fcf53228 100644 --- a/doc/classes/ScriptEditorBase.xml +++ b/doc/classes/ScriptEditorBase.xml @@ -19,14 +19,14 @@ <method name="get_base_editor" qualifiers="const"> <return type="Control" /> <description> - Returns the underlying [Control] used for editing scripts. This can be either [CodeEdit] (for text scripts) or [GraphEdit] (for visual scripts). + Returns the underlying [Control] used for editing scripts. For text scripts, this is a [CodeEdit]. </description> </method> </methods> <signals> <signal name="edited_script_changed"> <description> - Emitted after script validation. For visual scripts on modification. + Emitted after script validation. </description> </signal> <signal name="go_to_help"> @@ -35,15 +35,22 @@ Emitted when the user requests a specific documentation page. </description> </signal> + <signal name="go_to_method"> + <param index="0" name="script" type="Object" /> + <param index="1" name="method" type="String" /> + <description> + Emitted when the user requests to view a specific method of a script, similar to [signal request_open_script_at_line]. + </description> + </signal> <signal name="name_changed"> <description> - Emitted after script validation or when the edited resource has changed. Not used by visual scripts. + Emitted after script validation or when the edited resource has changed. </description> </signal> <signal name="replace_in_files_requested"> <param index="0" name="text" type="String" /> <description> - Emitted when the user request to find and replace text in the file system. Not used by visual scripts. + Emitted when the user request to find and replace text in the file system. </description> </signal> <signal name="request_help"> @@ -56,7 +63,7 @@ <param index="0" name="script" type="Object" /> <param index="1" name="line" type="int" /> <description> - Emitted when the user requests a script. + Emitted when the user requests to view a specific line of a script, similar to [signal go_to_method]. </description> </signal> <signal name="request_save_history"> @@ -67,7 +74,7 @@ <signal name="search_in_files_requested"> <param index="0" name="text" type="String" /> <description> - Emitted when the user request to search text in the file system. Not used by visual scripts. + Emitted when the user request to search text in the file system. </description> </signal> </signals> diff --git a/doc/classes/ScriptExtension.xml b/doc/classes/ScriptExtension.xml index b59c49d785..045eadda41 100644 --- a/doc/classes/ScriptExtension.xml +++ b/doc/classes/ScriptExtension.xml @@ -96,6 +96,12 @@ <description> </description> </method> + <method name="_has_property_default_value" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="property" type="StringName" /> + <description> + </description> + </method> <method name="_has_script_signal" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="signal" type="StringName" /> diff --git a/doc/classes/ScrollBar.xml b/doc/classes/ScrollBar.xml index d0dd69408e..247e892c24 100644 --- a/doc/classes/ScrollBar.xml +++ b/doc/classes/ScrollBar.xml @@ -12,6 +12,7 @@ <member name="custom_step" type="float" setter="set_custom_step" getter="get_custom_step" default="-1.0"> Overrides the step used when clicking increment and decrement buttons or when using arrow keys when the [ScrollBar] is focused. </member> + <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="0.0" /> </members> <signals> <signal name="scrolling"> diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml index de586fc3d0..af39261e81 100644 --- a/doc/classes/ScrollContainer.xml +++ b/doc/classes/ScrollContainer.xml @@ -6,7 +6,7 @@ <description> A ScrollContainer node meant to contain a [Control] child. ScrollContainers will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.custom_minimum_size] of the Control relative to the ScrollContainer. - Works great with a [Panel] control. You can set [code]EXPAND[/code] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension). + Works great with a [Panel] control. You can set [constant Control.SIZE_EXPAND] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension). </description> <tutorials> <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link> @@ -49,6 +49,7 @@ Controls whether horizontal scrollbar can be used and when it should be visible. See [enum ScrollMode] for options. </member> <member name="scroll_deadzone" type="int" setter="set_deadzone" getter="get_deadzone" default="0"> + Deadzone for touch scrolling. Lower deadzone makes the scrolling more sensitive. </member> <member name="scroll_horizontal" type="int" setter="set_h_scroll" getter="get_h_scroll" default="0"> The current horizontal scroll value. @@ -87,7 +88,7 @@ </constant> </constants> <theme_items> - <theme_item name="bg" data_type="style" type="StyleBox"> + <theme_item name="panel" data_type="style" type="StyleBox"> The background [StyleBox] of the [ScrollContainer]. </theme_item> </theme_items> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index b7e6d80ccb..75f835260a 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -10,13 +10,13 @@ <link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link> </tutorials> <methods> - <method name="get_default_texture_param" qualifiers="const"> + <method name="get_default_texture_parameter" qualifiers="const"> <return type="Texture2D" /> - <param index="0" name="param" type="StringName" /> + <param index="0" name="name" type="StringName" /> <param index="1" name="index" type="int" default="0" /> <description> Returns the texture that is set as default for the specified parameter. - [b]Note:[/b] [param param] must match the name of the uniform in the code exactly. + [b]Note:[/b] [param name] must match the name of the uniform in the code exactly. [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture. </description> </method> @@ -26,7 +26,7 @@ Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES]. </description> </method> - <method name="has_uniform" qualifiers="const"> + <method name="has_parameter" qualifiers="const"> <return type="bool" /> <param index="0" name="name" type="StringName" /> <description> @@ -34,14 +34,14 @@ [b]Note:[/b] [param name] must match the name of the uniform in the code exactly. </description> </method> - <method name="set_default_texture_param"> + <method name="set_default_texture_parameter"> <return type="void" /> - <param index="0" name="param" type="StringName" /> + <param index="0" name="name" type="StringName" /> <param index="1" name="texture" type="Texture2D" /> <param index="2" name="index" type="int" default="0" /> <description> Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial]. - [b]Note:[/b] [param param] must match the name of the uniform in the code exactly. + [b]Note:[/b] [param name] must match the name of the uniform in the code exactly. [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture. </description> </method> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 92df3255b1..1af7ac4fc5 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -10,28 +10,14 @@ <link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link> </tutorials> <methods> - <method name="get_shader_uniform" qualifiers="const"> + <method name="get_shader_parameter" qualifiers="const"> <return type="Variant" /> <param index="0" name="param" type="StringName" /> <description> Returns the current value set for this material of a uniform in the shader. </description> </method> - <method name="property_can_revert"> - <return type="bool" /> - <param index="0" name="name" type="String" /> - <description> - Returns [code]true[/code] if the property identified by [param name] can be reverted to a default value. - </description> - </method> - <method name="property_get_revert"> - <return type="Variant" /> - <param index="0" name="name" type="String" /> - <description> - Returns the default value of the material property with given [param name]. - </description> - </method> - <method name="set_shader_uniform"> + <method name="set_shader_parameter"> <return type="void" /> <param index="0" name="param" type="StringName" /> <param index="1" name="value" type="Variant" /> diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 4d7031ab86..7be0ba64d6 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -21,7 +21,7 @@ </description> </method> <method name="collide_and_get_contacts"> - <return type="Array" /> + <return type="PackedVector2Array" /> <param index="0" name="local_xform" type="Transform2D" /> <param index="1" name="with_shape" type="Shape2D" /> <param index="2" name="shape_xform" type="Transform2D" /> @@ -45,7 +45,7 @@ </description> </method> <method name="collide_with_motion_and_get_contacts"> - <return type="Array" /> + <return type="PackedVector2Array" /> <param index="0" name="local_xform" type="Transform2D" /> <param index="1" name="local_motion" type="Vector2" /> <param index="2" name="with_shape" type="Shape2D" /> @@ -66,6 +66,12 @@ Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled with the specified [param color]. The exact drawing method is specific for each shape and cannot be configured. </description> </method> + <method name="get_rect" qualifiers="const"> + <return type="Rect2" /> + <description> + Returns a [Rect2] representing the shapes boundary. + </description> + </method> </methods> <members> <member name="custom_solver_bias" type="float" setter="set_custom_solver_bias" getter="get_custom_solver_bias" default="0.0"> diff --git a/doc/classes/ShapeCast2D.xml b/doc/classes/ShapeCast2D.xml index 36c3beecb1..5a8eec3921 100644 --- a/doc/classes/ShapeCast2D.xml +++ b/doc/classes/ShapeCast2D.xml @@ -58,6 +58,13 @@ Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> + <method name="get_collider_rid" qualifiers="const"> + <return type="RID" /> + <param index="0" name="index" type="int" /> + <description> + Returns the [RID] of the collided object of one of the multiple collisions at [param index]. + </description> + </method> <method name="get_collider_shape" qualifiers="const"> <return type="int" /> <param index="0" name="index" type="int" /> diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml index cbdf660133..735b91cee9 100644 --- a/doc/classes/ShapeCast3D.xml +++ b/doc/classes/ShapeCast3D.xml @@ -58,6 +58,13 @@ Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> + <method name="get_collider_rid" qualifiers="const"> + <return type="RID" /> + <param index="0" name="index" type="int" /> + <description> + Returns the [RID] of the collided object of one of the multiple collisions at [param index]. + </description> + </method> <method name="get_collider_shape" qualifiers="const"> <return type="int" /> <param index="0" name="index" type="int" /> diff --git a/doc/classes/Signal.xml b/doc/classes/Signal.xml index d99477ee95..3412cd2140 100644 --- a/doc/classes/Signal.xml +++ b/doc/classes/Signal.xml @@ -1,9 +1,29 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Signal" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Class representing a signal defined in an object. + Built-in type representing a signal defined in an object. </brief_description> <description> + [Signal] is a built-in [Variant] type that represents a signal of an [Object] instance. Like all [Variant] types, it can be stored in variables and passed to functions. Signals allow all connected [Callable]s (and by extension their respective objects) to listen and react to events, without directly referencing one another. This keeps the code flexible and easier to manage. + In GDScript, signals can be declared with the [code]signal[/code] keyword. In C#, you may use the [code][Signal][/code] attribute on a delegate. + [codeblocks] + [gdscript] + signal attacked + + # Additional arguments may be declared. + # These arguments must be passed when the signal is emitted. + signal item_dropped(item_name, amount) + [/gdscript] + [csharp] + [Signal] + delegate void Attacked(); + + // Additional arguments may be declared. + // These arguments must be passed when the signal is emitted. + [Signal] + delegate void ItemDropped(itemName: string, amount: int); + [/csharp] + [/codeblocks] </description> <tutorials> <link title="Using Signals">$DOCS_URL/getting_started/step_by_step/signals.html</link> @@ -13,7 +33,7 @@ <constructor name="Signal"> <return type="Signal" /> <description> - Constructs a null [Signal] with no object nor signal name bound. + Constructs an empty [Signal] with no object nor signal name bound. </description> </constructor> <constructor name="Signal"> @@ -28,7 +48,7 @@ <param index="0" name="object" type="Object" /> <param index="1" name="signal" type="StringName" /> <description> - Creates a new [Signal] with the name [param signal] in the specified [param object]. + Creates a new [Signal] named [param signal] in the specified [param object]. </description> </constructor> </constructors> @@ -38,12 +58,13 @@ <param index="0" name="callable" type="Callable" /> <param index="1" name="flags" type="int" default="0" /> <description> - Connects this signal to the specified [Callable], optionally providing connection flags. You can provide additional arguments to the connected method call by using [method Callable.bind]. + Connects this signal to the specified [param callable]. Optional [param flags] can be also added to configure the connection's behavior (see [enum Object.ConnectFlags] constants). You can provide additional arguments to the connected [param callable] by using [method Callable.bind]. + A signal can only be connected once to the same [Callable]. If the signal is already connected, returns [constant ERR_INVALID_PARAMETER] and pushes an error message, unless the signal is connected with [constant Object.CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first to check for existing connections. [codeblock] for button in $Buttons.get_children(): - button.pressed.connect(on_pressed.bind(button)) + button.pressed.connect(_on_pressed.bind(button)) - func on_pressed(button): + func _on_pressed(button): print(button.name, " was pressed") [/codeblock] </description> @@ -52,13 +73,13 @@ <return type="void" /> <param index="0" name="callable" type="Callable" /> <description> - Disconnects this signal from the specified [Callable]. + Disconnects this signal from the specified [Callable]. If the connection does not exist, generates an error. Use [method is_connected] to make sure that the connection exists. </description> </method> <method name="emit" qualifiers="vararg const"> <return type="void" /> <description> - Emits this signal to all connected objects. + Emits this signal. All [Callable]s connected to this signal will be triggered. This method supports a variable number of arguments, so parameters can be passed as a comma separated list. </description> </method> <method name="get_connections" qualifiers="const"> @@ -95,6 +116,7 @@ <method name="is_null" qualifiers="const"> <return type="bool" /> <description> + Returns [code]true[/code] if the signal's name does not exist in its object, or the object is not valid. </description> </method> </methods> @@ -103,12 +125,14 @@ <return type="bool" /> <param index="0" name="right" type="Signal" /> <description> + Returns [code]true[/code] if the signals do not share the same object and name. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="Signal" /> <description> + Returns [code]true[/code] if both signals share the same object and name. </description> </operator> </operators> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 7f2a41e00c..3bd0e04b92 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -20,15 +20,6 @@ Adds a bone, with name [param name]. [method get_bone_count] will become the bone index. </description> </method> - <method name="add_bone_child"> - <return type="void" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="child_bone_idx" type="int" /> - <description> - Takes the given bone pose/transform and converts it to a world transform, relative to the [Skeleton3D] node. - This is useful for using the bone transform in calculations with transforms from [Node3D]-based nodes. - </description> - </method> <method name="clear_bones"> <return type="void" /> <description> @@ -41,9 +32,10 @@ Removes the global pose override on all bones in the skeleton. </description> </method> - <method name="clear_bones_local_pose_override"> + <method name="clear_bones_local_pose_override" is_deprecated="true"> <return type="void" /> <description> + Deprecated. Local pose overrides will be removed. Removes the local pose override on all bones in the skeleton. </description> </method> @@ -52,7 +44,7 @@ <description> </description> </method> - <method name="execute_modifications"> + <method name="execute_modifications" is_deprecated="true"> <return type="void" /> <param index="0" name="delta" type="float" /> <param index="1" name="execution_mode" type="int" /> @@ -67,7 +59,7 @@ Returns the bone index that matches [param name] as its name. </description> </method> - <method name="force_update_all_bone_transforms"> + <method name="force_update_all_bone_transforms" is_deprecated="true"> <return type="void" /> <description> Force updates the bone transforms/poses for all bones in the skeleton. @@ -80,7 +72,7 @@ Force updates the bone transform for the bone at [param bone_idx] and all of its children. </description> </method> - <method name="get_bone_children"> + <method name="get_bone_children" qualifiers="const"> <return type="PackedInt32Array" /> <param index="0" name="bone_idx" type="int" /> <description> @@ -90,7 +82,7 @@ <method name="get_bone_count" qualifiers="const"> <return type="int" /> <description> - Returns the amount of bones in the skeleton. + Returns the number of bones in the skeleton. </description> </method> <method name="get_bone_global_pose" qualifiers="const"> @@ -175,19 +167,19 @@ Returns the rest transform for a bone [param bone_idx]. </description> </method> - <method name="get_modification_stack"> + <method name="get_modification_stack" is_deprecated="true"> <return type="SkeletonModificationStack3D" /> <description> Returns the modification stack attached to this skeleton, if one exists. </description> </method> - <method name="get_parentless_bones"> + <method name="get_parentless_bones" qualifiers="const"> <return type="PackedInt32Array" /> <description> Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton. </description> </method> - <method name="global_pose_to_local_pose"> + <method name="global_pose_to_local_pose" is_deprecated="true"> <return type="Transform3D" /> <param index="0" name="bone_idx" type="int" /> <param index="1" name="global_pose" type="Transform3D" /> @@ -196,15 +188,16 @@ This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform in [method set_bone_local_pose_override]. </description> </method> - <method name="global_pose_to_world_transform"> + <method name="global_pose_to_world_transform" is_deprecated="true"> <return type="Transform3D" /> <param index="0" name="global_pose" type="Transform3D" /> <description> + Deprecated. Use [Node3D] apis instead. Takes the passed-in global pose and converts it to a world transform. This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform usable with a node's transform, like [member Node3D.global_transform] for example. </description> </method> - <method name="global_pose_z_forward_to_bone_forward"> + <method name="global_pose_z_forward_to_bone_forward" is_deprecated="true"> <return type="Basis" /> <param index="0" name="bone_idx" type="int" /> <param index="1" name="basis" type="Basis" /> @@ -220,7 +213,7 @@ Returns whether the bone pose for the bone at [param bone_idx] is enabled. </description> </method> - <method name="local_pose_to_global_pose"> + <method name="local_pose_to_global_pose" is_deprecated="true"> <return type="Transform3D" /> <param index="0" name="bone_idx" type="int" /> <param index="1" name="local_pose" type="Transform3D" /> @@ -240,7 +233,7 @@ <param index="0" name="exception" type="RID" /> <description> Adds a collision exception to the physical bone. - Works just like the [RigidDynamicBody3D] node. + Works just like the [RigidBody3D] node. </description> </method> <method name="physical_bones_remove_collision_exception"> @@ -248,7 +241,7 @@ <param index="0" name="exception" type="RID" /> <description> Removes a collision exception to the physical bone. - Works just like the [RigidDynamicBody3D] node. + Works just like the [RigidBody3D] node. </description> </method> <method name="physical_bones_start_simulation"> @@ -272,21 +265,17 @@ Binds the given Skin to the Skeleton. </description> </method> - <method name="remove_bone_child"> + <method name="reset_bone_pose"> <return type="void" /> <param index="0" name="bone_idx" type="int" /> - <param index="1" name="child_bone_idx" type="int" /> <description> - Removes the passed in child bone index, [param child_bone_idx], from the passed-in bone, [param bone_idx], if it exists. - [b]Note:[/b] This does not remove the child bone, but instead it removes the connection it has to the parent bone. + Sets the bone pose to rest for [param bone_idx]. </description> </method> - <method name="set_bone_children"> + <method name="reset_bone_poses"> <return type="void" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="bone_children" type="PackedInt32Array" /> <description> - Sets the children for the passed in bone, [param bone_idx], to the passed-in array of bone indexes, [param bone_children]. + Sets all bone poses to rests. </description> </method> <method name="set_bone_enabled"> @@ -306,16 +295,17 @@ <description> Sets the global pose transform, [param pose], for the bone at [param bone_idx]. [param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain. - [b]Note:[/b] The pose transform needs to be a global pose! Use [method world_transform_to_global_pose] to convert a world transform, like one you can get from a [Node3D], to a global pose. + [b]Note:[/b] The pose transform needs to be a global pose! To convert a world transform from a [Node3D] to a global bone pose, multiply the [method Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by the desired world transform </description> </method> - <method name="set_bone_local_pose_override"> + <method name="set_bone_local_pose_override" is_deprecated="true"> <return type="void" /> <param index="0" name="bone_idx" type="int" /> <param index="1" name="pose" type="Transform3D" /> <param index="2" name="amount" type="float" /> <param index="3" name="persistent" type="bool" default="false" /> <description> + Deprecated. Local pose overrides will be removed. Sets the local pose transform, [param pose], for the bone at [param bone_idx]. [param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain. [b]Note:[/b] The pose transform needs to be a local pose! Use [method global_pose_to_local_pose] to convert a global pose to a local pose. @@ -366,7 +356,7 @@ Sets the rest transform for bone [param bone_idx]. </description> </method> - <method name="set_modification_stack"> + <method name="set_modification_stack" is_deprecated="true"> <return type="void" /> <param index="0" name="modification_stack" type="SkeletonModificationStack3D" /> <description> @@ -380,10 +370,11 @@ Unparents the bone at [param bone_idx] and sets its rest position to that of its parent prior to being reset. </description> </method> - <method name="world_transform_to_global_pose"> + <method name="world_transform_to_global_pose" is_deprecated="true"> <return type="Transform3D" /> <param index="0" name="world_transform" type="Transform3D" /> <description> + Deprecated. Use [Node3D] apis instead. Takes the passed-in global transform and converts it to a global pose. This can be used to easily convert a global transform from [member Node3D.global_transform] to a global pose usable with [method set_bone_global_pose_override], for example. </description> diff --git a/doc/classes/SkeletonIK3D.xml b/doc/classes/SkeletonIK3D.xml index 788ba3e248..1d50a97954 100644 --- a/doc/classes/SkeletonIK3D.xml +++ b/doc/classes/SkeletonIK3D.xml @@ -1,8 +1,29 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonIK3D" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonIK3D" inherits="Node" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + SkeletonIK3D is used to place the end bone of a [Skeleton3D] bone chain at a certain point in 3D by rotating all bones in the chain accordingly. </brief_description> <description> + SkeletonIK3D is used to place the end bone of a [Skeleton3D] bone chain at a certain point in 3D by rotating all bones in the chain accordingly. A typical scenario for IK in games is to place a characters feet on the ground or a characters hands on a currently hold object. SkeletonIK uses FabrikInverseKinematic internally to solve the bone chain and applies the results to the [Skeleton3D] [code]bones_global_pose_override[/code] property for all affected bones in the chain. If fully applied this overwrites any bone transform from [Animation]s or bone custom poses set by users. The applied amount can be controlled with the [code]interpolation[/code] property. + [codeblock] + # Apply IK effect automatically on every new frame (not the current) + skeleton_ik_node.start() + + # Apply IK effect only on the current frame + skeleton_ik_node.start(true) + + # Stop IK effect and reset bones_global_pose_override on Skeleton + skeleton_ik_node.stop() + + # Apply full IK effect + skeleton_ik_node.set_interpolation(1.0) + + # Apply half IK effect + skeleton_ik_node.set_interpolation(0.5) + + # Apply zero IK effect (a value at or below 0.01 also removes bones_global_pose_override on Skeleton) + skeleton_ik_node.set_interpolation(0.0) + [/codeblock] </description> <tutorials> <link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link> @@ -11,45 +32,59 @@ <method name="get_parent_skeleton" qualifiers="const"> <return type="Skeleton3D" /> <description> + Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node when SkeletonIK3D entered the [SceneTree]. </description> </method> <method name="is_running"> <return type="bool" /> <description> + Returns [code]true[/code] if SkeletonIK is applying IK effects on continues frames to the [Skeleton3D] bones. Returns [code]false[/code] if SkeletonIK is stopped or [method start] was used with the [code]one_time[/code] parameter set to [code]true[/code]. </description> </method> <method name="start"> <return type="void" /> <param index="0" name="one_time" type="bool" default="false" /> <description> + Starts applying IK effects on each frame to the [Skeleton3D] bones but will only take effect starting on the next frame. If [code]one_time[/code] is [code]true[/code], this will take effect immediately but also reset on the next frame. </description> </method> <method name="stop"> <return type="void" /> <description> + Stops applying IK effects on each frame to the [Skeleton3D] bones and also calls [method Skeleton3D.clear_bones_global_pose_override] to remove existing overrides on all bones. </description> </method> </methods> <members> <member name="interpolation" type="float" setter="set_interpolation" getter="get_interpolation" default="1.0"> + Interpolation value for how much the IK results are applied to the current skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton bone transforms completely while a value of [code]0.0[/code] will visually disable the SkeletonIK. A value at or below [code]0.01[/code] also calls [method Skeleton3D.clear_bones_global_pose_override]. </member> <member name="magnet" type="Vector3" setter="set_magnet_position" getter="get_magnet_position" default="Vector3(0, 0, 0)"> + Secondary target position (first is [member target] property or [member target_node]) for the IK chain. Use magnet position (pole target) to control the bending of the IK chain. Only works if the bone chain has more than 2 bones. The middle chain bone position will be linearly interpolated with the magnet position. </member> <member name="max_iterations" type="int" setter="set_max_iterations" getter="get_max_iterations" default="10"> + Number of iteration loops used by the IK solver to produce more accurate (and elegant) bone chain results. </member> <member name="min_distance" type="float" setter="set_min_distance" getter="get_min_distance" default="0.01"> + The minimum distance between bone and goal target. If the distance is below this value, the IK solver stops further iterations. </member> <member name="override_tip_basis" type="bool" setter="set_override_tip_basis" getter="is_override_tip_basis" default="true"> + If [code]true[/code] overwrites the rotation of the tip bone with the rotation of the [member target] (or [member target_node] if defined). </member> <member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&"""> + The name of the current root bone, the first bone in the IK chain. </member> <member name="target" type="Transform3D" setter="set_target_transform" getter="get_target_transform" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)"> + First target of the IK chain where the tip bone is placed and, if [member override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a [member target_node] path is available the nodes transform is used instead and this property is ignored. </member> <member name="target_node" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> + Target node [NodePath] for the IK chain. If available, the node's current [Transform3D] is used instead of the [member target] property. </member> <member name="tip_bone" type="StringName" setter="set_tip_bone" getter="get_tip_bone" default="&"""> + The name of the current tip bone, the last bone in the IK chain placed at the [member target] transform (or [member target_node] if defined). </member> <member name="use_magnet" type="bool" setter="set_use_magnet" getter="is_using_magnet" default="false"> + If [code]true[/code], instructs the IK solver to consider the secondary magnet target (pole target) when calculating the bone chain. Use the magnet position (pole target) to control the bending of the IK chain. </member> </members> </class> diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml index 46d32aef41..77aaf0213b 100644 --- a/doc/classes/SkeletonModification2D.xml +++ b/doc/classes/SkeletonModification2D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification2D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification2D" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A resource that operates on [Bone2D] nodes in a [Skeleton2D]. </brief_description> diff --git a/doc/classes/SkeletonModification2DCCDIK.xml b/doc/classes/SkeletonModification2DCCDIK.xml index e37dc62131..0d80b1b914 100644 --- a/doc/classes/SkeletonModification2DCCDIK.xml +++ b/doc/classes/SkeletonModification2DCCDIK.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification2DCCDIK" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification2DCCDIK" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that uses CCDIK to manipulate a series of bones to reach a target in 2D. </brief_description> @@ -121,7 +121,7 @@ </methods> <members> <member name="ccdik_data_chain_length" type="int" setter="set_ccdik_data_chain_length" getter="get_ccdik_data_chain_length" default="0"> - The amount of CCDIK joints in the CCDIK modification. + The number of CCDIK joints in the CCDIK modification. </member> <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> The NodePath to the node that is the target for the CCDIK modification. This node is what the CCDIK chain will attempt to rotate the bone chain to. diff --git a/doc/classes/SkeletonModification2DFABRIK.xml b/doc/classes/SkeletonModification2DFABRIK.xml index 1240174946..8d1cd4b4d4 100644 --- a/doc/classes/SkeletonModification2DFABRIK.xml +++ b/doc/classes/SkeletonModification2DFABRIK.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification2DFABRIK" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification2DFABRIK" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that uses FABRIK to manipulate a series of [Bone2D] nodes to reach a target. </brief_description> @@ -77,7 +77,7 @@ </methods> <members> <member name="fabrik_data_chain_length" type="int" setter="set_fabrik_data_chain_length" getter="get_fabrik_data_chain_length" default="0"> - The amount of FABRIK joints in the FABRIK modification. + The number of FABRIK joints in the FABRIK modification. </member> <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> The NodePath to the node that is the target for the FABRIK modification. This node is what the FABRIK chain will attempt to rotate the bone chain to. diff --git a/doc/classes/SkeletonModification2DJiggle.xml b/doc/classes/SkeletonModification2DJiggle.xml index 7329b2d865..3321fffe1b 100644 --- a/doc/classes/SkeletonModification2DJiggle.xml +++ b/doc/classes/SkeletonModification2DJiggle.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification2DJiggle" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification2DJiggle" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that jiggles [Bone2D] nodes as they move towards a target. </brief_description> diff --git a/doc/classes/SkeletonModification2DLookAt.xml b/doc/classes/SkeletonModification2DLookAt.xml index 4747b06056..136fed37de 100644 --- a/doc/classes/SkeletonModification2DLookAt.xml +++ b/doc/classes/SkeletonModification2DLookAt.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification2DLookAt" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification2DLookAt" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that rotates a [Bone2D] node to look at a target. </brief_description> diff --git a/doc/classes/SkeletonModification2DPhysicalBones.xml b/doc/classes/SkeletonModification2DPhysicalBones.xml index 66ff160ab1..209602e974 100644 --- a/doc/classes/SkeletonModification2DPhysicalBones.xml +++ b/doc/classes/SkeletonModification2DPhysicalBones.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification2DPhysicalBones" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification2DPhysicalBones" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that applies the transforms of [PhysicalBone2D] nodes to [Bone2D] nodes. </brief_description> <description> This modification takes the transforms of [PhysicalBone2D] nodes and applies them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics thanks to the linked [PhysicalBone2D] nodes. + Experimental. Physical bones may be changed in the future to perform the position update of [Bone2D] on their own. </description> <tutorials> </tutorials> @@ -50,7 +51,7 @@ </methods> <members> <member name="physical_bone_chain_length" type="int" setter="set_physical_bone_chain_length" getter="get_physical_bone_chain_length" default="0"> - The amount of [PhysicalBone2D] nodes linked in this modification. + The number of [PhysicalBone2D] nodes linked in this modification. </member> </members> </class> diff --git a/doc/classes/SkeletonModification2DStackHolder.xml b/doc/classes/SkeletonModification2DStackHolder.xml index 791dea2fb1..85df111c0d 100644 --- a/doc/classes/SkeletonModification2DStackHolder.xml +++ b/doc/classes/SkeletonModification2DStackHolder.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification2DStackHolder" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification2DStackHolder" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that holds and executes a [SkeletonModificationStack2D]. </brief_description> diff --git a/doc/classes/SkeletonModification2DTwoBoneIK.xml b/doc/classes/SkeletonModification2DTwoBoneIK.xml index edd5431a0c..c476d71d44 100644 --- a/doc/classes/SkeletonModification2DTwoBoneIK.xml +++ b/doc/classes/SkeletonModification2DTwoBoneIK.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification2DTwoBoneIK" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification2DTwoBoneIK" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that rotates two bones using the law of cosigns to reach the target. </brief_description> diff --git a/doc/classes/SkeletonModification3D.xml b/doc/classes/SkeletonModification3D.xml index 8457179651..25431ea96f 100644 --- a/doc/classes/SkeletonModification3D.xml +++ b/doc/classes/SkeletonModification3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A resource that operates on bones in a [Skeleton3D]. </brief_description> diff --git a/doc/classes/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml index 207896776f..90b2e78449 100644 --- a/doc/classes/SkeletonModification3DCCDIK.xml +++ b/doc/classes/SkeletonModification3DCCDIK.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DCCDIK" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification3DCCDIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that uses CCDIK to manipulate a series of bones to reach a target. </brief_description> @@ -121,7 +121,7 @@ </methods> <members> <member name="ccdik_data_chain_length" type="int" setter="set_ccdik_data_chain_length" getter="get_ccdik_data_chain_length" default="0"> - The amount of CCDIK joints in the CCDIK modification. + The number of CCDIK joints in the CCDIK modification. </member> <member name="high_quality_solve" type="bool" setter="set_use_high_quality_solve" getter="get_use_high_quality_solve" default="true"> When true, the CCDIK algorithm will perform a higher quality solve that returns more natural results. A high quality solve requires more computation power to solve though, and therefore can be disabled to save performance. diff --git a/doc/classes/SkeletonModification3DFABRIK.xml b/doc/classes/SkeletonModification3DFABRIK.xml index 325cc2a12e..a2bec2b559 100644 --- a/doc/classes/SkeletonModification3DFABRIK.xml +++ b/doc/classes/SkeletonModification3DFABRIK.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DFABRIK" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification3DFABRIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that uses FABRIK to manipulate a series of bones to reach a target. </brief_description> diff --git a/doc/classes/SkeletonModification3DJiggle.xml b/doc/classes/SkeletonModification3DJiggle.xml index ef469d42ea..304f08bb20 100644 --- a/doc/classes/SkeletonModification3DJiggle.xml +++ b/doc/classes/SkeletonModification3DJiggle.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DJiggle" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification3DJiggle" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that jiggles bones as they move towards a target. </brief_description> diff --git a/doc/classes/SkeletonModification3DLookAt.xml b/doc/classes/SkeletonModification3DLookAt.xml index 3602cfad95..aeed953ca9 100644 --- a/doc/classes/SkeletonModification3DLookAt.xml +++ b/doc/classes/SkeletonModification3DLookAt.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DLookAt" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification3DLookAt" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that rotates a bone to look at a target. </brief_description> diff --git a/doc/classes/SkeletonModification3DStackHolder.xml b/doc/classes/SkeletonModification3DStackHolder.xml index 24240236a4..9448e2c783 100644 --- a/doc/classes/SkeletonModification3DStackHolder.xml +++ b/doc/classes/SkeletonModification3DStackHolder.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DStackHolder" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification3DStackHolder" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that holds and executes a [SkeletonModificationStack3D]. </brief_description> diff --git a/doc/classes/SkeletonModification3DTwoBoneIK.xml b/doc/classes/SkeletonModification3DTwoBoneIK.xml index 6618ebbcfb..0e7ffd5c80 100644 --- a/doc/classes/SkeletonModification3DTwoBoneIK.xml +++ b/doc/classes/SkeletonModification3DTwoBoneIK.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DTwoBoneIK" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModification3DTwoBoneIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that moves two bones to reach the target. </brief_description> diff --git a/doc/classes/SkeletonModificationStack2D.xml b/doc/classes/SkeletonModificationStack2D.xml index 950e52e622..d96833e335 100644 --- a/doc/classes/SkeletonModificationStack2D.xml +++ b/doc/classes/SkeletonModificationStack2D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModificationStack2D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModificationStack2D" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A resource that holds a stack of [SkeletonModification2D]s. </brief_description> diff --git a/doc/classes/SkeletonModificationStack3D.xml b/doc/classes/SkeletonModificationStack3D.xml index fd4a8d462a..9eaeeefd8e 100644 --- a/doc/classes/SkeletonModificationStack3D.xml +++ b/doc/classes/SkeletonModificationStack3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModificationStack3D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SkeletonModificationStack3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A resource that holds a stack of [SkeletonModification3D]s. </brief_description> @@ -79,7 +79,7 @@ When true, the modification's in the stack will be called. This is handled automatically through the [Skeleton3D] node. </member> <member name="modification_count" type="int" setter="set_modification_count" getter="get_modification_count" default="0"> - The amount of modifications in the stack. + The number of modifications in the stack. </member> <member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0"> The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the skeleton bone poses. diff --git a/doc/classes/SkeletonProfile.xml b/doc/classes/SkeletonProfile.xml index 55d21f3224..57bdd52d9e 100644 --- a/doc/classes/SkeletonProfile.xml +++ b/doc/classes/SkeletonProfile.xml @@ -7,6 +7,7 @@ This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile]. </description> <tutorials> + <link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link> </tutorials> <methods> <method name="find_bone" qualifiers="const"> diff --git a/doc/classes/SkeletonProfileHumanoid.xml b/doc/classes/SkeletonProfileHumanoid.xml index 11f0521718..0dbd66d8d6 100644 --- a/doc/classes/SkeletonProfileHumanoid.xml +++ b/doc/classes/SkeletonProfileHumanoid.xml @@ -6,6 +6,7 @@ A [SkeletonProfile] as a preset that is optimized for the human form. This exists for standardization, so all parameters are read-only. </description> <tutorials> + <link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link> </tutorials> <members> <member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" overrides="SkeletonProfile" default="56" /> diff --git a/doc/classes/Slider.xml b/doc/classes/Slider.xml index c3dbd69e59..cecca0a5fb 100644 --- a/doc/classes/Slider.xml +++ b/doc/classes/Slider.xml @@ -13,9 +13,11 @@ <member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true"> If [code]true[/code], the slider can be interacted with. If [code]false[/code], the value can be changed only by code. </member> + <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" /> <member name="scrollable" type="bool" setter="set_scrollable" getter="is_scrollable" default="true"> If [code]true[/code], the value can be changed using the mouse wheel. </member> + <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" /> <member name="tick_count" type="int" setter="set_ticks" getter="get_ticks" default="0"> Number of ticks displayed on the slider, including border ticks. Ticks are uniformly-distributed value markers. </member> diff --git a/doc/classes/SliderJoint3D.xml b/doc/classes/SliderJoint3D.xml index 7470f89979..a67c38b12d 100644 --- a/doc/classes/SliderJoint3D.xml +++ b/doc/classes/SliderJoint3D.xml @@ -28,7 +28,7 @@ The amount of damping of the rotation when the limit is surpassed. A lower damping value allows a rotation initiated by body A to travel to body B slower. </member> - <member name="angular_limit/lower_angle" type="float" setter="_set_lower_limit_angular" getter="_get_lower_limit_angular" default="0.0"> + <member name="angular_limit/lower_angle" type="float" setter="set_param" getter="get_param" default="0.0"> The lower limit of rotation in the slider. </member> <member name="angular_limit/restitution" type="float" setter="set_param" getter="get_param" default="0.7"> @@ -39,7 +39,7 @@ A factor applied to the all rotation once the limit is surpassed. Makes all rotation slower when between 0 and 1. </member> - <member name="angular_limit/upper_angle" type="float" setter="_set_upper_limit_angular" getter="_get_upper_limit_angular" default="0.0"> + <member name="angular_limit/upper_angle" type="float" setter="set_param" getter="get_param" default="0.0"> The upper limit of rotation in the slider. </member> <member name="angular_motion/damping" type="float" setter="set_param" getter="get_param" default="1.0"> diff --git a/doc/classes/SoftDynamicBody3D.xml b/doc/classes/SoftBody3D.xml index 87492704d7..7006bca6f0 100644 --- a/doc/classes/SoftDynamicBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -1,11 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SoftDynamicBody3D" inherits="MeshInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="SoftBody3D" inherits="MeshInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A soft mesh physics body. </brief_description> <description> A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. - [b]Note:[/b] There are many known bugs in [SoftDynamicBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies). + [b]Note:[/b] There are many known bugs in [SoftBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies). </description> <tutorials> <link title="SoftBody">$DOCS_URL/tutorials/physics/soft_body.html</link> @@ -19,7 +19,7 @@ </description> </method> <method name="get_collision_exceptions"> - <return type="Array" /> + <return type="PhysicsBody3D[]" /> <description> Returns an array of nodes that were added as collision exceptions for this body. </description> @@ -92,16 +92,16 @@ </methods> <members> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The physics layers this SoftDynamicBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. + The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this SoftDynamicBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. + The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01"> </member> - <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftDynamicBody3D.DisableMode" default="0"> + <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftBody3D.DisableMode" default="0"> Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. </member> <member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient" default="0.0"> @@ -109,23 +109,23 @@ <member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5"> </member> <member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath("")"> - [NodePath] to a [CollisionObject3D] this SoftDynamicBody3D should avoid clipping. + [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping. </member> <member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0"> </member> <member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true"> - If [code]true[/code], the [SoftDynamicBody3D] will respond to [RayCast3D]s. + If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s. </member> <member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="5"> Increasing this value will improve the resulting simulation, but can affect performance. Use with care. </member> <member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0"> - The SoftDynamicBody3D's mass. + The SoftBody3D's mass. </member> </members> <constants> <constant name="DISABLE_MODE_REMOVE" value="0" enum="DisableMode"> - When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftDynamicBody3D]. + When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftBody3D]. Automatically re-added to the physics simulation when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_KEEP_ACTIVE" value="1" enum="DisableMode"> diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml index 8df039794a..7d63747bd2 100644 --- a/doc/classes/SpinBox.xml +++ b/doc/classes/SpinBox.xml @@ -46,6 +46,7 @@ </methods> <members> <member name="alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="0"> + Changes the alignment of the underlying [LineEdit]. </member> <member name="custom_arrow_step" type="float" setter="set_custom_arrow_step" getter="get_custom_arrow_step" default="0.0"> If not [code]0[/code], [code]value[/code] will always be rounded to a multiple of [code]custom_arrow_step[/code] when interacting with the arrow buttons of the [SpinBox]. @@ -56,6 +57,11 @@ <member name="prefix" type="String" setter="set_prefix" getter="get_prefix" default=""""> Adds the specified [code]prefix[/code] string before the numerical value of the [SpinBox]. </member> + <member name="select_all_on_focus" type="bool" setter="set_select_all_on_focus" getter="is_select_all_on_focus" default="false"> + If [code]true[/code], the [SpinBox] will select the whole text when the [LineEdit] gains focus. Clicking the up and down arrows won't trigger this behavior. + </member> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" /> + <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" /> <member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default=""""> Adds the specified [code]suffix[/code] string after the numerical value of the [SpinBox]. </member> diff --git a/doc/classes/SplitContainer.xml b/doc/classes/SplitContainer.xml index fb4b9466b5..f0998deeae 100644 --- a/doc/classes/SplitContainer.xml +++ b/doc/classes/SplitContainer.xml @@ -27,6 +27,10 @@ <member name="split_offset" type="int" setter="set_split_offset" getter="get_split_offset" default="0"> The initial offset of the splitting between the two [Control]s, with [code]0[/code] being at the end of the first [Control]. </member> + <member name="vertical" type="bool" setter="set_vertical" getter="is_vertical" default="false"> + If [code]true[/code], the [SplitContainer] will arrange its children vertically, rather than horizontally. + Can't be changed when using [HSplitContainer] and [VSplitContainer]. + </member> </members> <signals> <signal name="dragged"> @@ -47,4 +51,21 @@ The split dragger is never visible and its space collapsed. </constant> </constants> + <theme_items> + <theme_item name="autohide" data_type="constant" type="int" default="1"> + Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically when it isn't under the cursor. If 0 ([code]false[/code]), it's always visible. + </theme_item> + <theme_item name="minimum_grab_thickness" data_type="constant" type="int" default="6"> + The minimum thickness of the area users can click on to grab the splitting line. If [theme_item separation] or [theme_item h_grabber] / [theme_item v_grabber]'s thickness are too small, this ensure that the splitting line can still be dragged. + </theme_item> + <theme_item name="separation" data_type="constant" type="int" default="12"> + The space between sides of the container. + </theme_item> + <theme_item name="h_grabber" data_type="icon" type="Texture2D"> + The icon used for the grabber drawn in the middle area when [member vertical] is [code]false[/code]. + </theme_item> + <theme_item name="v_grabber" data_type="icon" type="Texture2D"> + The icon used for the grabber drawn in the middle area when [member vertical] is [code]true[/code]. + </theme_item> + </theme_items> </class> diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 62cb55daec..59d36aefab 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -12,8 +12,10 @@ </tutorials> <members> <member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.03" /> + <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="1.0" /> <member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0"> The spotlight's angle in degrees. + [b]Note:[/b] [member spot_angle] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). </member> <member name="spot_angle_attenuation" type="float" setter="set_param" getter="get_param" default="1.0"> The spotlight's angular attenuation curve. @@ -23,6 +25,7 @@ </member> <member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0"> The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range. + [b]Note:[/b] [member spot_range] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). </member> </members> </class> diff --git a/doc/classes/Sprite2D.xml b/doc/classes/Sprite2D.xml index 83532721b2..235fef0bdd 100644 --- a/doc/classes/Sprite2D.xml +++ b/doc/classes/Sprite2D.xml @@ -13,7 +13,8 @@ <method name="get_rect" qualifiers="const"> <return type="Rect2" /> <description> - Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. Can be used to detect if the Sprite2D was clicked. Example: + Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. Can be used to detect if the Sprite2D was clicked. + [b]Example:[/b] [codeblocks] [gdscript] func _input(event): diff --git a/doc/classes/Sprite3D.xml b/doc/classes/Sprite3D.xml index 956e646702..01671aa04e 100644 --- a/doc/classes/Sprite3D.xml +++ b/doc/classes/Sprite3D.xml @@ -19,6 +19,7 @@ The number of columns in the sprite sheet. </member> <member name="region_enabled" type="bool" setter="set_region_enabled" getter="is_region_enabled" default="false"> + If [code]true[/code], the sprite will use [member region_rect] and display only the specified part of its texture. </member> <member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2(0, 0, 0, 0)"> The region of the atlas texture to display. [member region_enabled] must be [code]true[/code]. diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml index e9721495dd..87b823bd2a 100644 --- a/doc/classes/SpriteFrames.xml +++ b/doc/classes/SpriteFrames.xml @@ -20,8 +20,9 @@ <method name="add_frame"> <return type="void" /> <param index="0" name="anim" type="StringName" /> - <param index="1" name="frame" type="Texture2D" /> - <param index="2" name="at_position" type="int" default="-1" /> + <param index="1" name="texture" type="Texture2D" /> + <param index="2" name="duration" type="float" default="1.0" /> + <param index="3" name="at_position" type="int" default="-1" /> <description> Adds a frame to the given animation. </description> @@ -56,22 +57,34 @@ <return type="float" /> <param index="0" name="anim" type="StringName" /> <description> - The animation's speed in frames per second. + Returns the speed in frames per second for the [param anim] animation. </description> </method> - <method name="get_frame" qualifiers="const"> - <return type="Texture2D" /> + <method name="get_frame_count" qualifiers="const"> + <return type="int" /> + <param index="0" name="anim" type="StringName" /> + <description> + Returns the number of frames for the [param anim] animation. + </description> + </method> + <method name="get_frame_duration" qualifiers="const"> + <return type="float" /> <param index="0" name="anim" type="StringName" /> <param index="1" name="idx" type="int" /> <description> - Returns the animation's selected frame. + Returns a relative duration of the frame [param idx] in the [param anim] animation (defaults to [code]1.0[/code]). For example, a frame with a duration of [code]2.0[/code] is displayed twice as long as a frame with a duration of [code]1.0[/code]. You can calculate the absolute duration (in seconds) of a frame using the following formula: + [codeblock] + absolute_duration = relative_duration / (animation_fps * abs(speed_scale)) + [/codeblock] + In this example, [code]speed_scale[/code] refers to either [member AnimatedSprite2D.speed_scale] or [member AnimatedSprite3D.speed_scale]. </description> </method> - <method name="get_frame_count" qualifiers="const"> - <return type="int" /> + <method name="get_frame_texture" qualifiers="const"> + <return type="Texture2D" /> <param index="0" name="anim" type="StringName" /> + <param index="1" name="idx" type="int" /> <description> - Returns the number of frames in the animation. + Returns the texture of the frame [param idx] in the [param anim] animation. </description> </method> <method name="has_animation" qualifiers="const"> @@ -115,18 +128,19 @@ <method name="set_animation_speed"> <return type="void" /> <param index="0" name="anim" type="StringName" /> - <param index="1" name="speed" type="float" /> + <param index="1" name="fps" type="float" /> <description> - The animation's speed in frames per second. + Sets the speed for the [param anim] animation in frames per second. </description> </method> <method name="set_frame"> <return type="void" /> <param index="0" name="anim" type="StringName" /> <param index="1" name="idx" type="int" /> - <param index="2" name="txt" type="Texture2D" /> + <param index="2" name="texture" type="Texture2D" /> + <param index="3" name="duration" type="float" default="1.0" /> <description> - Sets the texture of the given frame. + Sets the texture and the duration of the frame [param idx] in the [param anim] animation. </description> </method> </methods> diff --git a/doc/classes/StandardMaterial3D.xml b/doc/classes/StandardMaterial3D.xml index bd6e5cdfa2..0f6a3168eb 100644 --- a/doc/classes/StandardMaterial3D.xml +++ b/doc/classes/StandardMaterial3D.xml @@ -4,7 +4,7 @@ Physically based rendering (PBR) material that can be applied to 3D objects. </brief_description> <description> - StandardMaterial3D's properties are inherited from [BaseMaterial3D]. + [StandardMaterial3D]'s properties are inherited from [BaseMaterial3D]. [StandardMaterial3D] uses separate textures for ambient occlusion, roughness and metallic maps. To use a single ORM map for all 3 textures, use an [ORMMaterial3D] instead. </description> <tutorials> <link title="Standard Material 3D and ORM Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link> diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml index e6e3559ae0..2393790e12 100644 --- a/doc/classes/StaticBody2D.xml +++ b/doc/classes/StaticBody2D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Static body for 2D physics. - A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidDynamicBody2D], it doesn't consume any CPU resources as long as they don't move. + A static body is a simple body that doesn't move under physics simulation, i.e. it can't be moved by external forces or contacts but its transformation can still be updated manually by the user. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody2D], it doesn't consume any CPU resources as long as they don't move. They have extra functionalities to move and affect other bodies: [b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path. [b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels. diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml index a29f5fc147..0beaa6bb52 100644 --- a/doc/classes/StaticBody3D.xml +++ b/doc/classes/StaticBody3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Static body for 3D physics. - A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidDynamicBody3D], it doesn't consume any CPU resources as long as they don't move. + A static body is a simple body that doesn't move under physics simulation, i.e. it can't be moved by external forces or contacts but its transformation can still be updated manually by the user. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody3D], it doesn't consume any CPU resources as long as they don't move. They have extra functionalities to move and affect other bodies: [b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path. [b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels. diff --git a/doc/classes/StreamPeer.xml b/doc/classes/StreamPeer.xml index 5bad9796b4..f05b5f7dbf 100644 --- a/doc/classes/StreamPeer.xml +++ b/doc/classes/StreamPeer.xml @@ -37,14 +37,14 @@ <method name="get_available_bytes" qualifiers="const"> <return type="int" /> <description> - Returns the amount of bytes this [StreamPeer] has available. + Returns the number of bytes this [StreamPeer] has available. </description> </method> <method name="get_data"> <return type="Array" /> <param index="0" name="bytes" type="int" /> <description> - Returns a chunk data with the received bytes. The amount of bytes to be received can be requested in the [param bytes] argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an [enum @GlobalScope.Error] code and a data array. + Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the [param bytes] argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an [enum Error] code and a data array. </description> </method> <method name="get_double"> @@ -63,7 +63,7 @@ <return type="Array" /> <param index="0" name="bytes" type="int" /> <description> - Returns a chunk data with the received bytes. The amount of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an [enum @GlobalScope.Error] code, and a data array. + Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an [enum Error] code, and a data array. </description> </method> <method name="get_string"> @@ -144,7 +144,7 @@ <return type="int" enum="Error" /> <param index="0" name="data" type="PackedByteArray" /> <description> - Sends a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an [enum @GlobalScope.Error] code. + Sends a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an [enum Error] code. </description> </method> <method name="put_double"> @@ -165,7 +165,7 @@ <return type="Array" /> <param index="0" name="data" type="PackedByteArray" /> <description> - Sends a chunk of data through the connection. If all the data could not be sent at once, only part of it will. This function returns two values, an [enum @GlobalScope.Error] code and an integer, describing how much data was actually sent. + Sends a chunk of data through the connection. If all the data could not be sent at once, only part of it will. This function returns two values, an [enum Error] code and an integer, describing how much data was actually sent. </description> </method> <method name="put_string"> diff --git a/doc/classes/StreamPeerBuffer.xml b/doc/classes/StreamPeerBuffer.xml index 4bef9f44b7..f33c38e595 100644 --- a/doc/classes/StreamPeerBuffer.xml +++ b/doc/classes/StreamPeerBuffer.xml @@ -4,7 +4,7 @@ Data buffer stream peer. </brief_description> <description> - Data buffer stream peer that uses a byte array as the stream. This object can be used to handle binary data from network sessions. To handle binary data stored in files, [File] can be used directly. + Data buffer stream peer that uses a byte array as the stream. This object can be used to handle binary data from network sessions. To handle binary data stored in files, [FileAccess] can be used directly. A [StreamPeerBuffer] object keeps an internal cursor which is the offset in bytes to the start of the buffer. Get and put operations are performed at the cursor position and will move the cursor accordingly. </description> <tutorials> diff --git a/doc/classes/StreamPeerExtension.xml b/doc/classes/StreamPeerExtension.xml index 46783de275..ab4bcfd17c 100644 --- a/doc/classes/StreamPeerExtension.xml +++ b/doc/classes/StreamPeerExtension.xml @@ -13,7 +13,7 @@ </description> </method> <method name="_get_data" qualifiers="virtual"> - <return type="int" /> + <return type="int" enum="Error" /> <param index="0" name="r_buffer" type="uint8_t*" /> <param index="1" name="r_bytes" type="int" /> <param index="2" name="r_received" type="int32_t*" /> @@ -21,7 +21,7 @@ </description> </method> <method name="_get_partial_data" qualifiers="virtual"> - <return type="int" /> + <return type="int" enum="Error" /> <param index="0" name="r_buffer" type="uint8_t*" /> <param index="1" name="r_bytes" type="int" /> <param index="2" name="r_received" type="int32_t*" /> @@ -29,7 +29,7 @@ </description> </method> <method name="_put_data" qualifiers="virtual"> - <return type="int" /> + <return type="int" enum="Error" /> <param index="0" name="p_data" type="const uint8_t*" /> <param index="1" name="p_bytes" type="int" /> <param index="2" name="r_sent" type="int32_t*" /> @@ -37,7 +37,7 @@ </description> </method> <method name="_put_partial_data" qualifiers="virtual"> - <return type="int" /> + <return type="int" enum="Error" /> <param index="0" name="p_data" type="const uint8_t*" /> <param index="1" name="p_bytes" type="int" /> <param index="2" name="r_sent" type="int32_t*" /> diff --git a/doc/classes/StreamPeerGZIP.xml b/doc/classes/StreamPeerGZIP.xml new file mode 100644 index 0000000000..71dd36160d --- /dev/null +++ b/doc/classes/StreamPeerGZIP.xml @@ -0,0 +1,42 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="StreamPeerGZIP" inherits="StreamPeer" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Stream peer handling GZIP and deflate compression/decompresison. + </brief_description> + <description> + This class allows to compress or decompress data using GZIP/deflate in a streaming fashion. This is particularly useful when compressing or decompressing files that has to be sent through the network without having to allocate them all in memory. + After starting the stream via [method start_compression] (or [method start_decompression]), calling [method StreamPeer.put_partial_data] on this stream will compress (or decompress) the data, writing it to the internal buffer. Calling [method StreamPeer.get_available_bytes] will return the pending bytes in the internal buffer, and [method StreamPeer.get_partial_data] will retrieve the compressed (or decompressed) bytes from it. When the stream is over, you must call [method finish] to ensure the internal buffer is properly flushed (make sure to call [method StreamPeer.get_available_bytes] on last time to check if more data needs to be read after that). + </description> + <tutorials> + </tutorials> + <methods> + <method name="clear"> + <return type="void" /> + <description> + Clears this stream, resetting the internal state. + </description> + </method> + <method name="finish"> + <return type="int" enum="Error" /> + <description> + Finalizes the stream, compressing or decompressing any buffered chunk left. + </description> + </method> + <method name="start_compression"> + <return type="int" enum="Error" /> + <param index="0" name="use_deflate" type="bool" default="false" /> + <param index="1" name="buffer_size" type="int" default="65535" /> + <description> + Start the stream in compression mode with the given [param buffer_size], if [param use_deflate] is [code]true[/code] uses deflate instead of GZIP. + </description> + </method> + <method name="start_decompression"> + <return type="int" enum="Error" /> + <param index="0" name="use_deflate" type="bool" default="false" /> + <param index="1" name="buffer_size" type="int" default="65535" /> + <description> + Start the stream in decompression mode with the given [param buffer_size], if [param use_deflate] is [code]true[/code] uses deflate instead of GZIP. + </description> + </method> + </methods> +</class> diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerTLS.xml index 7fe9c54e3e..d1ddb3d441 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerTLS.xml @@ -1,14 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="StreamPeerSSL" inherits="StreamPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="StreamPeerTLS" inherits="StreamPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - SSL stream peer. + TLS stream peer. </brief_description> <description> - SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection. + TLS stream peer. This object can be used to connect to an TLS server or accept a single TLS client connection. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. </description> <tutorials> - <link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link> + <link title="TLS certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="accept_stream"> @@ -28,8 +28,8 @@ <param index="2" name="for_hostname" type="String" default="""" /> <param index="3" name="valid_certificate" type="X509Certificate" default="null" /> <description> - Connects to a peer using an underlying [StreamPeer] [param stream]. If [param validate_certs] is [code]true[/code], [StreamPeerSSL] will validate that the certificate presented by the peer matches the [param for_hostname]. - [b]Note:[/b] Specifying a custom [param valid_certificate] is not supported in HTML5 exports due to browsers restrictions. + Connects to a peer using an underlying [StreamPeer] [param stream]. If [param validate_certs] is [code]true[/code], [StreamPeerTLS] will validate that the certificate presented by the peer matches the [param for_hostname]. + [b]Note:[/b] Specifying a custom [param valid_certificate] is not supported in Web exports due to browsers restrictions. </description> </method> <method name="disconnect_from_stream"> @@ -39,7 +39,7 @@ </description> </method> <method name="get_status" qualifiers="const"> - <return type="int" enum="StreamPeerSSL.Status" /> + <return type="int" enum="StreamPeerTLS.Status" /> <description> Returns the status of the connection. See [enum Status] for values. </description> @@ -63,19 +63,19 @@ </members> <constants> <constant name="STATUS_DISCONNECTED" value="0" enum="Status"> - A status representing a [StreamPeerSSL] that is disconnected. + A status representing a [StreamPeerTLS] that is disconnected. </constant> <constant name="STATUS_HANDSHAKING" value="1" enum="Status"> - A status representing a [StreamPeerSSL] during handshaking. + A status representing a [StreamPeerTLS] during handshaking. </constant> <constant name="STATUS_CONNECTED" value="2" enum="Status"> - A status representing a [StreamPeerSSL] that is connected to a host. + A status representing a [StreamPeerTLS] that is connected to a host. </constant> <constant name="STATUS_ERROR" value="3" enum="Status"> - A status representing a [StreamPeerSSL] in error state. + A status representing a [StreamPeerTLS] in error state. </constant> <constant name="STATUS_ERROR_HOSTNAME_MISMATCH" value="4" enum="Status"> - An error status that shows a mismatch in the SSL certificate domain presented by the host and the domain requested for validation. + An error status that shows a mismatch in the TLS certificate domain presented by the host and the domain requested for validation. </constant> </constants> </class> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index ee508cf70a..97466e7860 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -1,10 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="String" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Built-in string class. + Built-in string Variant type. </brief_description> <description> - This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources. + This is the built-in string Variant type (and the one used by GDScript). Strings may contain any number of Unicode characters, and expose methods useful for manipulating and generating strings. Strings are reference-counted and use a copy-on-write approach (every modification to a string returns a new [String]), so passing them around is cheap in resources. + Some string methods have corresponding variations. Variations suffixed with [code]n[/code] ([method countn], [method findn], [method replacen], etc.) are [b]case-insensitive[/b] (they make no distinction between uppercase and lowercase letters). Method variations prefixed with [code]r[/code] ([method rfind], [method rsplit], etc.) are reversed, and start from the end of the string, instead of the beginning. + [b]Note:[/b] In a boolean context, a string will evaluate to [code]false[/code] if it is empty ([code]""[/code]). Otherwise, a string will always evaluate to [code]true[/code]. </description> <tutorials> <link title="GDScript format strings">$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html</link> @@ -27,14 +29,14 @@ <return type="String" /> <param index="0" name="from" type="NodePath" /> <description> - Constructs a new String from the given [NodePath]. + Constructs a new [String] from the given [NodePath]. </description> </constructor> <constructor name="String"> <return type="String" /> <param index="0" name="from" type="StringName" /> <description> - Constructs a new String from the given [StringName]. + Constructs a new [String] from the given [StringName]. </description> </constructor> </constructors> @@ -43,30 +45,32 @@ <return type="bool" /> <param index="0" name="text" type="String" /> <description> - Returns [code]true[/code] if the string begins with the given string. + Returns [code]true[/code] if the string begins with the given [param text]. See also [method ends_with]. </description> </method> <method name="bigrams" qualifiers="const"> <return type="PackedStringArray" /> <description> - Returns an array containing the bigrams (pairs of consecutive letters) of this string. + Returns an array containing the bigrams (pairs of consecutive characters) of this string. [codeblock] - print("Bigrams".bigrams()) # Prints "[Bi, ig, gr, ra, am, ms]" + print("Get up!".bigrams()) # Prints ["Ge", "et", "t ", " u", "up", "p!"] [/codeblock] </description> </method> <method name="bin_to_int" qualifiers="const"> <return type="int" /> <description> - Converts a string containing a binary number into an integer. Binary strings can either be prefixed with [code]0b[/code] or not, and they can also start with a [code]-[/code] before the optional prefix. + Converts the string representing a binary number into an [int]. The string may optionally be prefixed with [code]"0b"[/code], and an additional [code]-[/code] prefix for negative numbers. [codeblocks] [gdscript] - print("0b101".bin_to_int()) # Prints "5". - print("101".bin_to_int()) # Prints "5". + print("101".bin_to_int()) # Prints 5 + print("0b101".bin_to_int()) # Prints 5 + print("-0b10".bin_to_int()) # Prints -2 [/gdscript] [csharp] - GD.Print("0b101".BinToInt()); // Prints "5". - GD.Print("101".BinToInt()); // Prints "5". + GD.Print("101".BinToInt()); // Prints 5 + GD.Print("0b101".BinToInt()); // Prints 5 + GD.Print("-0b10".BinToInt()); // Prints -2 [/csharp] [/codeblocks] </description> @@ -80,33 +84,43 @@ <method name="c_unescape" qualifiers="const"> <return type="String" /> <description> - Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\?[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code]. + Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code]. [b]Note:[/b] Unlike the GDScript parser, this method doesn't support the [code]\uXXXX[/code] escape sequence. </description> </method> <method name="capitalize" qualifiers="const"> <return type="String" /> <description> - Changes the case of some letters. Replaces underscores with spaces, adds spaces before in-word uppercase characters, converts all letters to lowercase, then capitalizes the first letter and every letter following a space character. For [code]capitalize camelCase mixed_with_underscores[/code], it will return [code]Capitalize Camel Case Mixed With Underscores[/code]. + Changes the appearance of the string: replaces underscores ([code]_[/code]) with spaces, adds spaces before uppercase letters in the middle of a word, converts all letters to lowercase, then converts the first one and each one following a space to uppercase. + [codeblocks] + [gdscript] + "move_local_x".capitalize() # Returns "Move Local X" + "sceneFile_path".capitalize() # Returns "Scene File Path" + [/gdscript] + [csharp] + "move_local_x".Capitalize(); // Returns "Move Local X" + "sceneFile_path".Capitalize(); // Returns "Scene File Path" + [/csharp] + [/codeblocks] + [b]Note:[/b] This method not the same as the default appearance of properties in the Inspector dock, as it does not capitalize acronyms ([code]"2D"[/code], [code]"FPS"[/code], [code]"PNG"[/code], etc.) as you may expect. </description> </method> <method name="casecmp_to" qualifiers="const"> <return type="int" /> <param index="0" name="to" type="String" /> <description> - Performs a case-sensitive comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. - [b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "base" string is longer than the [param to] string or [code]-1[/code] if the "base" string is shorter than the [param to] string. Keep in mind this length is determined by the number of Unicode codepoints, [i]not[/i] the actual visible characters. - [b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the "base" string is empty, [code]1[/code] if the [param to] string is empty or [code]0[/code] if both strings are empty. - To get a boolean result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method naturalnocasecmp_to]. + Performs a case-sensitive comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" and "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. + With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code]. + To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method naturalnocasecmp_to]. </description> </method> <method name="chr" qualifiers="static"> <return type="String" /> <param index="0" name="char" type="int" /> <description> - Directly converts an decimal integer to a unicode character. Tables of these characters can be found in various locations, for example [url=https://unicodelookup.com/]here.[/url] + Returns a single Unicode character from the decimal [param char]. You may use [url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://www.unicode.org/charts/]unicode.org[/url] as points of reference. [codeblock] - print(String.chr(65)) # Prints "A" + print(String.chr(65)) # Prints "A" print(String.chr(129302)) # Prints "🤖" (robot face emoji) [/codeblock] </description> @@ -115,7 +129,19 @@ <return type="bool" /> <param index="0" name="what" type="String" /> <description> - Returns [code]true[/code] if the string contains the given string. + Returns [code]true[/code] if the string contains [param what]. In GDScript, this corresponds to the [code]in[/code] operator. + [codeblocks] + [gdscript] + print("Node".contains("de")) # Prints true + print("team".contains("I")) # Prints false + print("I" in "team") # Prints false + [/gdscript] + [csharp] + GD.Print("Node".Contains("de")); // Prints true + GD.Print("team".Contains("I")); // Prints false + [/csharp] + [/codeblocks] + If you need to know where [param what] is within the string, use [method find]. </description> </method> <method name="count" qualifiers="const"> @@ -124,7 +150,7 @@ <param index="1" name="from" type="int" default="0" /> <param index="2" name="to" type="int" default="0" /> <description> - Returns the number of occurrences of substring [param what] between [param from] and [param to] positions. If [param from] and [param to] equals 0 the whole string will be used. If only [param to] equals 0 the remained substring will be used. + Returns the number of occurrences of the substring [param what] between [param from] and [param to] positions. If [param to] is 0, the search continues until the end of the string. </description> </method> <method name="countn" qualifiers="const"> @@ -133,7 +159,7 @@ <param index="1" name="from" type="int" default="0" /> <param index="2" name="to" type="int" default="0" /> <description> - Returns the number of occurrences of substring [param what] (ignoring case) between [param from] and [param to] positions. If [param from] and [param to] equals 0 the whole string will be used. If only [param to] equals 0 the remained substring will be used. + Returns the number of occurrences of the substring [param what] between [param from] and [param to] positions, [b]ignoring case[/b]. If [param to] is 0, the search continues until the end of the string. </description> </method> <method name="dedent" qualifiers="const"> @@ -146,7 +172,7 @@ <return type="bool" /> <param index="0" name="text" type="String" /> <description> - Returns [code]true[/code] if the string ends with the given string. + Returns [code]true[/code] if the string ends with the given [param text]. See also [method begins_with]. </description> </method> <method name="find" qualifiers="const"> @@ -154,17 +180,24 @@ <param index="0" name="what" type="String" /> <param index="1" name="from" type="int" default="0" /> <description> - Returns the index of the [b]first[/b] case-sensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the end of the string. - [b]Note:[/b] If you just want to know whether a string contains a substring, use the [code]in[/code] operator as follows: + Returns the index of the [b]first[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the end of the string. [codeblocks] [gdscript] - print("i" in "team") # Will print `false`. + print("Team".find("I")) # Prints -1 + + print("Potato".find("t")) # Prints 2 + print("Potato".find("t", 3)) # Prints 4 + print("Potato".find("t", 5)) # Prints -1 [/gdscript] [csharp] - // C# has no in operator, but we can use `Contains()`. - GD.Print("team".Contains("i")); // Will print `false`. + GD.Print("Team".Find("I")); // Prints -1 + + GD.Print("Potato".Find("t")); // Prints 2 + GD.print("Potato".Find("t", 3)); // Prints 4 + GD.print("Potato".Find("t", 5)); // Prints -1 [/csharp] [/codeblocks] + [b]Note:[/b] If you just want to know whether the string contains [param what], use [method contains]. In GDScript, you may also use the [code]in[/code] operator. </description> </method> <method name="findn" qualifiers="const"> @@ -172,7 +205,7 @@ <param index="0" name="what" type="String" /> <param index="1" name="from" type="int" default="0" /> <description> - Returns the index of the [b]first[/b] case-insensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the end of the string. + Returns the index of the [b]first[/b] [b]case-insensitive[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The starting search index can be specified with [param from], continuing to the end of the string. </description> </method> <method name="format" qualifiers="const"> @@ -183,53 +216,64 @@ Formats the string by replacing all occurrences of [param placeholder] with the elements of [param values]. [param values] can be a [Dictionary] or an [Array]. Any underscores in [param placeholder] will be replaced with the corresponding keys in advance. Array elements use their index as keys. [codeblock] - # Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it. + # Prints "Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it." var use_array_values = "Waiting for {0} is a play by {1}, and {0} Engine is named after it." print(use_array_values.format(["Godot", "Samuel Beckett"])) - # Prints: User 42 is Godot. + # Prints "User 42 is Godot." print("User {id} is {name}.".format({"id": 42, "name": "Godot"})) [/codeblock] - Some additional handling is performed when [param values] is an array. If [param placeholder] does not contain an underscore, the elements of the array will be used to replace one occurrence of the placeholder in turn; If an array element is another 2-element array, it'll be interpreted as a key-value pair. + Some additional handling is performed when [param values] is an [Array]. If [param placeholder] does not contain an underscore, the elements of the [param values] array will be used to replace one occurrence of the placeholder in order; If an element of [param values] is another 2-element array, it'll be interpreted as a key-value pair. [codeblock] - # Prints: User 42 is Godot. + # Prints "User 42 is Godot." print("User {} is {}.".format([42, "Godot"], "{}")) print("User {id} is {name}.".format([["id", 42], ["name", "Godot"]])) [/codeblock] + See also the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format string[/url] tutorial. </description> </method> <method name="get_base_dir" qualifiers="const"> <return type="String" /> <description> If the string is a valid file path, returns the base directory name. + [codeblock] + var dir_path = "/path/to/file.txt".get_base_dir() # dir_path is "/path/to" + [/codeblock] </description> </method> <method name="get_basename" qualifiers="const"> <return type="String" /> <description> - If the string is a valid file path, returns the full file path without the extension. + If the string is a valid file path, returns the full file path, without the extension. + [codeblock] + var base = "/path/to/file.txt".get_basename() # base is "/path/to/file" + [/codeblock] </description> </method> <method name="get_extension" qualifiers="const"> <return type="String" /> <description> - Returns the extension without the leading period character ([code].[/code]) if the string is a valid file name or path. If the string does not contain an extension, returns an empty string instead. + If the string is a valid file name or path, returns the file extension without the leading period ([code].[/code]). Otherwise, returns an empty string. [codeblock] - print("/path/to/file.txt".get_extension()) # "txt" - print("file.txt".get_extension()) # "txt" - print("file.sample.txt".get_extension()) # "txt" - print(".txt".get_extension()) # "txt" - print("file.txt.".get_extension()) # "" (empty string) - print("file.txt..".get_extension()) # "" (empty string) - print("txt".get_extension()) # "" (empty string) - print("".get_extension()) # "" (empty string) + var a = "/path/to/file.txt".get_extension() # a is "txt" + var b = "cool.txt".get_extension() # b is "txt" + var c = "cool.font.tres".get_extension() # c is "tres" + var d = ".pack1".get_extension() # d is "pack1" + + var e = "file.txt.".get_extension() # e is "" + var f = "file.txt..".get_extension() # f is "" + var g = "txt".get_extension() # g is "" + var h = "".get_extension() # h is "" [/codeblock] </description> </method> <method name="get_file" qualifiers="const"> <return type="String" /> <description> - If the string is a valid file path, returns the filename. + If the string is a valid file path, returns the file name, including the extension. + [codeblock] + var file = "/path/to/icon.png".get_file() # file is "icon.png" + [/codeblock] </description> </method> <method name="get_slice" qualifiers="const"> @@ -237,11 +281,11 @@ <param index="0" name="delimiter" type="String" /> <param index="1" name="slice" type="int" /> <description> - Splits a string using a [param delimiter] and returns a substring at index [param slice]. Returns an empty string if the index doesn't exist. - This is a more performant alternative to [method split] for cases when you need only one element from the array at a fixed index. - Example: + Splits the string using a [param delimiter] and returns the substring at index [param slice]. Returns an empty string if the [param slice] does not exist. + This is faster than [method split], if you only need one substring. + [b]Example:[/b] [codeblock] - print("i/am/example/string".get_slice("/", 2)) # Prints 'example'. + print("i/am/example/hi".get_slice("/", 2)) # Prints "example" [/codeblock] </description> </method> @@ -249,7 +293,7 @@ <return type="int" /> <param index="0" name="delimiter" type="String" /> <description> - Splits a string using a [param delimiter] and returns a number of slices. + Returns the total number of slices when the string is split with the given [param delimiter] (see [method split]). </description> </method> <method name="get_slicec" qualifiers="const"> @@ -257,29 +301,29 @@ <param index="0" name="delimiter" type="int" /> <param index="1" name="slice" type="int" /> <description> - Splits a string using a Unicode character with code [param delimiter] and returns a substring at index [param slice]. Returns an empty string if the index doesn't exist. - This is a more performant alternative to [method split] for cases when you need only one element from the array at a fixed index. + Splits the string using a Unicode character with code [param delimiter] and returns the substring at index [param slice]. Returns an empty string if the [param slice] does not exist. + This is faster than [method split], if you only need one substring. </description> </method> <method name="hash" qualifiers="const"> <return type="int" /> <description> Returns the 32-bit hash value representing the string's contents. - [b]Note:[/b] [String]s with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the strings are equal, because different strings can have identical hash values due to hash collisions. + [b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be the same, as a result of hash collisions. On the countrary, strings with different hash values are guaranteed to be different. </description> </method> <method name="hex_to_int" qualifiers="const"> <return type="int" /> <description> - Converts a string containing a hexadecimal number into an integer. Hexadecimal strings can either be prefixed with [code]0x[/code] or not, and they can also start with a [code]-[/code] before the optional prefix. + Converts the string representing a hexadecimal number into an [int]. The string may be optionally prefixed with [code]"0x"[/code], and an additional [code]-[/code] prefix for negative numbers. [codeblocks] [gdscript] - print("0xff".hex_to_int()) # Prints "255". - print("ab".hex_to_int()) # Prints "171". + print("0xff".hex_to_int()) # Prints 255 + print("ab".hex_to_int()) # Prints 171 [/gdscript] [csharp] - GD.Print("0xff".HexToInt()); // Prints "255". - GD.Print("ab".HexToInt()); // Prints "171". + GD.Print("0xff".HexToInt()); // Prints 255 + GD.Print("ab".HexToInt()); // Prints 171 [/csharp] [/codeblocks] </description> @@ -288,17 +332,16 @@ <return type="String" /> <param index="0" name="size" type="int" /> <description> - Converts an integer representing a number of bytes into a human-readable form. - Note that this output is in [url=https://en.wikipedia.org/wiki/Binary_prefix#IEC_prefixes]IEC prefix format[/url], and includes [code]B[/code], [code]KiB[/code], [code]MiB[/code], [code]GiB[/code], [code]TiB[/code], [code]PiB[/code], and [code]EiB[/code]. + Converts [param size] which represents a number of bytes into a human-readable form. + The result is in [url=https://en.wikipedia.org/wiki/Binary_prefix#IEC_prefixes]IEC prefix format[/url], which may end in either [code]"B"[/code], [code]"KiB"[/code], [code]"MiB"[/code], [code]"GiB"[/code], [code]"TiB"[/code], [code]"PiB"[/code], or [code]"EiB"[/code]. </description> </method> <method name="indent" qualifiers="const"> <return type="String" /> <param index="0" name="prefix" type="String" /> <description> - Returns a copy of the string with lines indented with [param prefix]. - For example, the string can be indented with two tabs using [code]"\t\t"[/code], or four spaces using [code]" "[/code]. The prefix can be any string so it can also be used to comment out strings with e.g. [code]"# "[/code]. See also [method dedent] to remove indentation. - [b]Note:[/b] Empty lines are kept empty. + Indents every line of the string with the given [param prefix]. Empty lines are not indented. See also [method dedent] to remove indentation. + For example, the string can be indented with two tabulations using [code]"\t\t"[/code], or four spaces using [code]" "[/code]. </description> </method> <method name="insert" qualifiers="const"> @@ -306,57 +349,65 @@ <param index="0" name="position" type="int" /> <param index="1" name="what" type="String" /> <description> - Returns a copy of the string with the substring [param what] inserted at the given [param position]. + Inserts [param what] at the given [param position] in the string. </description> </method> <method name="is_absolute_path" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the string is a path to a file or directory and its starting point is explicitly defined. This includes [code]res://[/code], [code]user://[/code], [code]C:\[/code], [code]/[/code], etc. + Returns [code]true[/code] if the string is a path to a file or directory, and its starting point is explicitly defined. This method is the opposite of [method is_relative_path]. + This includes all paths starting with [code]"res://"[/code], [code]"user://"[/code], [code]"C:\"[/code], [code]"/"[/code], etc. </description> </method> <method name="is_empty" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the length of the string equals [code]0[/code]. + Returns [code]true[/code] if the string's length is [code]0[/code] ([code]""[/code]). See also [method length]. </description> </method> <method name="is_relative_path" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the string is a path to a file or directory and its starting point is implicitly defined within the context it is being used. The starting point may refer to the current directory ([code]./[/code]), or the current [Node]. + Returns [code]true[/code] if the string is a path, and its starting point is dependent on context. The path could begin from the current directory, or the current [Node] (if the string is derived from a [NodePath]), and may sometimes be prefixed with [code]"./"[/code]. This method is the opposite of [method is_absolute_path]. </description> </method> <method name="is_subsequence_of" qualifiers="const"> <return type="bool" /> <param index="0" name="text" type="String" /> <description> - Returns [code]true[/code] if this string is a subsequence of the given string. + Returns [code]true[/code] if all characters of this string can be found in [param text] in their original order. + [codeblock] + var text = "Wow, incredible!" + + print("inedible".is_subsequence_of(text)) # Prints true + print("Word!".is_subsequence_of(text)) # Prints true + print("Window".is_subsequence_of(text)) # Prints false + print("".is_subsequence_of(text)) # Prints true + [/codeblock] </description> </method> <method name="is_subsequence_ofn" qualifiers="const"> <return type="bool" /> <param index="0" name="text" type="String" /> <description> - Returns [code]true[/code] if this string is a subsequence of the given string, without considering case. + Returns [code]true[/code] if all characters of this string can be found in [param text] in their original order, [b]ignoring case[/b]. </description> </method> <method name="is_valid_filename" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if this string is free from characters that aren't allowed in file names, those being: - [code]: / \ ? * " | % < >[/code] + Returns [code]true[/code] if this string does not contain characters that are not allowed in file names ([code]:[/code] [code]/[/code] [code]\[/code] [code]?[/code] [code]*[/code] [code]"[/code] [code]|[/code] [code]%[/code] [code]<[/code] [code]>[/code]). </description> </method> <method name="is_valid_float" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if this string contains a valid float. This is inclusive of integers, and also supports exponents: + Returns [code]true[/code] if this string represents a valid floating-point number. A valid float may contain only digits, one decimal point ([code].[/code]), and the exponent letter ([code]e[/code]). It may also be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any valid integer is also a valid float (see [method is_valid_int]). See also [method to_float]. [codeblock] - print("1.7".is_valid_float()) # Prints "true" - print("24".is_valid_float()) # Prints "true" - print("7e3".is_valid_float()) # Prints "true" - print("Hello".is_valid_float()) # Prints "false" + print("1.7".is_valid_float()) # Prints true + print("24".is_valid_float()) # Prints true + print("7e3".is_valid_float()) # Prints true + print("Hello".is_valid_float()) # Prints false [/codeblock] </description> </method> @@ -364,57 +415,73 @@ <return type="bool" /> <param index="0" name="with_prefix" type="bool" default="false" /> <description> - Returns [code]true[/code] if this string contains a valid hexadecimal number. If [param with_prefix] is [code]true[/code], then a validity of the hexadecimal number is determined by [code]0x[/code] prefix, for instance: [code]0xDEADC0DE[/code]. + Returns [code]true[/code] if this string is a valid hexadecimal number. A valid hexadecimal number only contains digits or letters [code]A[/code] to [code]F[/code] (either uppercase or lowercase), and may be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. + If [param with_prefix] is [code]true[/code], the hexadecimal number needs to prefixed by [code]"0x"[/code] to be considered valid. + [codeblock] + print("A08E".is_valid_hex_number()) # Prints true + print("-AbCdEf".is_valid_hex_number()) # Prints true + print("2.5".is_valid_hex_number()) # Prints false + + print("0xDEADC0DE".is_valid_hex_number(true)) # Prints true + [/codeblock] </description> </method> <method name="is_valid_html_color" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if this string contains a valid color in hexadecimal HTML notation. Other HTML notations such as named colors or [code]hsl()[/code] colors aren't considered valid by this method and will return [code]false[/code]. + Returns [code]true[/code] if this string is a valid color in hexadecimal HTML notation. The string must be a hexadecimal value (see [method is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). Other HTML notations for colors, such as names or [code]hsl()[/code], are not considered valid. See also [method Color.html]. </description> </method> <method name="is_valid_identifier" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if this string is a valid identifier. A valid identifier may contain only letters, digits and underscores ([code]_[/code]) and the first character may not be a digit. + Returns [code]true[/code] if this string is a valid identifier. A valid identifier may contain only letters, digits and underscores ([code]_[/code]), and the first character may not be a digit. [codeblock] - print("good_ident_1".is_valid_identifier()) # Prints "true" - print("1st_bad_ident".is_valid_identifier()) # Prints "false" - print("bad_ident_#2".is_valid_identifier()) # Prints "false" + print("node_2d".is_valid_identifier()) # Prints true + print("TYPE_FLOAT".is_valid_identifier()) # Prints true + print("1st_method".is_valid_identifier()) # Prints false + print("MyMethod#2".is_valid_identifier()) # Prints false [/codeblock] </description> </method> <method name="is_valid_int" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if this string contains a valid integer. + Returns [code]true[/code] if this string represents a valid integer. A valid integer only contains digits, and may be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. See also [method to_int]. [codeblock] - print("7".is_valid_int()) # Prints "true" - print("14.6".is_valid_int()) # Prints "false" - print("L".is_valid_int()) # Prints "false" - print("+3".is_valid_int()) # Prints "true" - print("-12".is_valid_int()) # Prints "true" + print("7".is_valid_int()) # Prints true + print("1.65".is_valid_int()) # Prints false + print("Hi".is_valid_int()) # Prints false + print("+3".is_valid_int()) # Prints true + print("-12".is_valid_int()) # Prints true [/codeblock] </description> </method> <method name="is_valid_ip_address" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if this string contains only a well-formatted IPv4 or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/code] as valid. + Returns [code]true[/code] if this string represents a well-formatted IPv4 or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/Reserved_IP_addresses]reserved IP addresses[/url] such as [code]"0.0.0.0"[/code] and [code]"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff"[/code] as valid. </description> </method> <method name="join" qualifiers="const"> <return type="String" /> <param index="0" name="parts" type="PackedStringArray" /> <description> - Returns a [String] which is the concatenation of the [param parts]. The separator between elements is the string providing this method. - Example: + Returns the concatenation of [param parts]' elements, with each element separated by the string calling this method. This method is the opposite of [method split]. + [b]Example:[/b] [codeblocks] [gdscript] - print(", ".join(["One", "Two", "Three", "Four"])) + var fruits = ["Apple", "Orange", "Pear", "Kiwi"] + + print(", ".join(fruits)) # Prints "Apple, Orange, Pear, Kiwi" + print("---".join(fruits)) # Prints "Apple---Orange---Pear---Kiwi" [/gdscript] [csharp] - GD.Print(String.Join(",", new string[] {"One", "Two", "Three", "Four"})); + var fruits = new string[] {"Apple", "Orange", "Pear", "Kiwi"}; + + // In C#, this method is static. + GD.Print(string.Join(", ", fruits); // Prints "Apple, Orange, Pear, Kiwi" + GD.Print(string.Join("---", fruits)); // Prints "Apple---Orange---Pear---Kiwi" [/csharp] [/codeblocks] </description> @@ -422,25 +489,24 @@ <method name="json_escape" qualifiers="const"> <return type="String" /> <description> - Returns a copy of the string with special characters escaped using the JSON standard. + Returns a copy of the string with special characters escaped using the JSON standard. Because it closely matches the C standard, it is possible to use [method c_unescape] to unescape the string, if necessary. </description> </method> <method name="left" qualifiers="const"> <return type="String" /> <param index="0" name="length" type="int" /> <description> - Returns a number of characters from the left of the string. If negative [param length] is used, the characters are counted downwards from [String]'s length. - Examples: + Returns the first [param length] characters from the beginning of the string. If [param length] is negative, strips the last [param length] characters from the string's end. [codeblock] - print("sample text".left(3)) #prints "sam" - print("sample text".left(-3)) #prints "sample t" + print("Hello World!".left(3)) # Prints "Hel" + print("Hello World!".left(-4)) # Prints "Hello Wo" [/codeblock] </description> </method> <method name="length" qualifiers="const"> <return type="int" /> <description> - Returns the string's amount of characters. + Returns the number of characters in the string. Empty strings ([code]""[/code]) always return [code]0[/code]. See also [method is_empty]. </description> </method> <method name="lpad" qualifiers="const"> @@ -448,62 +514,60 @@ <param index="0" name="min_length" type="int" /> <param index="1" name="character" type="String" default="" "" /> <description> - Formats a string to be at least [param min_length] long by adding [param character]s to the left of the string. + Formats the string to be at least [param min_length] long by adding [param character]s to the left of the string, if necessary. See also [method rpad]. </description> </method> <method name="lstrip" qualifiers="const"> <return type="String" /> <param index="0" name="chars" type="String" /> <description> - Returns a copy of the string with characters removed from the left. The [param chars] argument is a string specifying the set of characters to be removed. - [b]Note:[/b] The [param chars] is not a prefix. See [method trim_prefix] method that will remove a single prefix string rather than a set of characters. + Removes a set of characters defined in [param chars] from the string's beginning. See also [method rstrip]. + [b]Note:[/b] [param chars] is not a prefix. Use [method trim_prefix] to remove a single prefix, rather than a set of characters. </description> </method> <method name="match" qualifiers="const"> <return type="bool" /> <param index="0" name="expr" type="String" /> <description> - Does a simple case-sensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code]. + Does a simple expression match, where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code]. </description> </method> <method name="matchn" qualifiers="const"> <return type="bool" /> <param index="0" name="expr" type="String" /> <description> - Does a simple case-insensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code]. + Does a simple [b]case-insensitive[/b] expression match, where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code]. </description> </method> <method name="md5_buffer" qualifiers="const"> <return type="PackedByteArray" /> <description> - Returns the MD5 hash of the string as an array of bytes. + Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the string as a [PackedByteArray]. </description> </method> <method name="md5_text" qualifiers="const"> <return type="String" /> <description> - Returns the MD5 hash of the string as a string. + Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the string as another [String]. </description> </method> <method name="naturalnocasecmp_to" qualifiers="const"> <return type="int" /> <param index="0" name="to" type="String" /> <description> - Performs a case-insensitive [i]natural order[/i] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters will be converted to uppercase during the comparison. - When used for sorting, natural order comparison will order suites of numbers as expected by most people. If you sort the numbers from 1 to 10 using natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, 10, 2, 3, ...][/code]. - [b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "base" string is longer than the [param to] string or [code]-1[/code] if the "base" string is shorter than the [param to] string. Keep in mind this length is determined by the number of Unicode codepoints, [i]not[/i] the actual visible characters. - [b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the "base" string is empty, [code]1[/code] if the [param to] string is empty or [code]0[/code] if both strings are empty. - To get a boolean result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method casecmp_to]. + Performs a [b]case-insensitive[/b], [i]natural order[/i] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters are converted to uppercase for the comparison. + When used for sorting, natural order comparison orders sequences of numbers by the combined value of each digit as is often expected, instead of the single digit's value. A sorted sequence of numbered strings will be [code]["1", "2", "3", ...][/code], not [code]["1", "10", "2", "3", ...][/code]. + With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code]. + To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method casecmp_to]. </description> </method> <method name="nocasecmp_to" qualifiers="const"> <return type="int" /> <param index="0" name="to" type="String" /> <description> - Performs a case-insensitive comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters will be converted to uppercase during the comparison. - [b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "base" string is longer than the [param to] string or [code]-1[/code] if the "base" string is shorter than the [param to] string. Keep in mind this length is determined by the number of Unicode codepoints, [i]not[/i] the actual visible characters. - [b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the "base" string is empty, [code]1[/code] if the [param to] string is empty or [code]0[/code] if both strings are empty. - To get a boolean result from a string comparison, use the [code]==[/code] operator instead. See also [method casecmp_to] and [method naturalnocasecmp_to]. + Performs a [b]case-insensitive[/b] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters are converted to uppercase for the comparison. + With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code]. + To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method casecmp_to] and [method naturalnocasecmp_to]. </description> </method> <method name="num" qualifiers="static"> @@ -511,20 +575,22 @@ <param index="0" name="number" type="float" /> <param index="1" name="decimals" type="int" default="-1" /> <description> - Converts a [float] to a string representation of a decimal number. - The number of decimal places can be specified with [param decimals]. If [param decimals] is [code]-1[/code] (default), decimal places will be automatically adjusted so that the string representation has 14 significant digits (counting both digits to the left and the right of the decimal point). - Trailing zeros are not included in the string. The last digit will be rounded and not truncated. - Some examples: + Converts a [float] to a string representation of a decimal number, with the number of decimal places specified in [param decimals]. + If [param decimals] is [code]-1[/code] as by default, the string representation may only have up to 14 significant digits, with digits before the decimal point having priority over digits after. + Trailing zeros are not included in the string. The last digit is rounded, not truncated. + [b]Example:[/b] [codeblock] - String.num(3.141593) # "3.141593" - String.num(3.141593, 3) # "3.142" - String.num(3.14159300) # "3.141593", no trailing zeros. - # Last digit will be rounded up here, which reduces total digit count since - # trailing zeros are removed: - String.num(42.129999, 5) # "42.13" - # If `decimals` is not specified, the total amount of significant digits is 14: - String.num(-0.0000012345432123454321) # "-0.00000123454321" - String.num(-10000.0000012345432123454321) # "-10000.0000012345" + String.num(3.141593) # Returns "3.141593" + String.num(3.141593, 3) # Returns "3.142" + String.num(3.14159300) # Returns "3.141593" + + # Here, the last digit will be rounded up, + # which reduces the total digit count, since trailing zeros are removed: + String.num(42.129999, 5) # Returns "42.13" + + # If `decimals` is not specified, the maximum number of significant digits is 14: + String.num(-0.0000012345432123454321) # Returns "-0.00000123454321" + String.num(-10000.0000012345432123454321) # Returns "-10000.0000012345" [/codeblock] </description> </method> @@ -534,13 +600,31 @@ <param index="1" name="base" type="int" default="10" /> <param index="2" name="capitalize_hex" type="bool" default="false" /> <description> - Converts a signed [int] to a string representation of a number. + Converts the given [param number] to a string representation, with the given [param base]. + By default, [param base] is set to decimal ([code]10[/code]). Other common bases in programming include binary ([code]2[/code]), [url=https://en.wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/code]). + If [param capitalize_hex] is [code]true[/code], digits higher than 9 are represented in uppercase. </description> </method> <method name="num_scientific" qualifiers="static"> <return type="String" /> <param index="0" name="number" type="float" /> <description> + Converts the given [param number] to a string representation, in scientific notation. + [codeblocks] + [gdscript] + var n = -5.2e8 + print(n) # Prints -520000000 + print(String.NumScientific(n)) # Prints -5.2e+08 + [/gdscript] + [csharp] + // This method is not implemented in C#. + // Use `string.ToString()` with "e" to achieve similar results. + var n = -5.2e8f; + GD.Print(n); // Prints -520000000 + GD.Print(n.ToString("e1")); // Prints -5.2e+008 + [/csharp] + [/codeblocks] + [b]Note:[/b] In C#, this method is not implemented. To achieve similar results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-strings]Standard numeric format strings[/url] </description> </method> <method name="num_uint64" qualifiers="static"> @@ -549,35 +633,38 @@ <param index="1" name="base" type="int" default="10" /> <param index="2" name="capitalize_hex" type="bool" default="false" /> <description> - Converts a unsigned [int] to a string representation of a number. + Converts the given unsigned [int] to a string representation, with the given [param base]. + By default, [param base] is set to decimal ([code]10[/code]). Other common bases in programming include binary ([code]2[/code]), [url=https://en.wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/code]). + If [param capitalize_hex] is [code]true[/code], digits higher than 9 are represented in uppercase. </description> </method> <method name="pad_decimals" qualifiers="const"> <return type="String" /> <param index="0" name="digits" type="int" /> <description> - Formats a number to have an exact number of [param digits] after the decimal point. + Formats the string representing a number to have an exact number of [param digits] [i]after[/i] the decimal point. </description> </method> <method name="pad_zeros" qualifiers="const"> <return type="String" /> <param index="0" name="digits" type="int" /> <description> - Formats a number to have an exact number of [param digits] before the decimal point. + Formats the string representing a number to have an exact number of [param digits] [i]before[/i] the decimal point. </description> </method> - <method name="plus_file" qualifiers="const"> + <method name="path_join" qualifiers="const"> <return type="String" /> <param index="0" name="file" type="String" /> <description> - If the string is a path, this concatenates [param file] at the end of the string as a subpath. E.g. [code]"this/is".plus_file("path") == "this/is/path"[/code]. + Concatenates [param file] at the end of the string as a subpath, adding [code]/[/code] if necessary. + [b]Example:[/b] [code]"this/is".path_join("path") == "this/is/path"[/code]. </description> </method> <method name="repeat" qualifiers="const"> <return type="String" /> <param index="0" name="count" type="int" /> <description> - Returns original string repeated a number of times. The number of repetitions is given by the argument. + Repeats this string a number of times. [param count] needs to be greater than [code]0[/code]. Otherwise, returns an empty string. </description> </method> <method name="replace" qualifiers="const"> @@ -585,7 +672,7 @@ <param index="0" name="what" type="String" /> <param index="1" name="forwhat" type="String" /> <description> - Replaces occurrences of a case-sensitive substring with the given one inside the string. + Replaces all occurrences of [param what] inside the string with the given [param forwhat]. </description> </method> <method name="replacen" qualifiers="const"> @@ -593,7 +680,7 @@ <param index="0" name="what" type="String" /> <param index="1" name="forwhat" type="String" /> <description> - Replaces occurrences of a case-insensitive substring with the given one inside the string. + Replaces all [b]case-insensitive[/b] occurrences of [param what] inside the string with the given [param forwhat]. </description> </method> <method name="rfind" qualifiers="const"> @@ -601,7 +688,7 @@ <param index="0" name="what" type="String" /> <param index="1" name="from" type="int" default="-1" /> <description> - Returns the index of the [b]last[/b] case-sensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the beginning of the string. + Returns the index of the [b]last[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the beginning of the string. This method is the reverse of [method find]. </description> </method> <method name="rfindn" qualifiers="const"> @@ -609,18 +696,17 @@ <param index="0" name="what" type="String" /> <param index="1" name="from" type="int" default="-1" /> <description> - Returns the index of the [b]last[/b] case-insensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the beginning of the string. + Returns the index of the [b]last[/b] [b]case-insensitive[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The starting search index can be specified with [param from], continuing to the beginning of the string. This method is the reverse of [method findn]. </description> </method> <method name="right" qualifiers="const"> <return type="String" /> <param index="0" name="length" type="int" /> <description> - Returns a number of characters from the right of the string. If negative [param length] is used, the characters are counted downwards from [String]'s length. - Examples: + Returns the last [param length] characters from the end of the string. If [param length] is negative, strips the first [param length] characters from the string's beginning. [codeblock] - print("sample text".right(3)) #prints "ext" - print("sample text".right(-3)) #prints "ple text" + print("Hello World!".right(3)) # Prints "ld!" + print("Hello World!".right(-4)) # Prints "o World!" [/codeblock] </description> </method> @@ -629,30 +715,30 @@ <param index="0" name="min_length" type="int" /> <param index="1" name="character" type="String" default="" "" /> <description> - Formats a string to be at least [param min_length] long by adding [param character]s to the right of the string. + Formats the string to be at least [param min_length] long, by adding [param character]s to the right of the string, if necessary. See also [method lpad]. </description> </method> <method name="rsplit" qualifiers="const"> <return type="PackedStringArray" /> - <param index="0" name="delimiter" type="String" /> + <param index="0" name="delimiter" type="String" default="""" /> <param index="1" name="allow_empty" type="bool" default="true" /> <param index="2" name="maxsplit" type="int" default="0" /> <description> - Splits the string by a [param delimiter] string and returns an array of the substrings, starting from right. - The splits in the returned array are sorted in the same order as the original string, from left to right. - If [param allow_empty] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position. - If [param maxsplit] is specified, it defines the number of splits to do from the right up to [param maxsplit]. The default value of 0 means that all items are split, thus giving the same result as [method split]. - Example: + Splits the string using a [param delimiter] and returns an array of the substrings, starting from the end of the string. The splits in the returned array appear in the same order as the original string. If [param delimiter] is an empty string, each substring will be a single character. + If [param allow_empty] is [code]false[/code], empty strings between adjacent delimiters are excluded from the array. + If [param maxsplit] is greater than [code]0[/code], the number of splits may not exceed [param maxsplit]. By default, the entire string is split, which is mostly identical to [method split]. + [b]Example:[/b] [codeblocks] [gdscript] var some_string = "One,Two,Three,Four" var some_array = some_string.rsplit(",", true, 1) + print(some_array.size()) # Prints 2 - print(some_array[0]) # Prints "One,Two,Three" - print(some_array[1]) # Prints "Four" + print(some_array[0]) # Prints "One,Two,Three" + print(some_array[1]) # Prints "Four" [/gdscript] [csharp] - // There is no Rsplit. + // In C#, there is no String.RSplit() method. [/csharp] [/codeblocks] </description> @@ -661,90 +747,100 @@ <return type="String" /> <param index="0" name="chars" type="String" /> <description> - Returns a copy of the string with characters removed from the right. The [param chars] argument is a string specifying the set of characters to be removed. - [b]Note:[/b] The [param chars] is not a suffix. See [method trim_suffix] method that will remove a single suffix string rather than a set of characters. + Removes a set of characters defined in [param chars] from the string's end. See also [method lstrip]. + [b]Note:[/b] [param chars] is not a suffix. Use [method trim_suffix] to remove a single suffix, rather than a set of characters. </description> </method> <method name="sha1_buffer" qualifiers="const"> <return type="PackedByteArray" /> <description> - Returns the SHA-1 hash of the string as an array of bytes. + Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the string as a [PackedByteArray]. </description> </method> <method name="sha1_text" qualifiers="const"> <return type="String" /> <description> - Returns the SHA-1 hash of the string as a string. + Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the string as another [String]. </description> </method> <method name="sha256_buffer" qualifiers="const"> <return type="PackedByteArray" /> <description> - Returns the SHA-256 hash of the string as an array of bytes. + Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of the string as a [PackedByteArray]. </description> </method> <method name="sha256_text" qualifiers="const"> <return type="String" /> <description> - Returns the SHA-256 hash of the string as a string. + Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of the string as another [String]. </description> </method> <method name="similarity" qualifiers="const"> <return type="float" /> <param index="0" name="text" type="String" /> <description> - Returns the similarity index ([url=https://en.wikipedia.org/wiki/S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of this string compared to another. A result of 1.0 means totally similar, while 0.0 means totally dissimilar. + Returns the similarity index ([url=https://en.wikipedia.org/wiki/S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of this string compared to another. A result of [code]1.0[/code] means totally similar, while [code]0.0[/code] means totally dissimilar. [codeblock] - print("ABC123".similarity("ABC123")) # Prints "1" - print("ABC123".similarity("XYZ456")) # Prints "0" - print("ABC123".similarity("123ABC")) # Prints "0.8" - print("ABC123".similarity("abc123")) # Prints "0.4" + print("ABC123".similarity("ABC123")) # Prints 1.0 + print("ABC123".similarity("XYZ456")) # Prints 0.0 + print("ABC123".similarity("123ABC")) # Prints 0.8 + print("ABC123".similarity("abc123")) # Prints 0.4 [/codeblock] </description> </method> <method name="simplify_path" qualifiers="const"> <return type="String" /> <description> - Returns a simplified canonical path. + If the string is a valid file path, converts the string into a canonical path. This is the shortest possible path, without [code]"./"[/code], and all the unnecessary [code]".."[/code] and [code]"/"[/code]. + [codeblock] + var simple_path = "./path/to///../file".simplify_path() + print(simple_path) # Prints "path/file" + [/codeblock] </description> </method> <method name="split" qualifiers="const"> <return type="PackedStringArray" /> - <param index="0" name="delimiter" type="String" /> + <param index="0" name="delimiter" type="String" default="""" /> <param index="1" name="allow_empty" type="bool" default="true" /> <param index="2" name="maxsplit" type="int" default="0" /> <description> - Splits the string by a [param delimiter] string and returns an array of the substrings. The [param delimiter] can be of any length. - If [param allow_empty] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position. - If [param maxsplit] is specified, it defines the number of splits to do from the left up to [param maxsplit]. The default value of [code]0[/code] means that all items are split. - If you need only one element from the array at a specific index, [method get_slice] is a more performant option. - Example: + Splits the string using a [param delimiter] and returns an array of the substrings. If [param delimiter] is an empty string, each substring will be a single character. This method is the opposite of [method join]. + If [param allow_empty] is [code]false[/code], empty strings between adjacent delimiters are excluded from the array. + If [param maxsplit] is greater than [code]0[/code], the number of splits may not exceed [param maxsplit]. By default, the entire string is split. + [b]Example:[/b] [codeblocks] [gdscript] - var some_string = "One,Two,Three,Four" - var some_array = some_string.split(",", true, 1) - print(some_array.size()) # Prints 2 - print(some_array[0]) # Prints "Four" - print(some_array[1]) # Prints "Three,Two,One" + var some_array = "One,Two,Three,Four".split(",", true, 2) + + print(some_array.size()) # Prints 3 + print(some_array[0]) # Prints "One" + print(some_array[1]) # Prints "Two" + print(some_array[2]) # Prints "Three,Four" [/gdscript] [csharp] - var someString = "One,Two,Three,Four"; - var someArray = someString.Split(",", true); // This is as close as it gets to Godots API. - GD.Print(someArray[0]); // Prints "Four" - GD.Print(someArray[1]); // Prints "Three,Two,One" + // C#'s `Split()` does not support the `maxsplit` parameter. + var someArray = "One,Two,Three".Split(","); + + GD.Print(someArray[0]); // Prints "One" + GD.Print(someArray[1]); // Prints "Two" + GD.Print(someArray[2]); // Prints "Three" [/csharp] [/codeblocks] - If you need to split strings with more complex rules, use the [RegEx] class instead. + [b]Note:[/b] If you only need one substring from the array, consider using [method get_slice] which is faster. If you need to split strings with more complex rules, use the [RegEx] class instead. </description> </method> <method name="split_floats" qualifiers="const"> - <return type="PackedFloat32Array" /> + <return type="PackedFloat64Array" /> <param index="0" name="delimiter" type="String" /> <param index="1" name="allow_empty" type="bool" default="true" /> <description> - Splits the string in floats by using a delimiter string and returns an array of the substrings. - For example, [code]"1,2.5,3"[/code] will return [code][1,2.5,3][/code] if split by [code]","[/code]. - If [param allow_empty] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position. + Splits the string into floats by using a [param delimiter] and returns a [PackedFloat64Array]. + If [param allow_empty] is [code]false[/code], empty or invalid [float] conversions between adjacent delimiters are excluded. + [codeblock] + var a = "1,2,4.5".split_floats(",") # a is [1.0, 2.0, 4.5] + var c = "1| ||4.5".split_floats("|") # c is [1.0, 0.0, 0.0, 4.5] + var b = "1| ||4.5".split_floats("|", false) # b is [1.0, 4.5] + [/codeblock] </description> </method> <method name="strip_edges" qualifiers="const"> @@ -752,13 +848,14 @@ <param index="0" name="left" type="bool" default="true" /> <param index="1" name="right" type="bool" default="true" /> <description> - Returns a copy of the string stripped of any non-printable character (including tabulations, spaces and line breaks) at the beginning and the end. The optional arguments are used to toggle stripping on the left and right edges respectively. + Strips all non-printable characters from the beginning and the end of the string. These include spaces, tabulations ([code]\t[/code]), and newlines ([code]\n[/code] [code]\r[/code]). + If [param left] is [code]false[/code], ignores the string's beginning. Likewise, if [param right] is [code]false[/code], ignores the string's end. </description> </method> <method name="strip_escapes" qualifiers="const"> <return type="String" /> <description> - Returns a copy of the string stripped of any escape character. These include all non-printable control characters of the first page of the ASCII table (< 32), such as tabulation ([code]\t[/code] in C) and newline ([code]\n[/code] and [code]\r[/code]) characters, but not spaces. + Strips all escape characters from the string. These include all non-printable control characters of the first page of the ASCII table (values from 0 to 31), such as tabulation ([code]\t[/code]) and newline ([code]\n[/code], [code]\r[/code]) characters, but [i]not[/i] spaces. </description> </method> <method name="substr" qualifiers="const"> @@ -766,35 +863,43 @@ <param index="0" name="from" type="int" /> <param index="1" name="len" type="int" default="-1" /> <description> - Returns part of the string from the position [param from] with length [param len]. Argument [param len] is optional and using [code]-1[/code] will return remaining characters from given position. + Returns part of the string from the position [param from] with length [param len]. If [param len] is [code]-1[/code] (as by default), returns the rest of the string starting from the given position. </description> </method> <method name="to_ascii_buffer" qualifiers="const"> <return type="PackedByteArray" /> <description> - Converts the String (which is a character array) to ASCII/Latin-1 encoded [PackedByteArray] (which is an array of bytes). The conversion is faster compared to [method to_utf8_buffer], as this method assumes that all the characters in the String are ASCII/Latin-1 characters, unsupported characters are replaced with spaces. + Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than [method to_utf8_buffer], but replaces all unsupported characters with spaces. + </description> + </method> + <method name="to_camel_case" qualifiers="const"> + <return type="String" /> + <description> + Returns the string converted to [code]camelCase[/code]. </description> </method> <method name="to_float" qualifiers="const"> <return type="float" /> <description> - Converts a string containing a decimal number into a [code]float[/code]. The method will stop on the first non-number character except the first [code].[/code] (decimal point), and [code]e[/code] which is used for exponential. + Converts the string representing a decimal number into a [float]. This method stops on the first non-number character, except the first decimal point ([code].[/code]) and the exponent letter ([code]e[/code]). See also [method is_valid_float]. [codeblock] - print("12.3".to_float()) # 12.3 - print("1.2.3".to_float()) # 1.2 - print("12ab3".to_float()) # 12 - print("1e3".to_float()) # 1000 + var a = "12.35".to_float() # a is 12.35 + var b = "1.2.3".to_float() # b is 1.2 + var c = "12xy3".to_float() # c is 12.0 + var d = "1e3".to_float() # d is 1000.0 + var e = "Hello!".to_int() # e is 0.0 [/codeblock] </description> </method> <method name="to_int" qualifiers="const"> <return type="int" /> <description> - Converts a string containing an integer number into an [code]int[/code]. The method will remove any non-number character and stop if it encounters a [code].[/code]. + Converts the string representing an integer number into an [int]. This method removes any non-number character and stops at the first decimal point ([code].[/code]). See also [method is_valid_int]. [codeblock] - print("123".to_int()) # 123 - print("a1b2c3".to_int()) # 123 - print("1.2.3".to_int()) # 1 + var a = "123".to_int() # a is 123 + var b = "x1y2z3".to_int() # b is 123 + var c = "-1.2.3".to_int() # c is -1 + var d = "Hello!".to_int() # d is 0 [/codeblock] </description> </method> @@ -804,6 +909,18 @@ Returns the string converted to lowercase. </description> </method> + <method name="to_pascal_case" qualifiers="const"> + <return type="String" /> + <description> + Returns the string converted to [code]PascalCase[/code]. + </description> + </method> + <method name="to_snake_case" qualifiers="const"> + <return type="String" /> + <description> + Returns the string converted to [code]snake_case[/code]. + </description> + </method> <method name="to_upper" qualifiers="const"> <return type="String" /> <description> @@ -813,33 +930,33 @@ <method name="to_utf16_buffer" qualifiers="const"> <return type="PackedByteArray" /> <description> - Converts the String (which is an array of characters) to UTF-16 encoded [PackedByteArray] (which is an array of bytes). + Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/url] encoded [PackedByteArray]. </description> </method> <method name="to_utf32_buffer" qualifiers="const"> <return type="PackedByteArray" /> <description> - Converts the String (which is an array of characters) to UTF-32 encoded [PackedByteArray] (which is an array of bytes). + Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/url] encoded [PackedByteArray]. </description> </method> <method name="to_utf8_buffer" qualifiers="const"> <return type="PackedByteArray" /> <description> - Converts the String (which is an array of characters) to UTF-8 encode [PackedByteArray] (which is an array of bytes). The conversion is a bit slower than [method to_ascii_buffer], but supports all UTF-8 characters. Therefore, you should prefer this function over [method to_ascii_buffer]. + Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] encoded [PackedByteArray]. This method is slightly slower than [method to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer using this method. </description> </method> <method name="trim_prefix" qualifiers="const"> <return type="String" /> <param index="0" name="prefix" type="String" /> <description> - Removes a given string from the start if it starts with it or leaves the string unchanged. + Removes the given [param prefix] from the start of the string, or returns the string unchanged. </description> </method> <method name="trim_suffix" qualifiers="const"> <return type="String" /> <param index="0" name="suffix" type="String" /> <description> - Removes a given string from the end if it ends with it or leaves the string unchanged. + Removes the given [param suffix] from the end of the string, or returns the string unchanged. </description> </method> <method name="unicode_at" qualifiers="const"> @@ -852,13 +969,15 @@ <method name="uri_decode" qualifiers="const"> <return type="String" /> <description> - Decodes a string in URL encoded format. This is meant to decode parameters in a URL when receiving an HTTP request. + Decodes the string from its URL-encoded format. This method is meant to properly decode the parameters in a URL when receiving an HTTP request. [codeblocks] [gdscript] - print("https://example.org/?escaped=" + "Godot%20Engine%3A%27docs%27".uri_decode()) + var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs" + print(url.uri_decode()) # Prints "$DOCS_URL/?highlight=Godot Engine:docs" [/gdscript] [csharp] - GD.Print("https://example.org/?escaped=" + "Godot%20Engine%3a%27Docs%27".URIDecode()); + var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs" + GD.Print(url.URIDecode()) // Prints "$DOCS_URL/?highlight=Godot Engine:docs" [/csharp] [/codeblocks] </description> @@ -866,13 +985,19 @@ <method name="uri_encode" qualifiers="const"> <return type="String" /> <description> - Encodes a string to URL friendly format. This is meant to encode parameters in a URL when sending an HTTP request. + Encodes the string to URL-friendly format. This method is meant to properly encode the parameters in a URL when sending an HTTP request. [codeblocks] [gdscript] - print("https://example.org/?escaped=" + "Godot Engine:'docs'".uri_encode()) + var prefix = "$DOCS_URL/?highlight=" + var url = prefix + "Godot Engine:docs".uri_encode() + + print(url) # Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" [/gdscript] [csharp] - GD.Print("https://example.org/?escaped=" + "Godot Engine:'docs'".URIEncode()); + var prefix = "$DOCS_URL/?highlight="; + var url = prefix + "Godot Engine:docs".URIEncode(); + + GD.Print(url); // Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" [/csharp] [/codeblocks] </description> @@ -880,7 +1005,7 @@ <method name="validate_node_name" qualifiers="const"> <return type="String" /> <description> - Removes any characters from the string that are prohibited in [Node] names ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code]). + Removes all characters that are not allowed in [member Node.name] from the string ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]). </description> </method> <method name="xml_escape" qualifiers="const"> @@ -902,29 +1027,44 @@ <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if both strings do not contain the same sequence of characters. </description> </operator> <operator name="operator !="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if this [String] is not equivalent to the given [StringName]. </description> </operator> <operator name="operator %"> <return type="String" /> <param index="0" name="right" type="Variant" /> <description> + Formats the [String], replacing the placeholders with one or more parameters. + To pass multiple parameters, [param right] needs to be an [Array]. + [codeblock] + print("I caught %d fishes!" % 2) # Prints "I caught 2 fishes!" + + var my_message = "Travelling to %s, at %2.2f per second." + var location = "Deep Valley" + var speed = 40.3485 + print(my_message % [location, speed]) # Prints "Travelling to Deep Valley, at 40.35 km/h." + [/codeblock] + In C#, there is no direct equivalent to this operator. Use the [method format] method, instead. + For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format strings[/url] tutorial. </description> </operator> <operator name="operator +"> <return type="String" /> <param index="0" name="right" type="String" /> <description> + Appends [param right] at the end of this [String], also known as a string concatenation. </description> </operator> <operator name="operator +"> <return type="String" /> - <param index="0" name="right" type="int" /> + <param index="0" name="right" type="StringName" /> <description> </description> </operator> @@ -932,42 +1072,49 @@ <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting. </description> </operator> <operator name="operator <="> <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if both strings contain the same sequence of characters. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if this [String] is equivalent to the given [StringName]. </description> </operator> <operator name="operator >"> <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if the left [String] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting. </description> </operator> <operator name="operator >="> <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if the left [String] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal. </description> </operator> <operator name="operator []"> <return type="String" /> <param index="0" name="index" type="int" /> <description> + Returns a new [String] that only contains the character at [param index]. Indices start from [code]0[/code]. If [param index] is greater or equal to [code]0[/code], the character is fetched starting from the beginning of the string. If [param index] is a negative value, it is fetched starting from the end. Accessing a string out-of-bounds will cause a run-time error, pausing the project execution if run from the editor. </description> </operator> </operators> diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml index c40d8929fc..b46e39b8d7 100644 --- a/doc/classes/StringName.xml +++ b/doc/classes/StringName.xml @@ -5,8 +5,10 @@ </brief_description> <description> [StringName]s are immutable strings designed for general-purpose representation of unique names (also called "string interning"). [StringName] ensures that only one instance of a given name exists (so two [StringName]s with the same value are the same object). Comparing them is much faster than with regular [String]s, because only the pointers are compared, not the whole strings. - You will usually just pass a [String] to methods expecting a [StringName] and it will be automatically converted, but you may occasionally want to construct a [StringName] ahead of time with [StringName] or the literal syntax [code]&"example"[/code]. + You will usually just pass a [String] to methods expecting a [StringName] and it will be automatically converted, but you may occasionally want to construct a [StringName] ahead of time with [StringName] or, in GDScript, the literal syntax [code]&"example"[/code]. See also [NodePath], which is a similar concept specifically designed to store pre-parsed node paths. + Some string methods have corresponding variations. Variations suffixed with [code]n[/code] ([method countn], [method findn], [method replacen], etc.) are [b]case-insensitive[/b] (they make no distinction between uppercase and lowercase letters). Method variations prefixed with [code]r[/code] ([method rfind], [method rsplit], etc.) are reversed, and start from the end of the string, instead of the beginning. + [b]Note:[/b] In a boolean context, a [StringName] will evaluate to [code]false[/code] if it is empty ([code]StringName("")[/code]). Otherwise, a [StringName] will always evaluate to [code]true[/code]. </description> <tutorials> </tutorials> @@ -28,15 +30,902 @@ <return type="StringName" /> <param index="0" name="from" type="String" /> <description> - Creates a new [StringName] from the given [String]. [code]StringName("example")[/code] is equivalent to [code]&"example"[/code]. + Creates a new [StringName] from the given [String]. In GDScript, [code]StringName("example")[/code] is equivalent to [code]&"example"[/code]. </description> </constructor> </constructors> <methods> + <method name="begins_with" qualifiers="const"> + <return type="bool" /> + <param index="0" name="text" type="String" /> + <description> + Returns [code]true[/code] if the string begins with the given [param text]. See also [method ends_with]. + </description> + </method> + <method name="bigrams" qualifiers="const"> + <return type="PackedStringArray" /> + <description> + Returns an array containing the bigrams (pairs of consecutive characters) of this string. + [codeblock] + print("Get up!".bigrams()) # Prints ["Ge", "et", "t ", " u", "up", "p!"] + [/codeblock] + </description> + </method> + <method name="bin_to_int" qualifiers="const"> + <return type="int" /> + <description> + Converts the string representing a binary number into an [int]. The string may optionally be prefixed with [code]"0b"[/code], and an additional [code]-[/code] prefix for negative numbers. + [codeblocks] + [gdscript] + print("101".bin_to_int()) # Prints 5 + print("0b101".bin_to_int()) # Prints 5 + print("-0b10".bin_to_int()) # Prints -2 + [/gdscript] + [csharp] + GD.Print("101".BinToInt()); // Prints 5 + GD.Print("0b101".BinToInt()); // Prints 5 + GD.Print("-0b10".BinToInt()); // Prints -2 + [/csharp] + [/codeblocks] + </description> + </method> + <method name="c_escape" qualifiers="const"> + <return type="String" /> + <description> + Returns a copy of the string with special characters escaped using the C language standard. + </description> + </method> + <method name="c_unescape" qualifiers="const"> + <return type="String" /> + <description> + Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code]. + [b]Note:[/b] Unlike the GDScript parser, this method doesn't support the [code]\uXXXX[/code] escape sequence. + </description> + </method> + <method name="capitalize" qualifiers="const"> + <return type="String" /> + <description> + Changes the appearance of the string: replaces underscores ([code]_[/code]) with spaces, adds spaces before uppercase letters in the middle of a word, converts all letters to lowercase, then converts the first one and each one following a space to uppercase. + [codeblocks] + [gdscript] + "move_local_x".capitalize() # Returns "Move Local X" + "sceneFile_path".capitalize() # Returns "Scene File Path" + [/gdscript] + [csharp] + "move_local_x".Capitalize(); // Returns "Move Local X" + "sceneFile_path".Capitalize(); // Returns "Scene File Path" + [/csharp] + [/codeblocks] + [b]Note:[/b] This method not the same as the default appearance of properties in the Inspector dock, as it does not capitalize acronyms ([code]"2D"[/code], [code]"FPS"[/code], [code]"PNG"[/code], etc.) as you may expect. + </description> + </method> + <method name="casecmp_to" qualifiers="const"> + <return type="int" /> + <param index="0" name="to" type="String" /> + <description> + Performs a case-sensitive comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" and "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. + With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code]. + To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method naturalnocasecmp_to]. + </description> + </method> + <method name="contains" qualifiers="const"> + <return type="bool" /> + <param index="0" name="what" type="String" /> + <description> + Returns [code]true[/code] if the string contains [param what]. In GDScript, this corresponds to the [code]in[/code] operator. + [codeblocks] + [gdscript] + print("Node".contains("de")) # Prints true + print("team".contains("I")) # Prints false + print("I" in "team") # Prints false + [/gdscript] + [csharp] + GD.Print("Node".Contains("de")); // Prints true + GD.Print("team".Contains("I")); // Prints false + [/csharp] + [/codeblocks] + If you need to know where [param what] is within the string, use [method find]. + </description> + </method> + <method name="count" qualifiers="const"> + <return type="int" /> + <param index="0" name="what" type="String" /> + <param index="1" name="from" type="int" default="0" /> + <param index="2" name="to" type="int" default="0" /> + <description> + Returns the number of occurrences of the substring [param what] between [param from] and [param to] positions. If [param to] is 0, the search continues until the end of the string. + </description> + </method> + <method name="countn" qualifiers="const"> + <return type="int" /> + <param index="0" name="what" type="String" /> + <param index="1" name="from" type="int" default="0" /> + <param index="2" name="to" type="int" default="0" /> + <description> + Returns the number of occurrences of the substring [param what] between [param from] and [param to] positions, [b]ignoring case[/b]. If [param to] is 0, the search continues until the end of the string. + </description> + </method> + <method name="dedent" qualifiers="const"> + <return type="String" /> + <description> + Returns a copy of the string with indentation (leading tabs and spaces) removed. See also [method indent] to add indentation. + </description> + </method> + <method name="ends_with" qualifiers="const"> + <return type="bool" /> + <param index="0" name="text" type="String" /> + <description> + Returns [code]true[/code] if the string ends with the given [param text]. See also [method begins_with]. + </description> + </method> + <method name="find" qualifiers="const"> + <return type="int" /> + <param index="0" name="what" type="String" /> + <param index="1" name="from" type="int" default="0" /> + <description> + Returns the index of the [b]first[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the end of the string. + [codeblocks] + [gdscript] + print("Team".find("I")) # Prints -1 + + print("Potato".find("t")) # Prints 2 + print("Potato".find("t", 3)) # Prints 4 + print("Potato".find("t", 5)) # Prints -1 + [/gdscript] + [csharp] + GD.Print("Team".Find("I")); // Prints -1 + + GD.Print("Potato".Find("t")); // Prints 2 + GD.print("Potato".Find("t", 3)); // Prints 4 + GD.print("Potato".Find("t", 5)); // Prints -1 + [/csharp] + [/codeblocks] + [b]Note:[/b] If you just want to know whether the string contains [param what], use [method contains]. In GDScript, you may also use the [code]in[/code] operator. + </description> + </method> + <method name="findn" qualifiers="const"> + <return type="int" /> + <param index="0" name="what" type="String" /> + <param index="1" name="from" type="int" default="0" /> + <description> + Returns the index of the [b]first[/b] [b]case-insensitive[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The starting search index can be specified with [param from], continuing to the end of the string. + </description> + </method> + <method name="format" qualifiers="const"> + <return type="String" /> + <param index="0" name="values" type="Variant" /> + <param index="1" name="placeholder" type="String" default=""{_}"" /> + <description> + Formats the string by replacing all occurrences of [param placeholder] with the elements of [param values]. + [param values] can be a [Dictionary] or an [Array]. Any underscores in [param placeholder] will be replaced with the corresponding keys in advance. Array elements use their index as keys. + [codeblock] + # Prints "Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it." + var use_array_values = "Waiting for {0} is a play by {1}, and {0} Engine is named after it." + print(use_array_values.format(["Godot", "Samuel Beckett"])) + + # Prints "User 42 is Godot." + print("User {id} is {name}.".format({"id": 42, "name": "Godot"})) + [/codeblock] + Some additional handling is performed when [param values] is an [Array]. If [param placeholder] does not contain an underscore, the elements of the [param values] array will be used to replace one occurrence of the placeholder in order; If an element of [param values] is another 2-element array, it'll be interpreted as a key-value pair. + [codeblock] + # Prints "User 42 is Godot." + print("User {} is {}.".format([42, "Godot"], "{}")) + print("User {id} is {name}.".format([["id", 42], ["name", "Godot"]])) + [/codeblock] + See also the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format string[/url] tutorial. + </description> + </method> + <method name="get_base_dir" qualifiers="const"> + <return type="String" /> + <description> + If the string is a valid file path, returns the base directory name. + [codeblock] + var dir_path = "/path/to/file.txt".get_base_dir() # dir_path is "/path/to" + [/codeblock] + </description> + </method> + <method name="get_basename" qualifiers="const"> + <return type="String" /> + <description> + If the string is a valid file path, returns the full file path, without the extension. + [codeblock] + var base = "/path/to/file.txt".get_basename() # base is "/path/to/file" + [/codeblock] + </description> + </method> + <method name="get_extension" qualifiers="const"> + <return type="String" /> + <description> + If the string is a valid file name or path, returns the file extension without the leading period ([code].[/code]). Otherwise, returns an empty string. + [codeblock] + var a = "/path/to/file.txt".get_extension() # a is "txt" + var b = "cool.txt".get_extension() # b is "txt" + var c = "cool.font.tres".get_extension() # c is "tres" + var d = ".pack1".get_extension() # d is "pack1" + + var e = "file.txt.".get_extension() # e is "" + var f = "file.txt..".get_extension() # f is "" + var g = "txt".get_extension() # g is "" + var h = "".get_extension() # h is "" + [/codeblock] + </description> + </method> + <method name="get_file" qualifiers="const"> + <return type="String" /> + <description> + If the string is a valid file path, returns the file name, including the extension. + [codeblock] + var file = "/path/to/icon.png".get_file() # file is "icon.png" + [/codeblock] + </description> + </method> + <method name="get_slice" qualifiers="const"> + <return type="String" /> + <param index="0" name="delimiter" type="String" /> + <param index="1" name="slice" type="int" /> + <description> + Splits the string using a [param delimiter] and returns the substring at index [param slice]. Returns an empty string if the [param slice] does not exist. + This is faster than [method split], if you only need one substring. + [b]Example:[/b] + [codeblock] + print("i/am/example/hi".get_slice("/", 2)) # Prints "example" + [/codeblock] + </description> + </method> + <method name="get_slice_count" qualifiers="const"> + <return type="int" /> + <param index="0" name="delimiter" type="String" /> + <description> + Returns the total number of slices when the string is split with the given [param delimiter] (see [method split]). + </description> + </method> + <method name="get_slicec" qualifiers="const"> + <return type="String" /> + <param index="0" name="delimiter" type="int" /> + <param index="1" name="slice" type="int" /> + <description> + Splits the string using a Unicode character with code [param delimiter] and returns the substring at index [param slice]. Returns an empty string if the [param slice] does not exist. + This is faster than [method split], if you only need one substring. + </description> + </method> <method name="hash" qualifiers="const"> <return type="int" /> <description> - Returns the 32-bit hash value representing the [StringName]'s contents. + Returns the 32-bit hash value representing the string's contents. + [b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be the same, as a result of hash collisions. On the countrary, strings with different hash values are guaranteed to be different. + </description> + </method> + <method name="hex_to_int" qualifiers="const"> + <return type="int" /> + <description> + Converts the string representing a hexadecimal number into an [int]. The string may be optionally prefixed with [code]"0x"[/code], and an additional [code]-[/code] prefix for negative numbers. + [codeblocks] + [gdscript] + print("0xff".hex_to_int()) # Prints 255 + print("ab".hex_to_int()) # Prints 171 + [/gdscript] + [csharp] + GD.Print("0xff".HexToInt()); // Prints 255 + GD.Print("ab".HexToInt()); // Prints 171 + [/csharp] + [/codeblocks] + </description> + </method> + <method name="indent" qualifiers="const"> + <return type="String" /> + <param index="0" name="prefix" type="String" /> + <description> + Indents every line of the string with the given [param prefix]. Empty lines are not indented. See also [method dedent] to remove indentation. + For example, the string can be indented with two tabulations using [code]"\t\t"[/code], or four spaces using [code]" "[/code]. + </description> + </method> + <method name="insert" qualifiers="const"> + <return type="String" /> + <param index="0" name="position" type="int" /> + <param index="1" name="what" type="String" /> + <description> + Inserts [param what] at the given [param position] in the string. + </description> + </method> + <method name="is_absolute_path" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the string is a path to a file or directory, and its starting point is explicitly defined. This method is the opposite of [method is_relative_path]. + This includes all paths starting with [code]"res://"[/code], [code]"user://"[/code], [code]"C:\"[/code], [code]"/"[/code], etc. + </description> + </method> + <method name="is_empty" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the string's length is [code]0[/code] ([code]""[/code]). See also [method length]. + </description> + </method> + <method name="is_relative_path" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the string is a path, and its starting point is dependent on context. The path could begin from the current directory, or the current [Node] (if the string is derived from a [NodePath]), and may sometimes be prefixed with [code]"./"[/code]. This method is the opposite of [method is_absolute_path]. + </description> + </method> + <method name="is_subsequence_of" qualifiers="const"> + <return type="bool" /> + <param index="0" name="text" type="String" /> + <description> + Returns [code]true[/code] if all characters of this string can be found in [param text] in their original order. + [codeblock] + var text = "Wow, incredible!" + + print("inedible".is_subsequence_of(text)) # Prints true + print("Word!".is_subsequence_of(text)) # Prints true + print("Window".is_subsequence_of(text)) # Prints false + print("".is_subsequence_of(text)) # Prints true + [/codeblock] + </description> + </method> + <method name="is_subsequence_ofn" qualifiers="const"> + <return type="bool" /> + <param index="0" name="text" type="String" /> + <description> + Returns [code]true[/code] if all characters of this string can be found in [param text] in their original order, [b]ignoring case[/b]. + </description> + </method> + <method name="is_valid_filename" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this string does not contain characters that are not allowed in file names ([code]:[/code] [code]/[/code] [code]\[/code] [code]?[/code] [code]*[/code] [code]"[/code] [code]|[/code] [code]%[/code] [code]<[/code] [code]>[/code]). + </description> + </method> + <method name="is_valid_float" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this string represents a valid floating-point number. A valid float may contain only digits, one decimal point ([code].[/code]), and the exponent letter ([code]e[/code]). It may also be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any valid integer is also a valid float (see [method is_valid_int]). See also [method to_float]. + [codeblock] + print("1.7".is_valid_float()) # Prints true + print("24".is_valid_float()) # Prints true + print("7e3".is_valid_float()) # Prints true + print("Hello".is_valid_float()) # Prints false + [/codeblock] + </description> + </method> + <method name="is_valid_hex_number" qualifiers="const"> + <return type="bool" /> + <param index="0" name="with_prefix" type="bool" default="false" /> + <description> + Returns [code]true[/code] if this string is a valid hexadecimal number. A valid hexadecimal number only contains digits or letters [code]A[/code] to [code]F[/code] (either uppercase or lowercase), and may be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. + If [param with_prefix] is [code]true[/code], the hexadecimal number needs to prefixed by [code]"0x"[/code] to be considered valid. + [codeblock] + print("A08E".is_valid_hex_number()) # Prints true + print("-AbCdEf".is_valid_hex_number()) # Prints true + print("2.5".is_valid_hex_number()) # Prints false + + print("0xDEADC0DE".is_valid_hex_number(true)) # Prints true + [/codeblock] + </description> + </method> + <method name="is_valid_html_color" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this string is a valid color in hexadecimal HTML notation. The string must be a hexadecimal value (see [method is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). Other HTML notations for colors, such as names or [code]hsl()[/code], are not considered valid. See also [method Color.html]. + </description> + </method> + <method name="is_valid_identifier" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this string is a valid identifier. A valid identifier may contain only letters, digits and underscores ([code]_[/code]), and the first character may not be a digit. + [codeblock] + print("node_2d".is_valid_identifier()) # Prints true + print("TYPE_FLOAT".is_valid_identifier()) # Prints true + print("1st_method".is_valid_identifier()) # Prints false + print("MyMethod#2".is_valid_identifier()) # Prints false + [/codeblock] + </description> + </method> + <method name="is_valid_int" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this string represents a valid integer. A valid integer only contains digits, and may be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. See also [method to_int]. + [codeblock] + print("7".is_valid_int()) # Prints true + print("1.65".is_valid_int()) # Prints false + print("Hi".is_valid_int()) # Prints false + print("+3".is_valid_int()) # Prints true + print("-12".is_valid_int()) # Prints true + [/codeblock] + </description> + </method> + <method name="is_valid_ip_address" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this string represents a well-formatted IPv4 or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/Reserved_IP_addresses]reserved IP addresses[/url] such as [code]"0.0.0.0"[/code] and [code]"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff"[/code] as valid. + </description> + </method> + <method name="join" qualifiers="const"> + <return type="String" /> + <param index="0" name="parts" type="PackedStringArray" /> + <description> + Returns the concatenation of [param parts]' elements, with each element separated by the string calling this method. This method is the opposite of [method split]. + [b]Example:[/b] + [codeblocks] + [gdscript] + var fruits = ["Apple", "Orange", "Pear", "Kiwi"] + + print(", ".join(fruits)) # Prints "Apple, Orange, Pear, Kiwi" + print("---".join(fruits)) # Prints "Apple---Orange---Pear---Kiwi" + [/gdscript] + [csharp] + var fruits = new string[] {"Apple", "Orange", "Pear", "Kiwi"}; + + // In C#, this method is static. + GD.Print(string.Join(", ", fruits); // Prints "Apple, Orange, Pear, Kiwi" + GD.Print(string.Join("---", fruits)); // Prints "Apple---Orange---Pear---Kiwi" + [/csharp] + [/codeblocks] + </description> + </method> + <method name="json_escape" qualifiers="const"> + <return type="String" /> + <description> + Returns a copy of the string with special characters escaped using the JSON standard. Because it closely matches the C standard, it is possible to use [method c_unescape] to unescape the string, if necessary. + </description> + </method> + <method name="left" qualifiers="const"> + <return type="String" /> + <param index="0" name="length" type="int" /> + <description> + Returns the first [param length] characters from the beginning of the string. If [param length] is negative, strips the last [param length] characters from the string's end. + [codeblock] + print("Hello World!".left(3)) # Prints "Hel" + print("Hello World!".left(-4)) # Prints "Hello Wo" + [/codeblock] + </description> + </method> + <method name="length" qualifiers="const"> + <return type="int" /> + <description> + Returns the number of characters in the string. Empty strings ([code]""[/code]) always return [code]0[/code]. See also [method is_empty]. + </description> + </method> + <method name="lpad" qualifiers="const"> + <return type="String" /> + <param index="0" name="min_length" type="int" /> + <param index="1" name="character" type="String" default="" "" /> + <description> + Formats the string to be at least [param min_length] long by adding [param character]s to the left of the string, if necessary. See also [method rpad]. + </description> + </method> + <method name="lstrip" qualifiers="const"> + <return type="String" /> + <param index="0" name="chars" type="String" /> + <description> + Removes a set of characters defined in [param chars] from the string's beginning. See also [method rstrip]. + [b]Note:[/b] [param chars] is not a prefix. Use [method trim_prefix] to remove a single prefix, rather than a set of characters. + </description> + </method> + <method name="match" qualifiers="const"> + <return type="bool" /> + <param index="0" name="expr" type="String" /> + <description> + Does a simple expression match, where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code]. + </description> + </method> + <method name="matchn" qualifiers="const"> + <return type="bool" /> + <param index="0" name="expr" type="String" /> + <description> + Does a simple [b]case-insensitive[/b] expression match, where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code]. + </description> + </method> + <method name="md5_buffer" qualifiers="const"> + <return type="PackedByteArray" /> + <description> + Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the string as a [PackedByteArray]. + </description> + </method> + <method name="md5_text" qualifiers="const"> + <return type="String" /> + <description> + Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the string as another [String]. + </description> + </method> + <method name="naturalnocasecmp_to" qualifiers="const"> + <return type="int" /> + <param index="0" name="to" type="String" /> + <description> + Performs a [b]case-insensitive[/b], [i]natural order[/i] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters are converted to uppercase for the comparison. + When used for sorting, natural order comparison orders sequences of numbers by the combined value of each digit as is often expected, instead of the single digit's value. A sorted sequence of numbered strings will be [code]["1", "2", "3", ...][/code], not [code]["1", "10", "2", "3", ...][/code]. + With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code]. + To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method casecmp_to]. + </description> + </method> + <method name="nocasecmp_to" qualifiers="const"> + <return type="int" /> + <param index="0" name="to" type="String" /> + <description> + Performs a [b]case-insensitive[/b] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters are converted to uppercase for the comparison. + With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code]. + To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method casecmp_to] and [method naturalnocasecmp_to]. + </description> + </method> + <method name="pad_decimals" qualifiers="const"> + <return type="String" /> + <param index="0" name="digits" type="int" /> + <description> + Formats the string representing a number to have an exact number of [param digits] [i]after[/i] the decimal point. + </description> + </method> + <method name="pad_zeros" qualifiers="const"> + <return type="String" /> + <param index="0" name="digits" type="int" /> + <description> + Formats the string representing a number to have an exact number of [param digits] [i]before[/i] the decimal point. + </description> + </method> + <method name="path_join" qualifiers="const"> + <return type="String" /> + <param index="0" name="file" type="String" /> + <description> + Concatenates [param file] at the end of the string as a subpath, adding [code]/[/code] if necessary. + [b]Example:[/b] [code]"this/is".path_join("path") == "this/is/path"[/code]. + </description> + </method> + <method name="repeat" qualifiers="const"> + <return type="String" /> + <param index="0" name="count" type="int" /> + <description> + Repeats this string a number of times. [param count] needs to be greater than [code]0[/code]. Otherwise, returns an empty string. + </description> + </method> + <method name="replace" qualifiers="const"> + <return type="String" /> + <param index="0" name="what" type="String" /> + <param index="1" name="forwhat" type="String" /> + <description> + Replaces all occurrences of [param what] inside the string with the given [param forwhat]. + </description> + </method> + <method name="replacen" qualifiers="const"> + <return type="String" /> + <param index="0" name="what" type="String" /> + <param index="1" name="forwhat" type="String" /> + <description> + Replaces all [b]case-insensitive[/b] occurrences of [param what] inside the string with the given [param forwhat]. + </description> + </method> + <method name="rfind" qualifiers="const"> + <return type="int" /> + <param index="0" name="what" type="String" /> + <param index="1" name="from" type="int" default="-1" /> + <description> + Returns the index of the [b]last[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the beginning of the string. This method is the reverse of [method find]. + </description> + </method> + <method name="rfindn" qualifiers="const"> + <return type="int" /> + <param index="0" name="what" type="String" /> + <param index="1" name="from" type="int" default="-1" /> + <description> + Returns the index of the [b]last[/b] [b]case-insensitive[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The starting search index can be specified with [param from], continuing to the beginning of the string. This method is the reverse of [method findn]. + </description> + </method> + <method name="right" qualifiers="const"> + <return type="String" /> + <param index="0" name="length" type="int" /> + <description> + Returns the last [param length] characters from the end of the string. If [param length] is negative, strips the first [param length] characters from the string's beginning. + [codeblock] + print("Hello World!".right(3)) # Prints "ld!" + print("Hello World!".right(-4)) # Prints "o World!" + [/codeblock] + </description> + </method> + <method name="rpad" qualifiers="const"> + <return type="String" /> + <param index="0" name="min_length" type="int" /> + <param index="1" name="character" type="String" default="" "" /> + <description> + Formats the string to be at least [param min_length] long, by adding [param character]s to the right of the string, if necessary. See also [method lpad]. + </description> + </method> + <method name="rsplit" qualifiers="const"> + <return type="PackedStringArray" /> + <param index="0" name="delimiter" type="String" default="""" /> + <param index="1" name="allow_empty" type="bool" default="true" /> + <param index="2" name="maxsplit" type="int" default="0" /> + <description> + Splits the string using a [param delimiter] and returns an array of the substrings, starting from the end of the string. The splits in the returned array appear in the same order as the original string. If [param delimiter] is an empty string, each substring will be a single character. + If [param allow_empty] is [code]false[/code], empty strings between adjacent delimiters are excluded from the array. + If [param maxsplit] is greater than [code]0[/code], the number of splits may not exceed [param maxsplit]. By default, the entire string is split, which is mostly identical to [method split]. + [b]Example:[/b] + [codeblocks] + [gdscript] + var some_string = "One,Two,Three,Four" + var some_array = some_string.rsplit(",", true, 1) + + print(some_array.size()) # Prints 2 + print(some_array[0]) # Prints "One,Two,Three" + print(some_array[1]) # Prints "Four" + [/gdscript] + [csharp] + // In C#, there is no String.RSplit() method. + [/csharp] + [/codeblocks] + </description> + </method> + <method name="rstrip" qualifiers="const"> + <return type="String" /> + <param index="0" name="chars" type="String" /> + <description> + Removes a set of characters defined in [param chars] from the string's end. See also [method lstrip]. + [b]Note:[/b] [param chars] is not a suffix. Use [method trim_suffix] to remove a single suffix, rather than a set of characters. + </description> + </method> + <method name="sha1_buffer" qualifiers="const"> + <return type="PackedByteArray" /> + <description> + Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the string as a [PackedByteArray]. + </description> + </method> + <method name="sha1_text" qualifiers="const"> + <return type="String" /> + <description> + Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the string as another [String]. + </description> + </method> + <method name="sha256_buffer" qualifiers="const"> + <return type="PackedByteArray" /> + <description> + Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of the string as a [PackedByteArray]. + </description> + </method> + <method name="sha256_text" qualifiers="const"> + <return type="String" /> + <description> + Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of the string as another [String]. + </description> + </method> + <method name="similarity" qualifiers="const"> + <return type="float" /> + <param index="0" name="text" type="String" /> + <description> + Returns the similarity index ([url=https://en.wikipedia.org/wiki/S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of this string compared to another. A result of [code]1.0[/code] means totally similar, while [code]0.0[/code] means totally dissimilar. + [codeblock] + print("ABC123".similarity("ABC123")) # Prints 1.0 + print("ABC123".similarity("XYZ456")) # Prints 0.0 + print("ABC123".similarity("123ABC")) # Prints 0.8 + print("ABC123".similarity("abc123")) # Prints 0.4 + [/codeblock] + </description> + </method> + <method name="simplify_path" qualifiers="const"> + <return type="String" /> + <description> + If the string is a valid file path, converts the string into a canonical path. This is the shortest possible path, without [code]"./"[/code], and all the unnecessary [code]".."[/code] and [code]"/"[/code]. + [codeblock] + var simple_path = "./path/to///../file".simplify_path() + print(simple_path) # Prints "path/file" + [/codeblock] + </description> + </method> + <method name="split" qualifiers="const"> + <return type="PackedStringArray" /> + <param index="0" name="delimiter" type="String" default="""" /> + <param index="1" name="allow_empty" type="bool" default="true" /> + <param index="2" name="maxsplit" type="int" default="0" /> + <description> + Splits the string using a [param delimiter] and returns an array of the substrings. If [param delimiter] is an empty string, each substring will be a single character. This method is the opposite of [method join]. + If [param allow_empty] is [code]false[/code], empty strings between adjacent delimiters are excluded from the array. + If [param maxsplit] is greater than [code]0[/code], the number of splits may not exceed [param maxsplit]. By default, the entire string is split. + [b]Example:[/b] + [codeblocks] + [gdscript] + var some_array = "One,Two,Three,Four".split(",", true, 2) + + print(some_array.size()) # Prints 3 + print(some_array[0]) # Prints "One" + print(some_array[1]) # Prints "Two" + print(some_array[2]) # Prints "Three,Four" + [/gdscript] + [csharp] + // C#'s `Split()` does not support the `maxsplit` parameter. + var someArray = "One,Two,Three".Split(","); + + GD.Print(someArray[0]); // Prints "One" + GD.Print(someArray[1]); // Prints "Two" + GD.Print(someArray[2]); // Prints "Three" + [/csharp] + [/codeblocks] + [b]Note:[/b] If you only need one substring from the array, consider using [method get_slice] which is faster. If you need to split strings with more complex rules, use the [RegEx] class instead. + </description> + </method> + <method name="split_floats" qualifiers="const"> + <return type="PackedFloat64Array" /> + <param index="0" name="delimiter" type="String" /> + <param index="1" name="allow_empty" type="bool" default="true" /> + <description> + Splits the string into floats by using a [param delimiter] and returns a [PackedFloat64Array]. + If [param allow_empty] is [code]false[/code], empty or invalid [float] conversions between adjacent delimiters are excluded. + [codeblock] + var a = "1,2,4.5".split_floats(",") # a is [1.0, 2.0, 4.5] + var c = "1| ||4.5".split_floats("|") # c is [1.0, 0.0, 0.0, 4.5] + var b = "1| ||4.5".split_floats("|", false) # b is [1.0, 4.5] + [/codeblock] + </description> + </method> + <method name="strip_edges" qualifiers="const"> + <return type="String" /> + <param index="0" name="left" type="bool" default="true" /> + <param index="1" name="right" type="bool" default="true" /> + <description> + Strips all non-printable characters from the beginning and the end of the string. These include spaces, tabulations ([code]\t[/code]), and newlines ([code]\n[/code] [code]\r[/code]). + If [param left] is [code]false[/code], ignores the string's beginning. Likewise, if [param right] is [code]false[/code], ignores the string's end. + </description> + </method> + <method name="strip_escapes" qualifiers="const"> + <return type="String" /> + <description> + Strips all escape characters from the string. These include all non-printable control characters of the first page of the ASCII table (values from 0 to 31), such as tabulation ([code]\t[/code]) and newline ([code]\n[/code], [code]\r[/code]) characters, but [i]not[/i] spaces. + </description> + </method> + <method name="substr" qualifiers="const"> + <return type="String" /> + <param index="0" name="from" type="int" /> + <param index="1" name="len" type="int" default="-1" /> + <description> + Returns part of the string from the position [param from] with length [param len]. If [param len] is [code]-1[/code] (as by default), returns the rest of the string starting from the given position. + </description> + </method> + <method name="to_ascii_buffer" qualifiers="const"> + <return type="PackedByteArray" /> + <description> + Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than [method to_utf8_buffer], but replaces all unsupported characters with spaces. + </description> + </method> + <method name="to_camel_case" qualifiers="const"> + <return type="String" /> + <description> + Returns the string converted to [code]camelCase[/code]. + </description> + </method> + <method name="to_float" qualifiers="const"> + <return type="float" /> + <description> + Converts the string representing a decimal number into a [float]. This method stops on the first non-number character, except the first decimal point ([code].[/code]) and the exponent letter ([code]e[/code]). See also [method is_valid_float]. + [codeblock] + var a = "12.35".to_float() # a is 12.35 + var b = "1.2.3".to_float() # b is 1.2 + var c = "12xy3".to_float() # c is 12.0 + var d = "1e3".to_float() # d is 1000.0 + var e = "Hello!".to_int() # e is 0.0 + [/codeblock] + </description> + </method> + <method name="to_int" qualifiers="const"> + <return type="int" /> + <description> + Converts the string representing an integer number into an [int]. This method removes any non-number character and stops at the first decimal point ([code].[/code]). See also [method is_valid_int]. + [codeblock] + var a = "123".to_int() # a is 123 + var b = "x1y2z3".to_int() # b is 123 + var c = "-1.2.3".to_int() # c is -1 + var d = "Hello!".to_int() # d is 0 + [/codeblock] + </description> + </method> + <method name="to_lower" qualifiers="const"> + <return type="String" /> + <description> + Returns the string converted to lowercase. + </description> + </method> + <method name="to_pascal_case" qualifiers="const"> + <return type="String" /> + <description> + Returns the string converted to [code]PascalCase[/code]. + </description> + </method> + <method name="to_snake_case" qualifiers="const"> + <return type="String" /> + <description> + Returns the string converted to [code]snake_case[/code]. + </description> + </method> + <method name="to_upper" qualifiers="const"> + <return type="String" /> + <description> + Returns the string converted to uppercase. + </description> + </method> + <method name="to_utf16_buffer" qualifiers="const"> + <return type="PackedByteArray" /> + <description> + Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/url] encoded [PackedByteArray]. + </description> + </method> + <method name="to_utf32_buffer" qualifiers="const"> + <return type="PackedByteArray" /> + <description> + Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/url] encoded [PackedByteArray]. + </description> + </method> + <method name="to_utf8_buffer" qualifiers="const"> + <return type="PackedByteArray" /> + <description> + Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] encoded [PackedByteArray]. This method is slightly slower than [method to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer using this method. + </description> + </method> + <method name="trim_prefix" qualifiers="const"> + <return type="String" /> + <param index="0" name="prefix" type="String" /> + <description> + Removes the given [param prefix] from the start of the string, or returns the string unchanged. + </description> + </method> + <method name="trim_suffix" qualifiers="const"> + <return type="String" /> + <param index="0" name="suffix" type="String" /> + <description> + Removes the given [param suffix] from the end of the string, or returns the string unchanged. + </description> + </method> + <method name="unicode_at" qualifiers="const"> + <return type="int" /> + <param index="0" name="at" type="int" /> + <description> + Returns the character code at position [param at]. + </description> + </method> + <method name="uri_decode" qualifiers="const"> + <return type="String" /> + <description> + Decodes the string from its URL-encoded format. This method is meant to properly decode the parameters in a URL when receiving an HTTP request. + [codeblocks] + [gdscript] + var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs" + print(url.uri_decode()) # Prints "$DOCS_URL/?highlight=Godot Engine:docs" + [/gdscript] + [csharp] + var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs" + GD.Print(url.URIDecode()) // Prints "$DOCS_URL/?highlight=Godot Engine:docs" + [/csharp] + [/codeblocks] + </description> + </method> + <method name="uri_encode" qualifiers="const"> + <return type="String" /> + <description> + Encodes the string to URL-friendly format. This method is meant to properly encode the parameters in a URL when sending an HTTP request. + [codeblocks] + [gdscript] + var prefix = "$DOCS_URL/?highlight=" + var url = prefix + "Godot Engine:docs".uri_encode() + + print(url) # Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" + [/gdscript] + [csharp] + var prefix = "$DOCS_URL/?highlight="; + var url = prefix + "Godot Engine:docs".URIEncode(); + + GD.Print(url); // Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" + [/csharp] + [/codeblocks] + </description> + </method> + <method name="validate_node_name" qualifiers="const"> + <return type="String" /> + <description> + Removes all characters that are not allowed in [member Node.name] from the string ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]). + </description> + </method> + <method name="xml_escape" qualifiers="const"> + <return type="String" /> + <param index="0" name="escape_quotes" type="bool" default="false" /> + <description> + Returns a copy of the string with special characters escaped using the XML standard. If [param escape_quotes] is [code]true[/code], the single quote ([code]'[/code]) and double quote ([code]"[/code]) characters are also escaped. + </description> + </method> + <method name="xml_unescape" qualifiers="const"> + <return type="String" /> + <description> + Returns a copy of the string with escaped characters replaced by their meanings according to the XML standard. </description> </method> </methods> @@ -45,48 +934,74 @@ <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if this [StringName] is not equivalent to the given [String]. </description> </operator> <operator name="operator !="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the [StringName] and [param right] do not refer to the same name. Comparisons between [StringName]s are much faster than regular [String] comparisons. + </description> + </operator> + <operator name="operator %"> + <return type="String" /> + <param index="0" name="right" type="Variant" /> + <description> + </description> + </operator> + <operator name="operator +"> + <return type="String" /> + <param index="0" name="right" type="String" /> + <description> + </description> + </operator> + <operator name="operator +"> + <return type="String" /> + <param index="0" name="right" type="StringName" /> + <description> </description> </operator> <operator name="operator <"> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting. </description> </operator> <operator name="operator <="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if this [StringName] is equivalent to the given [String]. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the [StringName] and [param right] refer to the same name. Comparisons between [StringName]s are much faster than regular [String] comparisons. </description> </operator> <operator name="operator >"> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the left [StringName] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting. </description> </operator> <operator name="operator >="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the left [StringName] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal. </description> </operator> </operators> diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml index d9c19a0c86..ff6d4d8821 100644 --- a/doc/classes/StyleBox.xml +++ b/doc/classes/StyleBox.xml @@ -97,6 +97,13 @@ Sets the default value of the specified [enum Side] to [param offset] pixels. </description> </method> + <method name="set_default_margin_all"> + <return type="void" /> + <param index="0" name="offset" type="float" /> + <description> + Sets the default margin to [param offset] pixels for all sides. + </description> + </method> <method name="test_mask" qualifiers="const"> <return type="bool" /> <param index="0" name="point" type="Vector2" /> @@ -107,21 +114,21 @@ </method> </methods> <members> - <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin"> + <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom. If this value is negative, it is ignored and a child-specific margin is used instead. For example for [StyleBoxFlat] the border thickness (if any) is used instead. It is up to the code using this style box to decide what these contents are: for example, a [Button] respects this content margin for the textual contents of the button. [method get_margin] should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above. </member> - <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin"> + <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> The left margin for the contents of this style box. Increasing this value reduces the space available to the contents from the left. Refer to [member content_margin_bottom] for extra considerations. </member> - <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin"> + <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> The right margin for the contents of this style box. Increasing this value reduces the space available to the contents from the right. Refer to [member content_margin_bottom] for extra considerations. </member> - <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin"> + <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> The top margin for the contents of this style box. Increasing this value reduces the space available to the contents from the top. Refer to [member content_margin_bottom] for extra considerations. </member> diff --git a/doc/classes/StyleBoxFlat.xml b/doc/classes/StyleBoxFlat.xml index c4024fa4b5..d6900f935c 100644 --- a/doc/classes/StyleBoxFlat.xml +++ b/doc/classes/StyleBoxFlat.xml @@ -9,7 +9,8 @@ - Border width (individual width for each border) - Rounded corners (individual radius for each corner) - Shadow (with blur and offset) - Setting corner radius to high values is allowed. As soon as corners overlap, the stylebox will switch to a relative system. Example: + Setting corner radius to high values is allowed. As soon as corners overlap, the stylebox will switch to a relative system. + [b]Example:[/b] [codeblock] height = 30 corner_radius_top_left = 50 @@ -81,16 +82,6 @@ Sets the corner radius to [param radius] pixels for all corners. </description> </method> - <method name="set_corner_radius_individual"> - <return type="void" /> - <param index="0" name="radius_top_left" type="int" /> - <param index="1" name="radius_top_right" type="int" /> - <param index="2" name="radius_bottom_right" type="int" /> - <param index="3" name="radius_bottom_left" type="int" /> - <description> - Sets the corner radius for each corner to [param radius_top_left], [param radius_top_right], [param radius_bottom_right], and [param radius_bottom_left] pixels. - </description> - </method> <method name="set_expand_margin"> <return type="void" /> <param index="0" name="margin" type="int" enum="Side" /> @@ -106,16 +97,6 @@ Sets the expand margin to [param size] pixels for all margins. </description> </method> - <method name="set_expand_margin_individual"> - <return type="void" /> - <param index="0" name="size_left" type="float" /> - <param index="1" name="size_top" type="float" /> - <param index="2" name="size_right" type="float" /> - <param index="3" name="size_bottom" type="float" /> - <description> - Sets the expand margin for each margin to [param size_left], [param size_top], [param size_right], and [param size_bottom] pixels. - </description> - </method> </methods> <members> <member name="anti_aliasing" type="bool" setter="set_anti_aliased" getter="is_anti_aliased" default="true"> diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml index 7db70e630d..aeba777b43 100644 --- a/doc/classes/StyleBoxTexture.xml +++ b/doc/classes/StyleBoxTexture.xml @@ -30,16 +30,6 @@ Sets the expand margin to [param size] pixels for all margins. </description> </method> - <method name="set_expand_margin_individual"> - <return type="void" /> - <param index="0" name="size_left" type="float" /> - <param index="1" name="size_top" type="float" /> - <param index="2" name="size_right" type="float" /> - <param index="3" name="size_bottom" type="float" /> - <description> - Sets the expand margin for each margin to [param size_left], [param size_top], [param size_right], and [param size_bottom] pixels. - </description> - </method> <method name="set_expand_margin_size"> <return type="void" /> <param index="0" name="margin" type="int" enum="Side" /> @@ -56,6 +46,13 @@ Sets the margin to [param size] pixels for the specified [enum Side]. </description> </method> + <method name="set_margin_size_all"> + <return type="void" /> + <param index="0" name="size" type="float" /> + <description> + Sets the margin to [param size] pixels for all sides. + </description> + </method> </methods> <members> <member name="axis_stretch_horizontal" type="int" setter="set_h_axis_stretch_mode" getter="get_h_axis_stretch_mode" enum="StyleBoxTexture.AxisStretchMode" default="0"> diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml index b62c294f2c..7020cae1de 100644 --- a/doc/classes/SubViewport.xml +++ b/doc/classes/SubViewport.xml @@ -25,7 +25,7 @@ The update mode when the sub-viewport is used as a render target. </member> <member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(512, 512)"> - The width and height of the sub-viewport. + The width and height of the sub-viewport. Must be set to a value greater than or equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed. </member> <member name="size_2d_override" type="Vector2i" setter="set_size_2d_override" getter="get_size_2d_override" default="Vector2i(0, 0)"> The 2D size override of the sub-viewport. If either the width or height is [code]0[/code], the override is disabled. diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml index ccec691107..9d73e9fb39 100644 --- a/doc/classes/SurfaceTool.xml +++ b/doc/classes/SurfaceTool.xml @@ -133,6 +133,7 @@ <description> Generates normals from vertices so you do not have to do it manually. If [param flip] is [code]true[/code], the resulting normals will be inverted. [method generate_normals] should be called [i]after[/i] generating geometry and [i]before[/i] committing the mesh using [method commit] or [method commit_to_arrays]. For correct display of normal-mapped surfaces, you will also have to generate tangents using [method generate_tangents]. [b]Note:[/b] [method generate_normals] only works if the primitive type to be set to [constant Mesh.PRIMITIVE_TRIANGLES]. + [b]Note:[/b] [method generate_normals] takes smooth groups into account. If you don't specify any smooth group for each vertex, [method generate_normals] will smooth normals for you. </description> </method> <method name="generate_tangents"> @@ -274,28 +275,28 @@ </methods> <constants> <constant name="CUSTOM_RGBA8_UNORM" value="0" enum="CustomFormat"> - Limits range of data passed to `set_custom` to unsigned normalized 0 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM]. + Limits range of data passed to [method set_custom] to unsigned normalized 0 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM]. </constant> <constant name="CUSTOM_RGBA8_SNORM" value="1" enum="CustomFormat"> - Limits range of data passed to `set_custom` to signed normalized -1 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM]. + Limits range of data passed to [method set_custom] to signed normalized -1 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM]. </constant> <constant name="CUSTOM_RG_HALF" value="2" enum="CustomFormat"> - Stores data passed to `set_custom` as half precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF]. + Stores data passed to [method set_custom] as half precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF]. </constant> <constant name="CUSTOM_RGBA_HALF" value="3" enum="CustomFormat"> - Stores data passed to `set_custom` as half precision floats and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF]. + Stores data passed to [method set_custom] as half precision floats and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF]. </constant> <constant name="CUSTOM_R_FLOAT" value="4" enum="CustomFormat"> - Stores data passed to `set_custom` as full precision floats, and uses only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT]. + Stores data passed to [method set_custom] as full precision floats, and uses only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT]. </constant> <constant name="CUSTOM_RG_FLOAT" value="5" enum="CustomFormat"> - Stores data passed to `set_custom` as full precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT]. + Stores data passed to [method set_custom] as full precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT]. </constant> <constant name="CUSTOM_RGB_FLOAT" value="6" enum="CustomFormat"> - Stores data passed to `set_custom` as full precision floats, and uses only red, green and blue color channels. See [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT]. + Stores data passed to [method set_custom] as full precision floats, and uses only red, green and blue color channels. See [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT]. </constant> <constant name="CUSTOM_RGBA_FLOAT" value="7" enum="CustomFormat"> - Stores data passed to `set_custom` as full precision floats, and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT]. + Stores data passed to [method set_custom] as full precision floats, and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT]. </constant> <constant name="CUSTOM_MAX" value="8" enum="CustomFormat"> Used to indicate a disabled custom channel. diff --git a/doc/classes/SystemFont.xml b/doc/classes/SystemFont.xml index b1b78f1705..20bfd0d8ae 100644 --- a/doc/classes/SystemFont.xml +++ b/doc/classes/SystemFont.xml @@ -7,23 +7,32 @@ <description> [SystemFont] loads a font from a system font with the first matching name from [member font_names]. It will attempt to match font style, but it's not guaranteed. - The returned font might be part of a font collection or be a variable font with OpenType "weight" and/or "italic" features set. + The returned font might be part of a font collection or be a variable font with OpenType "weight", "width" and/or "italic" features set. You can create [FontVariation] of the system font for fine control over its features. </description> <tutorials> </tutorials> <members> - <member name="antialiased" type="bool" setter="set_antialiased" getter="is_antialiased" default="true"> - If set to [code]true[/code], font 8-bit anitialiased glyph rendering is supported and enabled. + <member name="allow_system_fallback" type="bool" setter="set_allow_system_fallback" getter="is_allow_system_fallback" default="true"> + If set to [code]true[/code], system fonts can be automatically used as fallbacks. + </member> + <member name="antialiasing" type="int" setter="set_antialiasing" getter="get_antialiasing" enum="TextServer.FontAntialiasing" default="1"> + Font anti-aliasing mode. </member> <member name="fallbacks" type="Font[]" setter="set_fallbacks" getter="get_fallbacks" default="[]"> Array of fallback [Font]s. </member> + <member name="font_italic" type="bool" setter="set_font_italic" getter="get_font_italic" default="false"> + If set to [code]true[/code], italic or oblique font is preferred. + </member> <member name="font_names" type="PackedStringArray" setter="set_font_names" getter="get_font_names" default="PackedStringArray()"> Array of font family names to search, first matching font found is used. </member> - <member name="font_style" type="int" setter="set_font_style" getter="get_font_style" enum="TextServer.FontStyle" default="0"> - Font style flags, see [enum TextServer.FontStyle]. + <member name="font_stretch" type="int" setter="set_font_stretch" getter="get_font_stretch" default="100"> + Preferred font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code]. + </member> + <member name="font_weight" type="int" setter="set_font_weight" getter="get_font_weight" default="400"> + Preferred weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code]. </member> <member name="force_autohinter" type="bool" setter="set_force_autohinter" getter="is_force_autohinter" default="false"> If set to [code]true[/code], auto-hinting is supported and preferred over font built-in hinting. @@ -34,11 +43,14 @@ <member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="TextServer.Hinting" default="1"> Font hinting mode. </member> + <member name="multichannel_signed_distance_field" type="bool" setter="set_multichannel_signed_distance_field" getter="is_multichannel_signed_distance_field" default="false"> + If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data. + </member> <member name="oversampling" type="float" setter="set_oversampling" getter="get_oversampling" default="0.0"> Font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. </member> <member name="subpixel_positioning" type="int" setter="set_subpixel_positioning" getter="get_subpixel_positioning" enum="TextServer.SubpixelPositioning" default="1"> - Font glyph sub-pixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size. + Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size. </member> </members> </class> diff --git a/doc/classes/TabBar.xml b/doc/classes/TabBar.xml index 713c016651..8d56cbda13 100644 --- a/doc/classes/TabBar.xml +++ b/doc/classes/TabBar.xml @@ -319,6 +319,7 @@ </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the tab text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="font" data_type="font" type="Font"> The font used to draw tab names. diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml index 74f258072c..c744c9b439 100644 --- a/doc/classes/TabContainer.xml +++ b/doc/classes/TabContainer.xml @@ -214,10 +214,11 @@ </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the tab text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="side_margin" data_type="constant" type="int" default="8"> The space at the left or right edges of the tab bar, accordingly with the current [member tab_alignment]. - The margin is ignored with [code]ALIGNMENT_RIGHT[/code] if the tabs are clipped (see [member clip_tabs]) or a popup has been set (see [method set_popup]). The margin is always ignored with [code]ALIGNMENT_CENTER[/code]. + The margin is ignored with [constant TabBar.ALIGNMENT_RIGHT] if the tabs are clipped (see [member clip_tabs]) or a popup has been set (see [method set_popup]). The margin is always ignored with [constant TabBar.ALIGNMENT_CENTER]. </theme_item> <theme_item name="font" data_type="font" type="Font"> The font used to draw tab names. @@ -258,5 +259,8 @@ <theme_item name="tab_unselected" data_type="style" type="StyleBox"> The style of the other, unselected tabs. </theme_item> + <theme_item name="tabbar_background" data_type="style" type="StyleBox"> + The style for the background fill of the [TabBar] area. + </theme_item> </theme_items> </class> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 40d6d67f4c..1efd0f9326 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -5,6 +5,7 @@ </brief_description> <description> TextEdit is meant for editing large, multiline text. It also has facilities for editing code, such as syntax highlighting support and multiple levels of undo/redo. + [b]Note:[/b] Most viewport, caret and edit methods contain a [code]caret_index[/code] argument for [member caret_multiple] support. The argument should be one of the following: [code]-1[/code] for all carets, [code]0[/code] for the main caret, or greater than [code]0[/code] for secondary carets. [b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will scroll 5 times as fast as it would normally do. This also works in the Godot script editor. </description> <tutorials> @@ -12,18 +13,21 @@ <methods> <method name="_backspace" qualifiers="virtual"> <return type="void" /> + <param index="0" name="caret_index" type="int" /> <description> Override this method to define what happens when the user presses the backspace key. </description> </method> <method name="_copy" qualifiers="virtual"> <return type="void" /> + <param index="0" name="caret_index" type="int" /> <description> Override this method to define what happens when the user performs a copy operation. </description> </method> <method name="_cut" qualifiers="virtual"> <return type="void" /> + <param index="0" name="caret_index" type="int" /> <description> Override this method to define what happens when the user performs a cut operation. </description> @@ -31,23 +35,41 @@ <method name="_handle_unicode_input" qualifiers="virtual"> <return type="void" /> <param index="0" name="unicode_char" type="int" /> + <param index="1" name="caret_index" type="int" /> <description> Override this method to define what happens when the user types in the provided key [param unicode_char]. </description> </method> <method name="_paste" qualifiers="virtual"> <return type="void" /> + <param index="0" name="caret_index" type="int" /> <description> Override this method to define what happens when the user performs a paste operation. </description> </method> <method name="_paste_primary_clipboard" qualifiers="virtual"> <return type="void" /> + <param index="0" name="caret_index" type="int" /> <description> Override this method to define what happens when the user performs a paste operation with middle mouse button. [b]Note:[/b] This method is only implemented on Linux. </description> </method> + <method name="add_caret"> + <return type="int" /> + <param index="0" name="line" type="int" /> + <param index="1" name="col" type="int" /> + <description> + Adds a new caret at the given location. Returns the index of the new caret, or [code]-1[/code] if the location is invalid. + </description> + </method> + <method name="add_caret_at_carets"> + <return type="void" /> + <param index="0" name="below" type="bool" /> + <description> + Adds an additional caret above or below every caret. If [param below] is true the new caret will be added below and above otherwise. + </description> + </method> <method name="add_gutter"> <return type="void" /> <param index="0" name="at" type="int" default="-1" /> @@ -55,14 +77,33 @@ Register a new gutter to this [TextEdit]. Use [param at] to have a specific gutter order. A value of [code]-1[/code] appends the gutter to the right. </description> </method> + <method name="add_selection_for_next_occurrence"> + <return type="void" /> + <description> + Adds a selection and a caret for the next occurrence of the current selection. If there is no active selection, selects word under caret. + </description> + </method> + <method name="adjust_carets_after_edit"> + <return type="void" /> + <param index="0" name="caret" type="int" /> + <param index="1" name="from_line" type="int" /> + <param index="2" name="from_col" type="int" /> + <param index="3" name="to_line" type="int" /> + <param index="4" name="to_col" type="int" /> + <description> + Reposition the carets affected by the edit. This assumes edits are applied in edit order, see [method get_caret_index_edit_order]. + </description> + </method> <method name="adjust_viewport_to_caret"> <return type="void" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Adjust the viewport so the caret is visible. </description> </method> <method name="backspace"> <return type="void" /> + <param index="0" name="caret_index" type="int" default="-1" /> <description> Called when the user presses the backspace key. Can be overridden with [method _backspace]. </description> @@ -75,6 +116,7 @@ </method> <method name="center_viewport_to_caret"> <return type="void" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Centers the viewport on the line the editing caret is at. This also resets the [member scroll_horizontal] value to [code]0[/code]. </description> @@ -93,28 +135,38 @@ </method> <method name="copy"> <return type="void" /> + <param index="0" name="caret_index" type="int" default="-1" /> <description> Copies the current text selection. Can be overridden with [method _copy]. </description> </method> <method name="cut"> <return type="void" /> + <param index="0" name="caret_index" type="int" default="-1" /> <description> Cut's the current selection. Can be overridden with [method _cut]. </description> </method> <method name="delete_selection"> <return type="void" /> + <param index="0" name="caret_index" type="int" default="-1" /> <description> Deletes the selected text. </description> </method> <method name="deselect"> <return type="void" /> + <param index="0" name="caret_index" type="int" default="-1" /> <description> Deselects the current selection. </description> </method> + <method name="end_action"> + <return type="void" /> + <description> + Marks the end of steps in the current action started with [method start_action]. + </description> + </method> <method name="end_complex_operation"> <return type="void" /> <description> @@ -123,24 +175,40 @@ </method> <method name="get_caret_column" qualifiers="const"> <return type="int" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Returns the column the editing caret is at. </description> </method> + <method name="get_caret_count" qualifiers="const"> + <return type="int" /> + <description> + Returns the number of carets in this [TextEdit]. + </description> + </method> <method name="get_caret_draw_pos" qualifiers="const"> <return type="Vector2" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Returns the caret pixel draw position. </description> </method> + <method name="get_caret_index_edit_order"> + <return type="PackedInt32Array" /> + <description> + Returns a list of caret indexes in their edit order, this done from bottom to top. Edit order refers to the way actions such as [method insert_text_at_caret] are applied. + </description> + </method> <method name="get_caret_line" qualifiers="const"> <return type="int" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Returns the line the editing caret is on. </description> </method> <method name="get_caret_wrap_index" qualifiers="const"> <return type="int" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Returns the wrap index the editing caret is on. </description> @@ -161,7 +229,7 @@ <method name="get_gutter_count" qualifiers="const"> <return type="int" /> <description> - Returns the total amount of gutters registered. + Returns the number of gutters registered. </description> </method> <method name="get_gutter_name" qualifiers="const"> @@ -185,11 +253,17 @@ Returns the width of the gutter at the given index. </description> </method> + <method name="get_h_scroll_bar" qualifiers="const"> + <return type="HScrollBar" /> + <description> + Returns the [HScrollBar] used by [TextEdit]. + </description> + </method> <method name="get_indent_level" qualifiers="const"> <return type="int" /> <param index="0" name="line" type="int" /> <description> - Returns the amount of spaces and [code]tab * tab_size[/code] before the first char. + Returns the number of spaces and [code]tab * tab_size[/code] before the first char. </description> </method> <method name="get_last_full_visible_line" qualifiers="const"> @@ -235,7 +309,7 @@ <method name="get_line_count" qualifiers="const"> <return type="int" /> <description> - Returns the amount of total lines in the text. + Returns the number of lines in the text. </description> </method> <method name="get_line_gutter_icon" qualifiers="const"> @@ -329,7 +403,7 @@ <method name="get_minimap_visible_lines" qualifiers="const"> <return type="int" /> <description> - Returns the total amount of lines that can be draw on the minimap. + Returns the number of lines that may be drawn on the minimap. </description> </method> <method name="get_next_visible_line_index_offset_from" qualifiers="const"> @@ -381,32 +455,37 @@ Returns the scroll position for [param wrap_index] of [param line]. </description> </method> - <method name="get_selected_text" qualifiers="const"> + <method name="get_selected_text"> <return type="String" /> + <param index="0" name="caret_index" type="int" default="-1" /> <description> Returns the text inside the selection. </description> </method> <method name="get_selection_column" qualifiers="const"> <return type="int" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Returns the original start column of the selection. </description> </method> <method name="get_selection_from_column" qualifiers="const"> <return type="int" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Returns the selection begin column. </description> </method> <method name="get_selection_from_line" qualifiers="const"> <return type="int" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Returns the selection begin line. </description> </method> <method name="get_selection_line" qualifiers="const"> <return type="int" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Returns the original start line of the selection. </description> @@ -419,12 +498,14 @@ </method> <method name="get_selection_to_column" qualifiers="const"> <return type="int" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Returns the selection end column. </description> </method> <method name="get_selection_to_line" qualifiers="const"> <return type="int" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Returns the selection end line. </description> @@ -444,7 +525,13 @@ <method name="get_total_visible_line_count" qualifiers="const"> <return type="int" /> <description> - Returns the total amount of lines that could be draw. + Returns the number of lines that may be drawn. + </description> + </method> + <method name="get_v_scroll_bar" qualifiers="const"> + <return type="VScrollBar" /> + <description> + Returns the [VScrollBar] of the [TextEdit]. </description> </method> <method name="get_version" qualifiers="const"> @@ -476,6 +563,7 @@ </method> <method name="get_word_under_caret" qualifiers="const"> <return type="String" /> + <param index="0" name="caret_index" type="int" default="-1" /> <description> Returns a [String] text with the word under the caret's location. </description> @@ -494,6 +582,7 @@ </method> <method name="has_selection" qualifiers="const"> <return type="bool" /> + <param index="0" name="caret_index" type="int" default="-1" /> <description> Returns [code]true[/code] if the user has selected text. </description> @@ -515,12 +604,14 @@ <method name="insert_text_at_caret"> <return type="void" /> <param index="0" name="text" type="String" /> + <param index="1" name="caret_index" type="int" default="-1" /> <description> Insert the specified text at the caret position. </description> </method> <method name="is_caret_visible" qualifiers="const"> <return type="bool" /> + <param index="0" name="caret_index" type="int" default="0" /> <description> Returns [code]true[/code] if the caret is visible on the screen. </description> @@ -576,6 +667,7 @@ <method name="is_mouse_over_selection" qualifiers="const"> <return type="bool" /> <param index="0" name="edges" type="bool" /> + <param index="1" name="caret_index" type="int" default="-1" /> <description> Returns whether the mouse is over selection. If [param edges] is [code]true[/code], the edges are considered part of the selection. </description> @@ -601,18 +693,41 @@ Merge the gutters from [param from_line] into [param to_line]. Only overwritable gutters will be copied. </description> </method> + <method name="merge_overlapping_carets"> + <return type="void" /> + <description> + Merges any overlapping carets. Will favour the newest caret, or the caret with a selection. + [b]Note:[/b] This is not called when a caret changes position but after certain actions, so it is possible to get into a state where carets overlap. + </description> + </method> <method name="paste"> <return type="void" /> + <param index="0" name="caret_index" type="int" default="-1" /> <description> Paste at the current location. Can be overridden with [method _paste]. </description> </method> + <method name="paste_primary_clipboard"> + <return type="void" /> + <param index="0" name="caret_index" type="int" default="-1" /> + <description> + Pastes the primary clipboard. + </description> + </method> <method name="redo"> <return type="void" /> <description> Perform redo operation. </description> </method> + <method name="remove_caret"> + <return type="void" /> + <param index="0" name="caret" type="int" /> + <description> + Removes the given caret index. + [b]Note:[/b] This can result in adjustment of all other caret indices. + </description> + </method> <method name="remove_gutter"> <return type="void" /> <param index="0" name="gutter" type="int" /> @@ -620,6 +735,12 @@ Removes the gutter from this [TextEdit]. </description> </method> + <method name="remove_secondary_carets"> + <return type="void" /> + <description> + Removes all additional carets. + </description> + </method> <method name="remove_text"> <return type="void" /> <param index="0" name="from_line" type="int" /> @@ -666,6 +787,7 @@ <param index="1" name="from_column" type="int" /> <param index="2" name="to_line" type="int" /> <param index="3" name="to_column" type="int" /> + <param index="4" name="caret_index" type="int" default="0" /> <description> Perform selection, from line/column to line/column. If [member selecting_enabled] is [code]false[/code], no selection will occur. @@ -680,6 +802,7 @@ </method> <method name="select_word_under_caret"> <return type="void" /> + <param index="0" name="caret_index" type="int" default="-1" /> <description> Selects the word under the caret. </description> @@ -688,9 +811,11 @@ <return type="void" /> <param index="0" name="column" type="int" /> <param index="1" name="adjust_viewport" type="bool" default="true" /> + <param index="2" name="caret_index" type="int" default="0" /> <description> Moves the caret to the specified [param column] index. If [param adjust_viewport] is [code]true[/code], the viewport will center at the caret position after the move occurs. + [b]Note:[/b] If supporting multiple carets this will not check for any overlap. See [method merge_overlapping_carets]. </description> </method> <method name="set_caret_line"> @@ -699,10 +824,12 @@ <param index="1" name="adjust_viewport" type="bool" default="true" /> <param index="2" name="can_be_hidden" type="bool" default="true" /> <param index="3" name="wrap_index" type="int" default="0" /> + <param index="4" name="caret_index" type="int" default="0" /> <description> Moves the caret to the specified [param line] index. If [param adjust_viewport] is [code]true[/code], the viewport will center at the caret position after the move occurs. If [param can_be_hidden] is [code]true[/code], the specified [code]line[/code] can be hidden. + [b]Note:[/b] If supporting multiple carets this will not check for any overlap. See [method merge_overlapping_carets]. </description> </method> <method name="set_gutter_clickable"> @@ -872,6 +999,7 @@ <param index="0" name="mode" type="int" enum="TextEdit.SelectionMode" /> <param index="1" name="line" type="int" default="-1" /> <param index="2" name="column" type="int" default="-1" /> + <param index="3" name="caret_index" type="int" default="0" /> <description> Sets the current selection mode. </description> @@ -890,6 +1018,14 @@ Provide custom tooltip text. The callback method must take the following args: [code]hovered_word: String[/code] </description> </method> + <method name="start_action"> + <return type="void" /> + <param index="0" name="action" type="int" enum="TextEdit.EditAction" /> + <description> + Starts an action, will end the current action if [code]action[/code] is different. + An action will also end after a call to [method end_action], after [member ProjectSettings.gui/timers/text_edit_idle_detect_sec] is triggered or a new undoable step outside the [method start_action] and [method end_action] calls. + </description> + </method> <method name="swap_lines"> <return type="void" /> <param index="0" name="from_line" type="int" /> @@ -915,7 +1051,7 @@ <member name="caret_blink" type="bool" setter="set_caret_blink_enabled" getter="is_caret_blink_enabled" default="false"> Sets if the caret should blink. </member> - <member name="caret_blink_speed" type="float" setter="set_caret_blink_speed" getter="get_caret_blink_speed" default="0.65"> + <member name="caret_blink_interval" type="float" setter="set_caret_blink_interval" getter="get_caret_blink_interval" default="0.65"> Duration (in seconds) of a caret's blinking cycle. </member> <member name="caret_mid_grapheme" type="bool" setter="set_caret_mid_grapheme_enabled" getter="is_caret_mid_grapheme_enabled" default="true"> @@ -926,6 +1062,9 @@ If [code]true[/code], a right-click moves the caret at the mouse position before displaying the context menu. If [code]false[/code], the context menu disregards mouse location. </member> + <member name="caret_multiple" type="bool" setter="set_multiple_carets_enabled" getter="is_multiple_carets_enabled" default="true"> + Sets if multiple carets are allowed. + </member> <member name="caret_type" type="int" setter="set_caret_type" getter="get_caret_type" enum="TextEdit.CaretType" default="0"> Set the type of caret to draw. </member> @@ -971,9 +1110,6 @@ The width, in pixels, of the minimap. </member> <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" overrides="Control" enum="Control.CursorShape" default="1" /> - <member name="override_selected_font_color" type="bool" setter="set_override_selected_font_color" getter="is_overriding_selected_font_color" default="false"> - If [code]true[/code], custom [code]font_selected_color[/code] will be used for selected text. - </member> <member name="placeholder_text" type="String" setter="set_placeholder" getter="get_placeholder" default=""""> Text shown when the [TextEdit] is empty. It is [b]not[/b] the [TextEdit]'s default value (see [member text]). </member> @@ -1154,6 +1290,18 @@ <constant name="MENU_MAX" value="28" enum="MenuItems"> Represents the size of the [enum MenuItems] enum. </constant> + <constant name="ACTION_NONE" value="0" enum="EditAction"> + No current action. + </constant> + <constant name="ACTION_TYPING" value="1" enum="EditAction"> + A typing action. + </constant> + <constant name="ACTION_BACKSPACE" value="2" enum="EditAction"> + A backwards delete action. + </constant> + <constant name="ACTION_DELETE" value="3" enum="EditAction"> + A forward delete action. + </constant> <constant name="SEARCH_MATCH_CASE" value="1" enum="SearchFlags"> Match case when searching. </constant> @@ -1225,8 +1373,8 @@ <theme_item name="font_readonly_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 0.5)"> Sets the font [Color] when [member editable] is disabled. </theme_item> - <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> - Sets the [Color] of the selected text. [member override_selected_font_color] has to be enabled. + <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)"> + Sets the [Color] of the selected text. If equal to [code]Color(0, 0, 0, 0)[/code], it will be ignored. </theme_item> <theme_item name="search_result_border_color" data_type="color" type="Color" default="Color(0.3, 0.3, 0.3, 0.4)"> [Color] of the border around text that matches the search query. @@ -1248,6 +1396,7 @@ </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="font" data_type="font" type="Font"> Sets the default [Font]. diff --git a/doc/classes/TextLine.xml b/doc/classes/TextLine.xml index 471c1a9040..1ebae9889d 100644 --- a/doc/classes/TextLine.xml +++ b/doc/classes/TextLine.xml @@ -15,6 +15,7 @@ <param index="1" name="size" type="Vector2" /> <param index="2" name="inline_align" type="int" enum="InlineAlignment" default="5" /> <param index="3" name="length" type="int" default="1" /> + <param index="4" name="baseline" type="float" default="0.0" /> <description> Adds inline object to the text buffer, [param key] must be unique. In the text, object is represented as [param length] object replacement characters. </description> @@ -122,6 +123,7 @@ <param index="0" name="key" type="Variant" /> <param index="1" name="size" type="Vector2" /> <param index="2" name="inline_align" type="int" enum="InlineAlignment" default="5" /> + <param index="3" name="baseline" type="float" default="0.0" /> <description> Sets new size and alignment of embedded object. </description> @@ -144,6 +146,7 @@ </methods> <members> <member name="alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="0"> + Sets text alignment within the line as if the line was horizontal. </member> <member name="direction" type="int" setter="set_direction" getter="get_direction" enum="TextServer.Direction" default="0"> Text writing direction. diff --git a/doc/classes/TextMesh.xml b/doc/classes/TextMesh.xml index 17a0ca32e4..678b95cc72 100644 --- a/doc/classes/TextMesh.xml +++ b/doc/classes/TextMesh.xml @@ -11,6 +11,9 @@ <tutorials> </tutorials> <members> + <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="TextServer.AutowrapMode" default="0"> + If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see [enum TextServer.AutowrapMode]. + </member> <member name="curve_step" type="float" setter="set_curve_step" getter="get_curve_step" default="0.5"> Step (in pixels) used to approximate Bézier curves. </member> @@ -29,6 +32,12 @@ <member name="language" type="String" setter="set_language" getter="get_language" default=""""> Language code used for text shaping algorithms, if left empty current locale is used instead. </member> + <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="0.0"> + Vertical space between lines in multiline [TextMesh]. + </member> + <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)"> + The text drawing offset (in pixels). + </member> <member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01"> The size of one pixel's width on the text to scale it in 3D. </member> @@ -47,6 +56,9 @@ <member name="uppercase" type="bool" setter="set_uppercase" getter="is_uppercase" default="false"> If [code]true[/code], all the text displays as UPPERCASE. </member> + <member name="vertical_alignment" type="int" setter="set_vertical_alignment" getter="get_vertical_alignment" enum="VerticalAlignment" default="1"> + Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the [enum VerticalAlignment] constants. + </member> <member name="width" type="float" setter="set_width" getter="get_width" default="500.0"> Text width (in pixels), used for fill alignment. </member> diff --git a/doc/classes/TextParagraph.xml b/doc/classes/TextParagraph.xml index e0729ba844..38afd9b5f8 100644 --- a/doc/classes/TextParagraph.xml +++ b/doc/classes/TextParagraph.xml @@ -15,6 +15,7 @@ <param index="1" name="size" type="Vector2" /> <param index="2" name="inline_align" type="int" enum="InlineAlignment" default="5" /> <param index="3" name="length" type="int" default="1" /> + <param index="4" name="baseline" type="float" default="0.0" /> <description> Adds inline object to the text buffer, [param key] must be unique. In the text, object is represented as [param length] object replacement characters. </description> @@ -228,6 +229,7 @@ <param index="0" name="key" type="Variant" /> <param index="1" name="size" type="Vector2" /> <param index="2" name="inline_align" type="int" enum="InlineAlignment" default="5" /> + <param index="3" name="baseline" type="float" default="0.0" /> <description> Sets new size and alignment of embedded object. </description> diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index c18291914f..d2c6dee373 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -98,6 +98,13 @@ [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update. </description> </method> + <method name="font_get_antialiasing" qualifiers="const"> + <return type="int" enum="TextServer.FontAntialiasing" /> + <param index="0" name="font_rid" type="RID" /> + <description> + Returns font anti-aliasing mode. + </description> + </method> <method name="font_get_ascent" qualifiers="const"> <return type="float" /> <param index="0" name="font_rid" type="RID" /> @@ -188,7 +195,7 @@ </description> </method> <method name="font_get_glyph_list" qualifiers="const"> - <return type="Array" /> + <return type="PackedInt32Array" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <description> @@ -228,7 +235,7 @@ <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <description> - Returns resource id of the cache texture containing the glyph. + Returns resource ID of the cache texture containing the glyph. [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update. </description> </method> @@ -268,7 +275,7 @@ </description> </method> <method name="font_get_kerning_list" qualifiers="const"> - <return type="Array" /> + <return type="Vector2i[]" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <description> @@ -349,12 +356,19 @@ </description> </method> <method name="font_get_size_cache_list" qualifiers="const"> - <return type="Array" /> + <return type="Vector2i[]" /> <param index="0" name="font_rid" type="RID" /> <description> Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size. </description> </method> + <method name="font_get_stretch" qualifiers="const"> + <return type="int" /> + <param index="0" name="font_rid" type="RID" /> + <description> + Returns font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code]. + </description> + </method> <method name="font_get_style" qualifiers="const"> <return type="int" enum="TextServer.FontStyle" /> <param index="0" name="font_rid" type="RID" /> @@ -373,7 +387,7 @@ <return type="int" enum="TextServer.SubpixelPositioning" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns font sub-pixel glyph positioning mode. + Returns font subpixel glyph positioning mode. </description> </method> <method name="font_get_supported_chars" qualifiers="const"> @@ -406,7 +420,7 @@ <param index="1" name="size" type="Vector2i" /> <param index="2" name="texture_index" type="int" /> <description> - Returns array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty. + Returns array containing glyph packing data. </description> </method> <method name="font_get_transform" qualifiers="const"> @@ -439,6 +453,13 @@ Returns variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info. </description> </method> + <method name="font_get_weight" qualifiers="const"> + <return type="int" /> + <param index="0" name="font_rid" type="RID" /> + <description> + Returns weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code]. + </description> + </method> <method name="font_has_char" qualifiers="const"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> @@ -447,11 +468,11 @@ Returns [code]true[/code] if a Unicode [param char] is available in the font. </description> </method> - <method name="font_is_antialiased" qualifiers="const"> + <method name="font_is_allow_system_fallback" qualifiers="const"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns [code]true[/code] if font 8-bit anitialiased glyph rendering is supported and enabled. + Returns [code]true[/code] if system fonts can be automatically used as fallbacks. </description> </method> <method name="font_is_force_autohinter" qualifiers="const"> @@ -556,12 +577,20 @@ Renders the range of characters to the font cache texture. </description> </method> - <method name="font_set_antialiased"> + <method name="font_set_allow_system_fallback"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> - <param index="1" name="antialiased" type="bool" /> + <param index="1" name="allow_system_fallback" type="bool" /> <description> - If set to [code]true[/code], 8-bit antialiased glyph rendering is used, otherwise 1-bit rendering is used. Used by dynamic fonts only. + If set to [code]true[/code], system fonts can be automatically used as fallbacks. + </description> + </method> + <method name="font_set_antialiasing"> + <return type="void" /> + <param index="0" name="font_rid" type="RID" /> + <param index="1" name="antialiasing" type="int" enum="TextServer.FontAntialiasing" /> + <description> + Sets font anti-aliasing mode. </description> </method> <method name="font_set_ascent"> @@ -783,12 +812,22 @@ Adds override for [method font_is_script_supported]. </description> </method> + <method name="font_set_stretch"> + <return type="void" /> + <param index="0" name="font_rid" type="RID" /> + <param index="1" name="weight" type="int" /> + <description> + Sets font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code]. + [b]Note:[/b] This value is used for font matching only and will not affect font rendering. Use [method font_set_face_index], [method font_set_variation_coordinates], or [method font_set_transform] instead. + </description> + </method> <method name="font_set_style"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="style" type="int" enum="TextServer.FontStyle" /> <description> Sets the font style flags, see [enum FontStyle]. + [b]Note:[/b] This value is used for font matching only and will not affect font rendering. Use [method font_set_face_index], [method font_set_variation_coordinates], [method font_set_embolden], or [method font_set_transform] instead. </description> </method> <method name="font_set_style_name"> @@ -804,7 +843,7 @@ <param index="0" name="font_rid" type="RID" /> <param index="1" name="subpixel_positioning" type="int" enum="TextServer.SubpixelPositioning" /> <description> - Sets font sub-pixel glyph positioning mode. + Sets font subpixel glyph positioning mode. </description> </method> <method name="font_set_texture_image"> @@ -824,7 +863,7 @@ <param index="2" name="texture_index" type="int" /> <param index="3" name="offset" type="PackedInt32Array" /> <description> - Sets array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty. + Sets array containing glyph packing data. </description> </method> <method name="font_set_transform"> @@ -862,6 +901,15 @@ Sets variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info. </description> </method> + <method name="font_set_weight"> + <return type="void" /> + <param index="0" name="font_rid" type="RID" /> + <param index="1" name="weight" type="int" /> + <description> + Sets weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code]. + [b]Note:[/b] This value is used for font matching only and will not affect font rendering. Use [method font_set_face_index], [method font_set_variation_coordinates], or [method font_set_embolden] instead. + </description> + </method> <method name="font_supported_feature_list" qualifiers="const"> <return type="Dictionary" /> <param index="0" name="font_rid" type="RID" /> @@ -882,6 +930,7 @@ <param index="1" name="language" type="String" default="""" /> <description> Converts a number from the Western Arabic (0..9) to the numeral systems used in [param language]. + If [param language] is omitted, the active locale will be used. </description> </method> <method name="free_rid"> @@ -942,7 +991,7 @@ <param index="0" name="string" type="String" /> <param 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. + Returns index of the first string in [param dict] which is visually confusable with the [param 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> @@ -993,7 +1042,7 @@ </description> </method> <method name="parse_structured_text" qualifiers="const"> - <return type="Array" /> + <return type="Vector2i[]" /> <param index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" /> <param index="1" name="args" type="Array" /> <param index="2" name="text" type="String" /> @@ -1035,7 +1084,7 @@ <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="index" type="int" /> - <param index="2" name="fonts" type="Array" /> + <param index="2" name="fonts" type="RID[]" /> <param index="3" name="size" type="int" /> <param index="4" name="opentype_features" type="Dictionary" default="{}" /> <description> @@ -1049,6 +1098,7 @@ <param index="2" name="size" type="Vector2" /> <param index="3" name="inline_align" type="int" enum="InlineAlignment" default="5" /> <param index="4" name="length" type="int" default="1" /> + <param index="5" name="baseline" type="float" default="0.0" /> <description> Adds inline object to the text buffer, [param key] must be unique. In the text, object is represented as [param length] object replacement characters. </description> @@ -1057,7 +1107,7 @@ <return type="bool" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="text" type="String" /> - <param index="2" name="fonts" type="Array" /> + <param index="2" name="fonts" type="RID[]" /> <param index="3" name="size" type="int" /> <param index="4" name="opentype_features" type="Dictionary" default="{}" /> <param index="5" name="language" type="String" default="""" /> @@ -1162,7 +1212,7 @@ </description> </method> <method name="shaped_text_get_ellipsis_glyphs" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="shaped" type="RID" /> <description> Returns array of the glyphs in the ellipsis. @@ -1183,7 +1233,7 @@ </description> </method> <method name="shaped_text_get_glyphs" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="shaped" type="RID" /> <description> Returns an array of glyphs in the visual order. @@ -1390,6 +1440,7 @@ <param index="1" name="key" type="Variant" /> <param index="2" name="size" type="Vector2" /> <param index="3" name="inline_align" type="int" enum="InlineAlignment" default="5" /> + <param index="4" name="baseline" type="float" default="0.0" /> <description> Sets new size and alignment of embedded object. </description> @@ -1416,7 +1467,7 @@ <param index="0" name="shaped" type="RID" /> <param index="1" name="direction" type="int" enum="TextServer.Direction" default="0" /> <description> - Sets desired text direction. If set to [code]TEXT_DIRECTION_AUTO[/code], direction will be detected based on the buffer contents and current locale. + Sets desired text direction. If set to [constant DIRECTION_AUTO], direction will be detected based on the buffer contents and current locale. [b]Note:[/b] Direction is ignored if server does not support [constant FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced]). </description> </method> @@ -1463,7 +1514,7 @@ </description> </method> <method name="shaped_text_sort_logical"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="shaped" type="RID" /> <description> Returns text glyphs in the logical order. @@ -1498,8 +1549,15 @@ <return type="PackedInt32Array" /> <param index="0" name="string" type="String" /> <param index="1" name="language" type="String" default="""" /> + <param index="2" name="chars_per_line" type="int" default="0" /> <description> - Returns array of the word break character offsets. + Returns an array of the word break boundaries. Elements in the returned array are the offsets of the start and end of words. Therefore the length of the array is always even. + When [param chars_per_line] is greater than zero, line break boundaries are returned instead. + [codeblock] + var ts = TextServerManager.get_primary_interface() + print(ts.string_get_word_breaks("Godot Engine")) # Prints [0, 5, 6, 12] + print(ts.string_get_word_breaks("Godot Engine", "en", 5)) # Prints [0, 5, 6, 11, 11, 12] + [/codeblock] </description> </method> <method name="string_to_lower" qualifiers="const"> @@ -1539,6 +1597,34 @@ </method> </methods> <constants> + <constant name="FONT_ANTIALIASING_NONE" value="0" enum="FontAntialiasing"> + Font glyphs are rasterized as 1-bit bitmaps. + </constant> + <constant name="FONT_ANTIALIASING_GRAY" value="1" enum="FontAntialiasing"> + Font glyphs are rasterized as 8-bit grayscale anti-aliased bitmaps. + </constant> + <constant name="FONT_ANTIALIASING_LCD" value="2" enum="FontAntialiasing"> + Font glyphs are rasterized for LCD screens. + LCD subpixel layout is determined by the value of [code]gui/theme/lcd_subpixel_layout[/code] project settings. + LCD subpixel anti-aliasing mode is suitable only for rendering horizontal, unscaled text in 2D. + </constant> + <constant name="FONT_LCD_SUBPIXEL_LAYOUT_NONE" value="0" enum="FontLCDSubpixelLayout"> + Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled. + </constant> + <constant name="FONT_LCD_SUBPIXEL_LAYOUT_HRGB" value="1" enum="FontLCDSubpixelLayout"> + Horizontal RGB subpixel layout. + </constant> + <constant name="FONT_LCD_SUBPIXEL_LAYOUT_HBGR" value="2" enum="FontLCDSubpixelLayout"> + Horizontal BGR subpixel layout. + </constant> + <constant name="FONT_LCD_SUBPIXEL_LAYOUT_VRGB" value="3" enum="FontLCDSubpixelLayout"> + Vertical RGB subpixel layout. + </constant> + <constant name="FONT_LCD_SUBPIXEL_LAYOUT_VBGR" value="4" enum="FontLCDSubpixelLayout"> + Vertical BGR subpixel layout. + </constant> + <constant name="FONT_LCD_SUBPIXEL_LAYOUT_MAX" value="5" enum="FontLCDSubpixelLayout"> + </constant> <constant name="DIRECTION_AUTO" value="0" enum="Direction"> Text direction is determined based on contents and current locale. </constant> @@ -1598,6 +1684,10 @@ Break the line between any unconnected graphemes. </constant> <constant name="BREAK_ADAPTIVE" value="8" enum="LineBreakFlag" is_bitfield="true"> + Should be used only in conjunction with [constant BREAK_WORD_BOUND], break the line between any unconnected graphemes, if it's impossible to break it between the words. + </constant> + <constant name="BREAK_TRIM_EDGE_SPACES" value="16" enum="LineBreakFlag" is_bitfield="true"> + Remove edge spaces from the broken line segments. </constant> <constant name="VC_CHARS_BEFORE_SHAPING" value="0" enum="VisibleCharactersBehavior"> Trims text before the shaping. e.g, increasing [member Label.visible_characters] or [member RichTextLabel.visible_characters] value is visually identical to typing the text. @@ -1606,13 +1696,13 @@ Displays glyphs that are mapped to the first [member Label.visible_characters] or [member RichTextLabel.visible_characters] characters from the beginning of the text. </constant> <constant name="VC_GLYPHS_AUTO" value="2" enum="VisibleCharactersBehavior"> - Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value. + Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value. </constant> <constant name="VC_GLYPHS_LTR" value="3" enum="VisibleCharactersBehavior"> - Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the left. + Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the left. </constant> <constant name="VC_GLYPHS_RTL" value="4" enum="VisibleCharactersBehavior"> - Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the right. + Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the right. </constant> <constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior"> No text trimming is performed. @@ -1690,6 +1780,7 @@ </constant> <constant name="HINTING_NORMAL" value="2" enum="Hinting"> Use the default font hinting mode (crisper but less smooth). + [b]Note:[/b] This hinting mode changes both horizontal and vertical glyph metrics. If applied to monospace font, some glyphs might have different width. </constant> <constant name="SUBPIXEL_POSITIONING_DISABLED" value="0" enum="SubpixelPositioning"> Glyph horizontal position is rounded to the whole pixel size, each glyph is rasterized once. @@ -1707,10 +1798,10 @@ Glyph horizontal position is rounded to one quarter of the pixel size, each glyph is rasterized up to four times. </constant> <constant name="SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE" value="20" enum="SubpixelPositioning"> - Maximum font size which will use one half of the pixel subpixel positioning in [constants SUBPIXEL_POSITIONING_AUTO] mode. + Maximum font size which will use one half of the pixel subpixel positioning in [constant SUBPIXEL_POSITIONING_AUTO] mode. </constant> <constant name="SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE" value="16" enum="SubpixelPositioning"> - Maximum font size which will use one quarter of the pixel subpixel positioning in [constants SUBPIXEL_POSITIONING_AUTO] mode. + Maximum font size which will use one quarter of the pixel subpixel positioning in [constant SUBPIXEL_POSITIONING_AUTO] mode. </constant> <constant name="FEATURE_SIMPLE_LAYOUT" value="1" enum="Feature"> TextServer supports simple text layouts. @@ -1790,7 +1881,7 @@ Font have fixed-width characters. </constant> <constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser"> - Use default behavior. Same as [code]STRUCTURED_TEXT_NONE[/code] unless specified otherwise in the control description. + Use default behavior. Same as [constant STRUCTURED_TEXT_NONE] unless specified otherwise in the control description. </constant> <constant name="STRUCTURED_TEXT_URI" value="1" enum="StructuredTextParser"> BiDi override for URI. diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml index b288dc5416..e144b09eb6 100644 --- a/doc/classes/TextServerExtension.xml +++ b/doc/classes/TextServerExtension.xml @@ -9,21 +9,24 @@ <tutorials> </tutorials> <methods> - <method name="create_font" qualifiers="virtual"> + <method name="_cleanup" qualifiers="virtual"> + <return type="void" /> + <description> + </description> + </method> + <method name="_create_font" qualifiers="virtual"> <return type="RID" /> <description> - Creates new, empty font cache entry resource. To free the resulting resourec, use [method free_rid] method. </description> </method> - <method name="create_shaped_text" qualifiers="virtual"> + <method name="_create_shaped_text" qualifiers="virtual"> <return type="RID" /> <param index="0" name="direction" type="int" enum="TextServer.Direction" /> <param index="1" name="orientation" type="int" enum="TextServer.Orientation" /> <description> - Creates new buffer for complex text layout, with the given [param direction] and [param orientation]. To free the resulting buffer, use [method free_rid] method. </description> </method> - <method name="draw_hex_code_box" qualifiers="virtual const"> + <method name="_draw_hex_code_box" qualifiers="virtual const"> <return type="void" /> <param index="0" name="canvas" type="RID" /> <param index="1" name="size" type="int" /> @@ -31,42 +34,36 @@ <param index="3" name="index" type="int" /> <param index="4" name="color" type="Color" /> <description> - Draws box displaying character hexadecimal code. Used for replacing missing characters. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="font_clear_glyphs" qualifiers="virtual"> + <method name="_font_clear_glyphs" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <description> - Removes all rendered glyphs information from the cache entry. </description> </method> - <method name="font_clear_kerning_map" qualifiers="virtual"> + <method name="_font_clear_kerning_map" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <description> - Removes all kerning overrides. </description> </method> - <method name="font_clear_size_cache" qualifiers="virtual"> + <method name="_font_clear_size_cache" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <description> - Removes all font sizes from the cache entry. </description> </method> - <method name="font_clear_textures" qualifiers="virtual"> + <method name="_font_clear_textures" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <description> - Removes all textures from font cache entry. </description> </method> - <method name="font_draw_glyph" qualifiers="virtual const"> + <method name="_font_draw_glyph" qualifiers="virtual const"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="canvas" type="RID" /> @@ -75,10 +72,9 @@ <param index="4" name="index" type="int" /> <param index="5" name="color" type="Color" /> <description> - Draws single glyph into a canvas item at the position, using [param font_rid] at the size [param size]. </description> </method> - <method name="font_draw_glyph_outline" qualifiers="virtual const"> + <method name="_font_draw_glyph_outline" qualifiers="virtual const"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="canvas" type="RID" /> @@ -88,977 +84,890 @@ <param index="5" name="index" type="int" /> <param index="6" name="color" type="Color" /> <description> - Draws single glyph outline of size [param outline_size] into a canvas item at the position, using [param font_rid] at the size [param size]. </description> </method> - <method name="font_get_ascent" qualifiers="virtual const"> + <method name="_font_get_antialiasing" qualifiers="virtual const"> + <return type="int" enum="TextServer.FontAntialiasing" /> + <param index="0" name="font_rid" type="RID" /> + <description> + </description> + </method> + <method name="_font_get_ascent" qualifiers="virtual const"> <return type="float" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <description> - Returns the font ascent (number of pixels above the baseline). </description> </method> - <method name="font_get_descent" qualifiers="virtual const"> + <method name="_font_get_descent" qualifiers="virtual const"> <return type="float" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <description> - Returns the font descent (number of pixels below the baseline). </description> </method> - <method name="font_get_embolden" qualifiers="virtual const"> + <method name="_font_get_embolden" qualifiers="virtual const"> <return type="float" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns font embolden strength. </description> </method> - <method name="font_get_face_count" qualifiers="virtual const"> + <method name="_font_get_face_count" qualifiers="virtual const"> <return type="int" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns number of faces in the TrueType / OpenType collection. </description> </method> - <method name="font_get_face_index" qualifiers="virtual const"> + <method name="_font_get_face_index" qualifiers="virtual const"> <return type="int" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns an active face index in the TrueType / OpenType collection. </description> </method> - <method name="font_get_fixed_size" qualifiers="virtual const"> + <method name="_font_get_fixed_size" qualifiers="virtual const"> <return type="int" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns bitmap font fixed size. </description> </method> - <method name="font_get_generate_mipmaps" qualifiers="virtual const"> + <method name="_font_get_generate_mipmaps" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns [code]true[/code] if font texture mipmap generation is enabled. </description> </method> - <method name="font_get_global_oversampling" qualifiers="virtual const"> + <method name="_font_get_global_oversampling" qualifiers="virtual const"> <return type="float" /> <description> - Returns the font oversampling factor, shared by all fonts in the TextServer. </description> </method> - <method name="font_get_glyph_advance" qualifiers="virtual const"> + <method name="_font_get_glyph_advance" qualifiers="virtual const"> <return type="Vector2" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="glyph" type="int" /> <description> - Returns glyph advance (offset of the next glyph). </description> </method> - <method name="font_get_glyph_contours" qualifiers="virtual const"> + <method name="_font_get_glyph_contours" qualifiers="virtual const"> <return type="Dictionary" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="index" type="int" /> <description> - Returns outline contours of the glyph as a [code]Dictionary[/code] with the following contents: - [code]points[/code] - [PackedVector3Array], containing outline points. [code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is the type of the point, using the [enum TextServer.ContourPointTag] values. - [code]contours[/code] - [PackedInt32Array], containing indices the end points of each contour. - [code]orientation[/code] - [bool], contour orientation. If [code]true[/code], clockwise contours must be filled. </description> </method> - <method name="font_get_glyph_index" qualifiers="virtual const"> + <method name="_font_get_glyph_index" qualifiers="virtual const"> <return type="int" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="char" type="int" /> <param index="3" name="variation_selector" type="int" /> <description> - Returns the glyph index of a [param char], optionally modified by the [param variation_selector]. </description> </method> - <method name="font_get_glyph_list" qualifiers="virtual const"> - <return type="Array" /> + <method name="_font_get_glyph_list" qualifiers="virtual const"> + <return type="PackedInt32Array" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <description> - Returns list of rendered glyphs in the cache entry. </description> </method> - <method name="font_get_glyph_offset" qualifiers="virtual const"> + <method name="_font_get_glyph_offset" qualifiers="virtual const"> <return type="Vector2" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <description> - Returns glyph offset from the baseline. </description> </method> - <method name="font_get_glyph_size" qualifiers="virtual const"> + <method name="_font_get_glyph_size" qualifiers="virtual const"> <return type="Vector2" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <description> - Returns size of the glyph. </description> </method> - <method name="font_get_glyph_texture_idx" qualifiers="virtual const"> + <method name="_font_get_glyph_texture_idx" qualifiers="virtual const"> <return type="int" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <description> - Returns index of the cache texture containing the glyph. </description> </method> - <method name="font_get_glyph_texture_rid" qualifiers="virtual const"> + <method name="_font_get_glyph_texture_rid" qualifiers="virtual const"> <return type="RID" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <description> - Returns resource id of the cache texture containing the glyph. </description> </method> - <method name="font_get_glyph_texture_size" qualifiers="virtual const"> + <method name="_font_get_glyph_texture_size" qualifiers="virtual const"> <return type="Vector2" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <description> - Returns size of the cache texture containing the glyph. </description> </method> - <method name="font_get_glyph_uv_rect" qualifiers="virtual const"> + <method name="_font_get_glyph_uv_rect" qualifiers="virtual const"> <return type="Rect2" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <description> - Returns rectangle in the cache texture containing the glyph. </description> </method> - <method name="font_get_hinting" qualifiers="virtual const"> + <method name="_font_get_hinting" qualifiers="virtual const"> <return type="int" enum="TextServer.Hinting" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns the font hinting mode. Used by dynamic fonts only. </description> </method> - <method name="font_get_kerning" qualifiers="virtual const"> + <method name="_font_get_kerning" qualifiers="virtual const"> <return type="Vector2" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="glyph_pair" type="Vector2i" /> <description> - Returns kerning for the pair of glyphs. </description> </method> - <method name="font_get_kerning_list" qualifiers="virtual const"> - <return type="Array" /> + <method name="_font_get_kerning_list" qualifiers="virtual const"> + <return type="Vector2i[]" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <description> - Returns list of the kerning overrides. </description> </method> - <method name="font_get_language_support_override" qualifiers="virtual"> + <method name="_font_get_language_support_override" qualifiers="virtual"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="language" type="String" /> <description> - Returns [code]true[/code] if support override is enabled for the [param language]. </description> </method> - <method name="font_get_language_support_overrides" qualifiers="virtual"> + <method name="_font_get_language_support_overrides" qualifiers="virtual"> <return type="PackedStringArray" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns list of language support overrides. </description> </method> - <method name="font_get_msdf_pixel_range" qualifiers="virtual const"> + <method name="_font_get_msdf_pixel_range" qualifiers="virtual const"> <return type="int" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns the width of the range around the shape between the minimum and maximum representable signed distance. </description> </method> - <method name="font_get_msdf_size" qualifiers="virtual const"> + <method name="_font_get_msdf_size" qualifiers="virtual const"> <return type="int" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns source font size used to generate MSDF textures. </description> </method> - <method name="font_get_name" qualifiers="virtual const"> + <method name="_font_get_name" qualifiers="virtual const"> <return type="String" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns font family name. </description> </method> - <method name="font_get_opentype_feature_overrides" qualifiers="virtual const"> + <method name="_font_get_opentype_feature_overrides" qualifiers="virtual const"> <return type="Dictionary" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns font OpenType feature set override. </description> </method> - <method name="font_get_oversampling" qualifiers="virtual const"> + <method name="_font_get_oversampling" qualifiers="virtual const"> <return type="float" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only. </description> </method> - <method name="font_get_scale" qualifiers="virtual const"> + <method name="_font_get_scale" qualifiers="virtual const"> <return type="float" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <description> - Returns scaling factor of the color bitmap font. </description> </method> - <method name="font_get_script_support_override" qualifiers="virtual"> + <method name="_font_get_script_support_override" qualifiers="virtual"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="script" type="String" /> <description> - Returns [code]true[/code] if support override is enabled for the [param script]. </description> </method> - <method name="font_get_script_support_overrides" qualifiers="virtual"> + <method name="_font_get_script_support_overrides" qualifiers="virtual"> <return type="PackedStringArray" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns list of script support overrides. </description> </method> - <method name="font_get_size_cache_list" qualifiers="virtual const"> - <return type="Array" /> + <method name="_font_get_size_cache_list" qualifiers="virtual const"> + <return type="Vector2i[]" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size. </description> </method> - <method name="font_get_style" qualifiers="virtual const"> + <method name="_font_get_stretch" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="font_rid" type="RID" /> + <description> + </description> + </method> + <method name="_font_get_style" qualifiers="virtual const"> <return type="int" enum="TextServer.FontStyle" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns font style flags, see [enum TextServer.FontStyle]. </description> </method> - <method name="font_get_style_name" qualifiers="virtual const"> + <method name="_font_get_style_name" qualifiers="virtual const"> <return type="String" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns font style name. </description> </method> - <method name="font_get_subpixel_positioning" qualifiers="virtual const"> + <method name="_font_get_subpixel_positioning" qualifiers="virtual const"> <return type="int" enum="TextServer.SubpixelPositioning" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns font sub-pixel glyph positioning mode. </description> </method> - <method name="font_get_supported_chars" qualifiers="virtual const"> + <method name="_font_get_supported_chars" qualifiers="virtual const"> <return type="String" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns a string containing all the characters available in the font. </description> </method> - <method name="font_get_texture_count" qualifiers="virtual const"> + <method name="_font_get_texture_count" qualifiers="virtual const"> <return type="int" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <description> - Returns number of textures used by font cache entry. </description> </method> - <method name="font_get_texture_image" qualifiers="virtual const"> + <method name="_font_get_texture_image" qualifiers="virtual const"> <return type="Image" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="texture_index" type="int" /> <description> - Returns font cache texture image data. </description> </method> - <method name="font_get_texture_offsets" qualifiers="virtual const"> + <method name="_font_get_texture_offsets" qualifiers="virtual const"> <return type="PackedInt32Array" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="texture_index" type="int" /> <description> - Returns array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty. </description> </method> - <method name="font_get_transform" qualifiers="virtual const"> + <method name="_font_get_transform" qualifiers="virtual const"> <return type="Transform2D" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns 2D transform applied to the font outlines. </description> </method> - <method name="font_get_underline_position" qualifiers="virtual const"> + <method name="_font_get_underline_position" qualifiers="virtual const"> <return type="float" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <description> - Returns pixel offset of the underline below the baseline. </description> </method> - <method name="font_get_underline_thickness" qualifiers="virtual const"> + <method name="_font_get_underline_thickness" qualifiers="virtual const"> <return type="float" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <description> - Returns thickness of the underline in pixels. </description> </method> - <method name="font_get_variation_coordinates" qualifiers="virtual const"> + <method name="_font_get_variation_coordinates" qualifiers="virtual const"> <return type="Dictionary" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info. </description> </method> - <method name="font_has_char" qualifiers="virtual const"> + <method name="_font_get_weight" qualifiers="virtual const"> + <return type="int" /> + <param index="0" name="font_rid" type="RID" /> + <description> + </description> + </method> + <method name="_font_has_char" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="char" type="int" /> <description> - Returns [code]true[/code] if a Unicode [param char] is available in the font. </description> </method> - <method name="font_is_antialiased" qualifiers="virtual const"> + <method name="_font_is_allow_system_fallback" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns [code]true[/code] if font 8-bit anitialiased glyph rendering is supported and enabled. </description> </method> - <method name="font_is_force_autohinter" qualifiers="virtual const"> + <method name="_font_is_force_autohinter" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only. </description> </method> - <method name="font_is_language_supported" qualifiers="virtual const"> + <method name="_font_is_language_supported" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="language" type="String" /> <description> - Returns [code]true[/code], if font supports given language ([url=https://en.wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code). </description> </method> - <method name="font_is_multichannel_signed_distance_field" qualifiers="virtual const"> + <method name="_font_is_multichannel_signed_distance_field" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns [code]true[/code] if glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data. </description> </method> - <method name="font_is_script_supported" qualifiers="virtual const"> + <method name="_font_is_script_supported" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="script" type="String" /> <description> - Returns [code]true[/code], if font supports given script (ISO 15924 code). </description> </method> - <method name="font_remove_glyph" qualifiers="virtual"> + <method name="_font_remove_glyph" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <description> - Removes specified rendered glyph information from the cache entry. </description> </method> - <method name="font_remove_kerning" qualifiers="virtual"> + <method name="_font_remove_kerning" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="glyph_pair" type="Vector2i" /> <description> - Removes kerning override for the pair of glyphs. </description> </method> - <method name="font_remove_language_support_override" qualifiers="virtual"> + <method name="_font_remove_language_support_override" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="language" type="String" /> <description> - Remove language support override. </description> </method> - <method name="font_remove_script_support_override" qualifiers="virtual"> + <method name="_font_remove_script_support_override" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="script" type="String" /> <description> - Removes script support override. </description> </method> - <method name="font_remove_size_cache" qualifiers="virtual"> + <method name="_font_remove_size_cache" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <description> - Removes specified font size from the cache entry. </description> </method> - <method name="font_remove_texture" qualifiers="virtual"> + <method name="_font_remove_texture" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="texture_index" type="int" /> <description> - Removes specified texture from the cache entry. </description> </method> - <method name="font_render_glyph" qualifiers="virtual"> + <method name="_font_render_glyph" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="index" type="int" /> <description> - Renders specified glyph to the font cache texture. </description> </method> - <method name="font_render_range" qualifiers="virtual"> + <method name="_font_render_range" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="start" type="int" /> <param index="3" name="end" type="int" /> <description> - Renders the range of characters to the font cache texture. </description> </method> - <method name="font_set_antialiased" qualifiers="virtual"> + <method name="_font_set_allow_system_fallback" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="font_rid" type="RID" /> + <param index="1" name="allow_system_fallback" type="bool" /> + <description> + </description> + </method> + <method name="_font_set_antialiasing" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> - <param index="1" name="antialiased" type="bool" /> + <param index="1" name="antialiasing" type="int" enum="TextServer.FontAntialiasing" /> <description> - If set to [code]true[/code], 8-bit antialiased glyph rendering is used, otherwise 1-bit rendering is used. Used by dynamic fonts only. </description> </method> - <method name="font_set_ascent" qualifiers="virtual"> + <method name="_font_set_ascent" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="ascent" type="float" /> <description> - Sets the font ascent (number of pixels above the baseline). </description> </method> - <method name="font_set_data" qualifiers="virtual"> + <method name="_font_set_data" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="data" type="PackedByteArray" /> <description> - Sets font source data, e.g contents of the dynamic font source file. </description> </method> - <method name="font_set_data_ptr" qualifiers="virtual"> + <method name="_font_set_data_ptr" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="data_ptr" type="const uint8_t*" /> <param index="2" name="data_size" type="int" /> <description> - Sets font source data, e.g contents of the dynamic font source file. [param data_ptr] memory buffer must remain accessible during font lifetime. </description> </method> - <method name="font_set_descent" qualifiers="virtual"> + <method name="_font_set_descent" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="descent" type="float" /> <description> - Sets the font descent (number of pixels below the baseline). </description> </method> - <method name="font_set_embolden" qualifiers="virtual"> + <method name="_font_set_embolden" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="strength" type="float" /> <description> - Sets font embolden strength. If [param strength] is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness. </description> </method> - <method name="font_set_face_index" qualifiers="virtual"> + <method name="_font_set_face_index" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="face_index" type="int" /> <description> - Sets an active face index in the TrueType / OpenType collection. </description> </method> - <method name="font_set_fixed_size" qualifiers="virtual"> + <method name="_font_set_fixed_size" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="fixed_size" type="int" /> <description> - Sets bitmap font fixed size. If set to value greater than zero, same cache entry will be used for all font sizes. </description> </method> - <method name="font_set_force_autohinter" qualifiers="virtual"> + <method name="_font_set_force_autohinter" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="force_autohinter" type="bool" /> <description> - If set to [code]true[/code] auto-hinting is preferred over font built-in hinting. </description> </method> - <method name="font_set_generate_mipmaps" qualifiers="virtual"> + <method name="_font_set_generate_mipmaps" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="generate_mipmaps" type="bool" /> <description> - If set to [code]true[/code] font texture mipmap generation is enabled. </description> </method> - <method name="font_set_global_oversampling" qualifiers="virtual"> + <method name="_font_set_global_oversampling" qualifiers="virtual"> <return type="void" /> <param index="0" name="oversampling" type="float" /> <description> - Sets oversampling factor, shared by all font in the TextServer. - [b]Note:[/b] This value can be automatically changed by display server. </description> </method> - <method name="font_set_glyph_advance" qualifiers="virtual"> + <method name="_font_set_glyph_advance" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="glyph" type="int" /> <param index="3" name="advance" type="Vector2" /> <description> - Sets glyph advance (offset of the next glyph). </description> </method> - <method name="font_set_glyph_offset" qualifiers="virtual"> + <method name="_font_set_glyph_offset" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <param index="3" name="offset" type="Vector2" /> <description> - Sets glyph offset from the baseline. </description> </method> - <method name="font_set_glyph_size" qualifiers="virtual"> + <method name="_font_set_glyph_size" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <param index="3" name="gl_size" type="Vector2" /> <description> - Sets size of the glyph. </description> </method> - <method name="font_set_glyph_texture_idx" qualifiers="virtual"> + <method name="_font_set_glyph_texture_idx" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <param index="3" name="texture_idx" type="int" /> <description> - Sets index of the cache texture containing the glyph. </description> </method> - <method name="font_set_glyph_uv_rect" qualifiers="virtual"> + <method name="_font_set_glyph_uv_rect" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="glyph" type="int" /> <param index="3" name="uv_rect" type="Rect2" /> <description> - Sets rectangle in the cache texture containing the glyph. </description> </method> - <method name="font_set_hinting" qualifiers="virtual"> + <method name="_font_set_hinting" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="hinting" type="int" enum="TextServer.Hinting" /> <description> - Sets font hinting mode. Used by dynamic fonts only. </description> </method> - <method name="font_set_kerning" qualifiers="virtual"> + <method name="_font_set_kerning" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="glyph_pair" type="Vector2i" /> <param index="3" name="kerning" type="Vector2" /> <description> - Sets kerning for the pair of glyphs. </description> </method> - <method name="font_set_language_support_override" qualifiers="virtual"> + <method name="_font_set_language_support_override" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="language" type="String" /> <param index="2" name="supported" type="bool" /> <description> - Adds override for [method font_is_language_supported]. </description> </method> - <method name="font_set_msdf_pixel_range" qualifiers="virtual"> + <method name="_font_set_msdf_pixel_range" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="msdf_pixel_range" type="int" /> <description> - Sets the width of the range around the shape between the minimum and maximum representable signed distance. </description> </method> - <method name="font_set_msdf_size" qualifiers="virtual"> + <method name="_font_set_msdf_size" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="msdf_size" type="int" /> <description> - Sets source font size used to generate MSDF textures. </description> </method> - <method name="font_set_multichannel_signed_distance_field" qualifiers="virtual"> + <method name="_font_set_multichannel_signed_distance_field" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="msdf" type="bool" /> <description> - If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data. MSDF rendering allows displaying the font at any scaling factor without blurriness, and without incurring a CPU cost when the font size changes (since the font no longer needs to be rasterized on the CPU). As a downside, font hinting is not available with MSDF. The lack of font hinting may result in less crisp and less readable fonts at small sizes. - [b]Note:[/b] MSDF font rendering does not render glyphs with overlapping shapes correctly. Overlapping shapes are not valid per the OpenType standard, but are still commonly found in many font files, especially those converted by Google Fonts. To avoid issues with overlapping glyphs, consider downloading the font file directly from the type foundry instead of relying on Google Fonts. </description> </method> - <method name="font_set_name" qualifiers="virtual"> + <method name="_font_set_name" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="name" type="String" /> <description> - Sets the font family name. </description> </method> - <method name="font_set_opentype_feature_overrides" qualifiers="virtual"> + <method name="_font_set_opentype_feature_overrides" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="overrides" type="Dictionary" /> <description> - Sets font OpenType feature set override. </description> </method> - <method name="font_set_oversampling" qualifiers="virtual"> + <method name="_font_set_oversampling" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="oversampling" type="float" /> <description> - Sets font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only. </description> </method> - <method name="font_set_scale" qualifiers="virtual"> + <method name="_font_set_scale" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="scale" type="float" /> <description> - Sets scaling factor of the color bitmap font. </description> </method> - <method name="font_set_script_support_override" qualifiers="virtual"> + <method name="_font_set_script_support_override" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="script" type="String" /> <param index="2" name="supported" type="bool" /> <description> - Adds override for [method font_is_script_supported]. </description> </method> - <method name="font_set_style" qualifiers="virtual"> + <method name="_font_set_stretch" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="font_rid" type="RID" /> + <param index="1" name="stretch" type="int" /> + <description> + </description> + </method> + <method name="_font_set_style" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="style" type="int" enum="TextServer.FontStyle" /> <description> - Sets the font style flags, see [enum TextServer.FontStyle]. </description> </method> - <method name="font_set_style_name" qualifiers="virtual"> + <method name="_font_set_style_name" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="name_style" type="String" /> <description> - Sets the font style name. </description> </method> - <method name="font_set_subpixel_positioning" qualifiers="virtual"> + <method name="_font_set_subpixel_positioning" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="subpixel_positioning" type="int" enum="TextServer.SubpixelPositioning" /> <description> - Sets font sub-pixel glyph positioning mode. </description> </method> - <method name="font_set_texture_image" qualifiers="virtual"> + <method name="_font_set_texture_image" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="texture_index" type="int" /> <param index="3" name="image" type="Image" /> <description> - Sets font cache texture image data. </description> </method> - <method name="font_set_texture_offsets" qualifiers="virtual"> + <method name="_font_set_texture_offsets" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <param index="2" name="texture_index" type="int" /> <param index="3" name="offset" type="PackedInt32Array" /> <description> - Sets array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty. </description> </method> - <method name="font_set_transform" qualifiers="virtual"> + <method name="_font_set_transform" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="transform" type="Transform2D" /> <description> - Sets 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs. - For example, to simulate italic typeface by slanting, apply the following transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code]. </description> </method> - <method name="font_set_underline_position" qualifiers="virtual"> + <method name="_font_set_underline_position" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="underline_position" type="float" /> <description> - Sets pixel offset of the underline below the baseline. </description> </method> - <method name="font_set_underline_thickness" qualifiers="virtual"> + <method name="_font_set_underline_thickness" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <param index="2" name="underline_thickness" type="float" /> <description> - Sets thickness of the underline in pixels. </description> </method> - <method name="font_set_variation_coordinates" qualifiers="virtual"> + <method name="_font_set_variation_coordinates" qualifiers="virtual"> <return type="void" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="variation_coordinates" type="Dictionary" /> <description> - Sets variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info. </description> </method> - <method name="font_supported_feature_list" qualifiers="virtual const"> + <method name="_font_set_weight" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="font_rid" type="RID" /> + <param index="1" name="weight" type="int" /> + <description> + </description> + </method> + <method name="_font_supported_feature_list" qualifiers="virtual const"> <return type="Dictionary" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns the dictionary of the supported OpenType features. </description> </method> - <method name="font_supported_variation_list" qualifiers="virtual const"> + <method name="_font_supported_variation_list" qualifiers="virtual const"> <return type="Dictionary" /> <param index="0" name="font_rid" type="RID" /> <description> - Returns the dictionary of the supported OpenType variation coordinates. </description> </method> - <method name="format_number" qualifiers="virtual const"> + <method name="_format_number" qualifiers="virtual const"> <return type="String" /> <param index="0" name="string" type="String" /> <param index="1" name="language" type="String" /> <description> - Converts a number from the Western Arabic (0..9) to the numeral systems used in [param language]. </description> </method> - <method name="free_rid" qualifiers="virtual"> + <method name="_free_rid" qualifiers="virtual"> <return type="void" /> <param index="0" name="rid" type="RID" /> <description> - Frees an object created by this [TextServer]. </description> </method> - <method name="get_features" qualifiers="virtual const"> + <method name="_get_features" qualifiers="virtual const"> <return type="int" /> <description> - Returns text server features, see [enum TextServer.Feature]. </description> </method> - <method name="get_hex_code_box_size" qualifiers="virtual const"> + <method name="_get_hex_code_box_size" qualifiers="virtual const"> <return type="Vector2" /> <param index="0" name="size" type="int" /> <param index="1" name="index" type="int" /> <description> - Returns size of the replacement character (box with character hexadecimal code that is drawn in place of invalid characters). - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="get_name" qualifiers="virtual const"> + <method name="_get_name" qualifiers="virtual const"> <return type="String" /> <description> - Returns the name of the server interface. </description> </method> - <method name="get_support_data_filename" qualifiers="virtual const"> + <method name="_get_support_data_filename" qualifiers="virtual const"> <return type="String" /> <description> - Returns default TextServer database (e.g. ICU break iterators and dictionaries) filename. </description> </method> - <method name="get_support_data_info" qualifiers="virtual const"> + <method name="_get_support_data_info" qualifiers="virtual const"> <return type="String" /> <description> - Returns TextServer database (e.g. ICU break iterators and dictionaries) description. </description> </method> - <method name="has" qualifiers="virtual"> + <method name="_has" qualifiers="virtual"> <return type="bool" /> <param index="0" name="rid" type="RID" /> <description> - Returns [code]true[/code] if [param rid] is valid resource owned by this text server. </description> </method> - <method name="has_feature" qualifiers="virtual const"> + <method name="_has_feature" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="feature" type="int" enum="TextServer.Feature" /> <description> - Returns [code]true[/code] if the server supports a feature. </description> </method> - <method name="is_confusable" qualifiers="virtual const"> + <method name="_is_confusable" qualifiers="virtual const"> <return type="int" /> <param index="0" name="string" type="String" /> <param 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"> + <method name="_is_locale_right_to_left" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="locale" type="String" /> <description> - Returns [code]true[/code] if locale is right-to-left. </description> </method> - <method name="is_valid_identifier" qualifiers="virtual const"> + <method name="_is_valid_identifier" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="string" type="String" /> <description> - Returns [code]true[/code] is [param string] is a valid identifier. </description> </method> - <method name="load_support_data" qualifiers="virtual"> + <method name="_load_support_data" qualifiers="virtual"> <return type="bool" /> <param index="0" name="filename" type="String" /> <description> - Loads optional TextServer database (e.g. ICU break iterators and dictionaries). </description> </method> - <method name="name_to_tag" qualifiers="virtual const"> + <method name="_name_to_tag" qualifiers="virtual const"> <return type="int" /> <param index="0" name="name" type="String" /> <description> - Converts readable feature, variation, script or language name to OpenType tag. </description> </method> - <method name="parse_number" qualifiers="virtual const"> + <method name="_parse_number" qualifiers="virtual const"> <return type="String" /> <param index="0" name="string" type="String" /> <param index="1" name="language" type="String" /> <description> - Converts a number from the numeral systems used in [param language] to Western Arabic (0..9). </description> </method> - <method name="parse_structured_text" qualifiers="virtual const"> - <return type="Array" /> + <method name="_parse_structured_text" qualifiers="virtual const"> + <return type="Vector2i[]" /> <param index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" /> <param index="1" name="args" type="Array" /> <param index="2" name="text" type="String" /> <description> </description> </method> - <method name="percent_sign" qualifiers="virtual const"> + <method name="_percent_sign" qualifiers="virtual const"> <return type="String" /> <param index="0" name="language" type="String" /> <description> - Returns percent sign used in the [param language]. </description> </method> - <method name="save_support_data" qualifiers="virtual const"> + <method name="_save_support_data" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="filename" type="String" /> <description> - Saves optional TextServer database (e.g. ICU break iterators and dictionaries) to the file. - [b]Note:[/b] This function is used by during project export, to include TextServer database. </description> </method> - <method name="shaped_get_span_count" qualifiers="virtual const"> + <method name="_shaped_get_span_count" qualifiers="virtual const"> <return type="int" /> <param index="0" name="shaped" type="RID" /> <description> - Returns number of text spans added using [method shaped_text_add_string] or [method shaped_text_add_object]. </description> </method> - <method name="shaped_get_span_meta" qualifiers="virtual const"> + <method name="_shaped_get_span_meta" qualifiers="virtual const"> <return type="Variant" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="index" type="int" /> <description> - Returns text span metadata. </description> </method> - <method name="shaped_set_span_update_font" qualifiers="virtual"> + <method name="_shaped_set_span_update_font" qualifiers="virtual"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="index" type="int" /> - <param index="2" name="fonts" type="Array" /> + <param index="2" name="fonts" type="RID[]" /> <param index="3" name="size" type="int" /> <param index="4" name="opentype_features" type="Dictionary" /> <description> - Changes text span font, font size and OpenType features, without changing the text. </description> </method> - <method name="shaped_text_add_object" qualifiers="virtual"> + <method name="_shaped_text_add_object" qualifiers="virtual"> <return type="bool" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="key" type="Variant" /> <param index="2" name="size" type="Vector2" /> <param index="3" name="inline_align" type="int" enum="InlineAlignment" /> <param index="4" name="length" type="int" /> + <param index="5" name="baseline" type="float" /> <description> - Adds inline object to the text buffer, [param key] must be unique. In the text, object is represented as [param length] object replacement characters. </description> </method> - <method name="shaped_text_add_string" qualifiers="virtual"> + <method name="_shaped_text_add_string" qualifiers="virtual"> <return type="bool" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="text" type="String" /> - <param index="2" name="fonts" type="Array" /> + <param index="2" name="fonts" type="RID[]" /> <param index="3" name="size" type="int" /> <param index="4" name="opentype_features" type="Dictionary" /> <param index="5" name="language" type="String" /> <param index="6" name="meta" type="Variant" /> <description> - Adds text span and font to draw it to the text buffer. </description> </method> - <method name="shaped_text_clear" qualifiers="virtual"> + <method name="_shaped_text_clear" qualifiers="virtual"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <description> - Clears text buffer (removes text and inline objects). </description> </method> - <method name="shaped_text_draw" qualifiers="virtual const"> + <method name="_shaped_text_draw" qualifiers="virtual const"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="canvas" type="RID" /> @@ -1067,11 +976,9 @@ <param index="4" name="clip_r" type="float" /> <param index="5" name="color" type="Color" /> <description> - Draw shaped text into a canvas item at a given position, with [param color]. [param pos] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout). - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_draw_outline" qualifiers="virtual const"> + <method name="_shaped_text_draw_outline" qualifiers="virtual const"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="canvas" type="RID" /> @@ -1081,130 +988,109 @@ <param index="5" name="outline_size" type="int" /> <param index="6" name="color" type="Color" /> <description> - Draw the outline of the shaped text into a canvas item at a given position, with [param color]. [param pos] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout). - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_fit_to_width" qualifiers="virtual"> + <method name="_shaped_text_fit_to_width" qualifiers="virtual"> <return type="float" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="width" type="float" /> <param index="2" name="jst_flags" type="int" enum="TextServer.JustificationFlag" /> <description> - Adjusts text with to fit to specified width, returns new text width. </description> </method> - <method name="shaped_text_get_ascent" qualifiers="virtual const"> + <method name="_shaped_text_get_ascent" qualifiers="virtual const"> <return type="float" /> <param index="0" name="shaped" type="RID" /> <description> - Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical). </description> </method> - <method name="shaped_text_get_carets" qualifiers="virtual const"> + <method name="_shaped_text_get_carets" qualifiers="virtual const"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="position" type="int" /> <param index="2" name="caret" type="CaretInfo*" /> <description> - Returns shapes of the carets corresponding to the character offset [param position] in the text. Returned caret shape is 1 pixel wide rectangle. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_get_custom_punctuation" qualifiers="virtual const"> + <method name="_shaped_text_get_custom_punctuation" qualifiers="virtual const"> <return type="String" /> <param index="0" name="shaped" type="RID" /> <description> - Returns custom punctuation character list, used for word breaking. If set to empty string, server defaults are used. </description> </method> - <method name="shaped_text_get_descent" qualifiers="virtual const"> + <method name="_shaped_text_get_descent" qualifiers="virtual const"> <return type="float" /> <param index="0" name="shaped" type="RID" /> <description> - Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical). </description> </method> - <method name="shaped_text_get_direction" qualifiers="virtual const"> + <method name="_shaped_text_get_direction" qualifiers="virtual const"> <return type="int" enum="TextServer.Direction" /> <param index="0" name="shaped" type="RID" /> <description> - Returns direction of the text. </description> </method> - <method name="shaped_text_get_dominant_direction_in_range" qualifiers="virtual const"> + <method name="_shaped_text_get_dominant_direction_in_range" qualifiers="virtual const"> <return type="int" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="start" type="int" /> <param index="2" name="end" type="int" /> <description> - Returns dominant direction of in the range of text. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_get_ellipsis_glyph_count" qualifiers="virtual const"> + <method name="_shaped_text_get_ellipsis_glyph_count" qualifiers="virtual const"> <return type="int" /> <param index="0" name="shaped" type="RID" /> <description> - Returns number of glyphs in the ellipsis. </description> </method> - <method name="shaped_text_get_ellipsis_glyphs" qualifiers="virtual const"> + <method name="_shaped_text_get_ellipsis_glyphs" qualifiers="virtual const"> <return type="const Glyph*" /> <param index="0" name="shaped" type="RID" /> <description> - Returns array of the glyphs in the ellipsis. </description> </method> - <method name="shaped_text_get_ellipsis_pos" qualifiers="virtual const"> + <method name="_shaped_text_get_ellipsis_pos" qualifiers="virtual const"> <return type="int" /> <param index="0" name="shaped" type="RID" /> <description> - Returns position of the ellipsis. </description> </method> - <method name="shaped_text_get_glyph_count" qualifiers="virtual const"> + <method name="_shaped_text_get_glyph_count" qualifiers="virtual const"> <return type="int" /> <param index="0" name="shaped" type="RID" /> <description> - Returns number of glyphs in the buffer. </description> </method> - <method name="shaped_text_get_glyphs" qualifiers="virtual const"> + <method name="_shaped_text_get_glyphs" qualifiers="virtual const"> <return type="const Glyph*" /> <param index="0" name="shaped" type="RID" /> <description> - Returns an array of glyphs in the visual order. </description> </method> - <method name="shaped_text_get_grapheme_bounds" qualifiers="virtual const"> + <method name="_shaped_text_get_grapheme_bounds" qualifiers="virtual const"> <return type="Vector2" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="pos" type="int" /> <description> - Returns composite character's bounds as offsets from the start of the line. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_get_inferred_direction" qualifiers="virtual const"> + <method name="_shaped_text_get_inferred_direction" qualifiers="virtual const"> <return type="int" enum="TextServer.Direction" /> <param index="0" name="shaped" type="RID" /> <description> - Returns direction of the text, inferred by the BiDi algorithm. </description> </method> - <method name="shaped_text_get_line_breaks" qualifiers="virtual const"> + <method name="_shaped_text_get_line_breaks" qualifiers="virtual const"> <return type="PackedInt32Array" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="width" type="float" /> <param index="2" name="start" type="int" /> <param index="3" name="break_flags" type="int" enum="TextServer.LineBreakFlag" /> <description> - Breaks text to the lines and returns character ranges for each line. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_get_line_breaks_adv" qualifiers="virtual const"> + <method name="_shaped_text_get_line_breaks_adv" qualifiers="virtual const"> <return type="PackedInt32Array" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="width" type="PackedFloat32Array" /> @@ -1212,334 +1098,282 @@ <param index="3" name="once" type="bool" /> <param index="4" name="break_flags" type="int" enum="TextServer.LineBreakFlag" /> <description> - Breaks text to the lines and columns. Returns character ranges for each segment. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_get_object_rect" qualifiers="virtual const"> + <method name="_shaped_text_get_object_rect" qualifiers="virtual const"> <return type="Rect2" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="key" type="Variant" /> <description> - Returns bounding rectangle of the inline object. </description> </method> - <method name="shaped_text_get_objects" qualifiers="virtual const"> + <method name="_shaped_text_get_objects" qualifiers="virtual const"> <return type="Array" /> <param index="0" name="shaped" type="RID" /> <description> - Returns array of inline objects. </description> </method> - <method name="shaped_text_get_orientation" qualifiers="virtual const"> + <method name="_shaped_text_get_orientation" qualifiers="virtual const"> <return type="int" enum="TextServer.Orientation" /> <param index="0" name="shaped" type="RID" /> <description> - eturns text orientation. </description> </method> - <method name="shaped_text_get_parent" qualifiers="virtual const"> + <method name="_shaped_text_get_parent" qualifiers="virtual const"> <return type="RID" /> <param index="0" name="shaped" type="RID" /> <description> - Returns the parent buffer from which the substring originates. </description> </method> - <method name="shaped_text_get_preserve_control" qualifiers="virtual const"> + <method name="_shaped_text_get_preserve_control" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="shaped" type="RID" /> <description> - Returns [code]true[/code] if text buffer is configured to display control characters. </description> </method> - <method name="shaped_text_get_preserve_invalid" qualifiers="virtual const"> + <method name="_shaped_text_get_preserve_invalid" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="shaped" type="RID" /> <description> - Returns [code]true[/code] if text buffer is configured to display hexadecimal codes in place of invalid characters. - [b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of invalid characters. </description> </method> - <method name="shaped_text_get_range" qualifiers="virtual const"> + <method name="_shaped_text_get_range" qualifiers="virtual const"> <return type="Vector2i" /> <param index="0" name="shaped" type="RID" /> <description> - Returns substring buffer character range in the parent buffer. </description> </method> - <method name="shaped_text_get_selection" qualifiers="virtual const"> + <method name="_shaped_text_get_selection" qualifiers="virtual const"> <return type="PackedVector2Array" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="start" type="int" /> <param index="2" name="end" type="int" /> <description> - Returns selection rectangles for the specified character range. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_get_size" qualifiers="virtual const"> + <method name="_shaped_text_get_size" qualifiers="virtual const"> <return type="Vector2" /> <param index="0" name="shaped" type="RID" /> <description> - Returns size of the text. </description> </method> - <method name="shaped_text_get_spacing" qualifiers="virtual const"> + <method name="_shaped_text_get_spacing" qualifiers="virtual const"> <return type="int" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="spacing" type="int" enum="TextServer.SpacingType" /> <description> - Returns extra spacing added between glyphs or lines in pixels. </description> </method> - <method name="shaped_text_get_trim_pos" qualifiers="virtual const"> + <method name="_shaped_text_get_trim_pos" qualifiers="virtual const"> <return type="int" /> <param index="0" name="shaped" type="RID" /> <description> - Returns the position of the overrun trim. </description> </method> - <method name="shaped_text_get_underline_position" qualifiers="virtual const"> + <method name="_shaped_text_get_underline_position" qualifiers="virtual const"> <return type="float" /> <param index="0" name="shaped" type="RID" /> <description> - Returns pixel offset of the underline below the baseline. </description> </method> - <method name="shaped_text_get_underline_thickness" qualifiers="virtual const"> + <method name="_shaped_text_get_underline_thickness" qualifiers="virtual const"> <return type="float" /> <param index="0" name="shaped" type="RID" /> <description> - Returns thickness of the underline. </description> </method> - <method name="shaped_text_get_width" qualifiers="virtual const"> + <method name="_shaped_text_get_width" qualifiers="virtual const"> <return type="float" /> <param index="0" name="shaped" type="RID" /> <description> - Returns width (for horizontal layout) or height (for vertical) of the text. </description> </method> - <method name="shaped_text_get_word_breaks" qualifiers="virtual const"> + <method name="_shaped_text_get_word_breaks" qualifiers="virtual const"> <return type="PackedInt32Array" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="grapheme_flags" type="int" enum="TextServer.GraphemeFlag" /> <description> - Breaks text into words and returns array of character ranges. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_hit_test_grapheme" qualifiers="virtual const"> + <method name="_shaped_text_hit_test_grapheme" qualifiers="virtual const"> <return type="int" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="coord" type="float" /> <description> - Returns grapheme index at the specified pixel offset at the baseline, or [code]-1[/code] if none is found. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_hit_test_position" qualifiers="virtual const"> + <method name="_shaped_text_hit_test_position" qualifiers="virtual const"> <return type="int" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="coord" type="float" /> <description> - Returns caret character offset at the specified pixel offset at the baseline. This function always returns a valid position. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_is_ready" qualifiers="virtual const"> + <method name="_shaped_text_is_ready" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="shaped" type="RID" /> <description> - Returns [code]true[/code] if buffer is successfully shaped. </description> </method> - <method name="shaped_text_next_grapheme_pos" qualifiers="virtual const"> + <method name="_shaped_text_next_grapheme_pos" qualifiers="virtual const"> <return type="int" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="pos" type="int" /> <description> - Returns composite character end position closest to the [param pos]. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_overrun_trim_to_width" qualifiers="virtual"> + <method name="_shaped_text_overrun_trim_to_width" qualifiers="virtual"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="width" type="float" /> <param index="2" name="trim_flags" type="int" enum="TextServer.TextOverrunFlag" /> <description> - Trims text if it exceeds the given width. </description> </method> - <method name="shaped_text_prev_grapheme_pos" qualifiers="virtual const"> + <method name="_shaped_text_prev_grapheme_pos" qualifiers="virtual const"> <return type="int" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="pos" type="int" /> <description> - Returns composite character start position closest to the [param pos]. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="shaped_text_resize_object" qualifiers="virtual"> + <method name="_shaped_text_resize_object" qualifiers="virtual"> <return type="bool" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="key" type="Variant" /> <param index="2" name="size" type="Vector2" /> <param index="3" name="inline_align" type="int" enum="InlineAlignment" /> + <param index="4" name="baseline" type="float" /> <description> - Sets new size and alignment of embedded object. </description> </method> - <method name="shaped_text_set_bidi_override" qualifiers="virtual"> + <method name="_shaped_text_set_bidi_override" qualifiers="virtual"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="override" type="Array" /> <description> - Overrides BiDi for the structured text. - Override ranges should cover full source text without overlaps. BiDi algorithm will be used on each range separately. </description> </method> - <method name="shaped_text_set_custom_punctuation" qualifiers="virtual"> + <method name="_shaped_text_set_custom_punctuation" qualifiers="virtual"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="punct" type="String" /> <description> - Sets custom punctuation character list, used for word breaking. If set to empty string, server defaults are used. </description> </method> - <method name="shaped_text_set_direction" qualifiers="virtual"> + <method name="_shaped_text_set_direction" qualifiers="virtual"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="direction" type="int" enum="TextServer.Direction" /> <description> - Sets desired text [param direction]. If set to [code]TEXT_DIRECTION_AUTO[/code], direction will be detected based on the buffer contents and current locale. </description> </method> - <method name="shaped_text_set_orientation" qualifiers="virtual"> + <method name="_shaped_text_set_orientation" qualifiers="virtual"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="orientation" type="int" enum="TextServer.Orientation" /> <description> - Sets desired text orientation. </description> </method> - <method name="shaped_text_set_preserve_control" qualifiers="virtual"> + <method name="_shaped_text_set_preserve_control" qualifiers="virtual"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="enabled" type="bool" /> <description> - If set to [code]true[/code] text buffer will display control characters. </description> </method> - <method name="shaped_text_set_preserve_invalid" qualifiers="virtual"> + <method name="_shaped_text_set_preserve_invalid" qualifiers="virtual"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="enabled" type="bool" /> <description> - If set to [code]true[/code] text buffer will display invalid characters as hexadecimal codes, otherwise nothing is displayed. </description> </method> - <method name="shaped_text_set_spacing" qualifiers="virtual"> + <method name="_shaped_text_set_spacing" qualifiers="virtual"> <return type="void" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="spacing" type="int" enum="TextServer.SpacingType" /> <param index="2" name="value" type="int" /> <description> - Sets extra spacing added between glyphs or lines in pixels. </description> </method> - <method name="shaped_text_shape" qualifiers="virtual"> + <method name="_shaped_text_shape" qualifiers="virtual"> <return type="bool" /> <param index="0" name="shaped" type="RID" /> <description> - Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is shaped successfully. </description> </method> - <method name="shaped_text_sort_logical" qualifiers="virtual"> + <method name="_shaped_text_sort_logical" qualifiers="virtual"> <return type="const Glyph*" /> <param index="0" name="shaped" type="RID" /> <description> - Returns text glyphs in the logical order. </description> </method> - <method name="shaped_text_substr" qualifiers="virtual const"> + <method name="_shaped_text_substr" qualifiers="virtual const"> <return type="RID" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="start" type="int" /> <param index="2" name="length" type="int" /> <description> - Returns text buffer for the substring of the text in the [param shaped] text buffer (including inline objects). </description> </method> - <method name="shaped_text_tab_align" qualifiers="virtual"> + <method name="_shaped_text_tab_align" qualifiers="virtual"> <return type="float" /> <param index="0" name="shaped" type="RID" /> <param index="1" name="tab_stops" type="PackedFloat32Array" /> <description> - Aligns shaped text to the given tab-stops. </description> </method> - <method name="shaped_text_update_breaks" qualifiers="virtual"> + <method name="_shaped_text_update_breaks" qualifiers="virtual"> <return type="bool" /> <param index="0" name="shaped" type="RID" /> <description> - Updates line breaking positions in the text buffer. - [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="shaped_text_update_justification_ops" qualifiers="virtual"> + <method name="_shaped_text_update_justification_ops" qualifiers="virtual"> <return type="bool" /> <param index="0" name="shaped" type="RID" /> <description> - Updates line justification positions (word breaks and elongations) in the text buffer. - [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"> + <method name="_spoof_check" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="string" type="String" /> <description> - Returns [code]true[/code] if [param string] is likely to be an attempt at confusing the reader. </description> </method> - <method name="string_get_word_breaks" qualifiers="virtual const"> + <method name="_string_get_word_breaks" qualifiers="virtual const"> <return type="PackedInt32Array" /> <param index="0" name="string" type="String" /> <param index="1" name="language" type="String" /> + <param index="2" name="chars_per_line" type="int" /> <description> - Returns array of the word break character offsets. </description> </method> - <method name="string_to_lower" qualifiers="virtual const"> + <method name="_string_to_lower" qualifiers="virtual const"> <return type="String" /> <param index="0" name="string" type="String" /> <param index="1" name="language" type="String" /> <description> - Returns the string converted to lowercase. </description> </method> - <method name="string_to_upper" qualifiers="virtual const"> + <method name="_string_to_upper" qualifiers="virtual const"> <return type="String" /> <param index="0" name="string" type="String" /> <param index="1" name="language" type="String" /> <description> - Returns the string converted to uppercase. </description> </method> - <method name="strip_diacritics" qualifiers="virtual const"> + <method name="_strip_diacritics" qualifiers="virtual const"> <return type="String" /> <param index="0" name="string" type="String" /> <description> - Strips diacritics from the string. - [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used. </description> </method> - <method name="tag_to_name" qualifiers="virtual const"> + <method name="_tag_to_name" qualifiers="virtual const"> <return type="String" /> <param index="0" name="tag" type="int" /> <description> - Converts OpenType tag to readable feature, variation, script or language name. </description> </method> </methods> diff --git a/doc/classes/TextServerManager.xml b/doc/classes/TextServerManager.xml index 19b0e9e6f2..9477e5ec54 100644 --- a/doc/classes/TextServerManager.xml +++ b/doc/classes/TextServerManager.xml @@ -38,7 +38,7 @@ </description> </method> <method name="get_interfaces" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> Returns a list of available interfaces the index and name of each interface. </description> diff --git a/doc/classes/Texture.xml b/doc/classes/Texture.xml index df6e0433dc..86c9026fd1 100644 --- a/doc/classes/Texture.xml +++ b/doc/classes/Texture.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Texture" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Base class for all texture types. </brief_description> <description> + [Texture] is the base class for all texture types. Common texture types are [Texture2D] and [ImageTexture]. See also [Image]. </description> <tutorials> </tutorials> diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml index 14e89a1b74..aac197090a 100644 --- a/doc/classes/Texture2D.xml +++ b/doc/classes/Texture2D.xml @@ -19,6 +19,8 @@ <param index="2" name="modulate" type="Color" /> <param index="3" name="transpose" type="bool" /> <description> + Called when the entire [Texture2D] is requested to be drawn over a [CanvasItem], with the top-left offset specified in [param pos]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation). + [b]Note:[/b] This is only used in 2D rendering, not 3D. </description> </method> <method name="_draw_rect" qualifiers="virtual const"> @@ -29,32 +31,39 @@ <param index="3" name="modulate" type="Color" /> <param index="4" name="transpose" type="bool" /> <description> + Called when the [Texture2D] is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation). + [b]Note:[/b] This is only used in 2D rendering, not 3D. </description> </method> <method name="_draw_rect_region" qualifiers="virtual const"> <return type="void" /> - <param index="0" name="tp_canvas_item" type="RID" /> + <param index="0" name="to_canvas_item" type="RID" /> <param index="1" name="rect" type="Rect2" /> <param index="2" name="src_rect" type="Rect2" /> <param index="3" name="modulate" type="Color" /> <param index="4" name="transpose" type="bool" /> <param index="5" name="clip_uv" type="bool" /> <description> + Called when a part of the [Texture2D] specified by [param src_rect]'s coordinates is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation). + [b]Note:[/b] This is only used in 2D rendering, not 3D. </description> </method> <method name="_get_height" qualifiers="virtual const"> <return type="int" /> <description> + Called when the [Texture2D]'s height is queried. </description> </method> <method name="_get_width" qualifiers="virtual const"> <return type="int" /> <description> + Called when the [Texture2D]'s width is queried. </description> </method> <method name="_has_alpha" qualifiers="virtual const"> <return type="bool" /> <description> + Called when the presence of an alpha channel in the [Texture2D] is queried. </description> </method> <method name="_is_pixel_opaque" qualifiers="virtual const"> @@ -62,6 +71,7 @@ <param index="0" name="x" type="int" /> <param index="1" name="y" type="int" /> <description> + Called when a pixel's opaque state in the [Texture2D] is queried at the specified [code](x, y)[/code] position. </description> </method> <method name="draw" qualifiers="const"> @@ -100,7 +110,7 @@ <method name="get_height" qualifiers="const"> <return type="int" /> <description> - Returns the texture height. + Returns the texture height in pixels. </description> </method> <method name="get_image" qualifiers="const"> @@ -113,13 +123,13 @@ <method name="get_size" qualifiers="const"> <return type="Vector2" /> <description> - Returns the texture size. + Returns the texture size in pixels. </description> </method> <method name="get_width" qualifiers="const"> <return type="int" /> <description> - Returns the texture width. + Returns the texture width in pixels. </description> </method> <method name="has_alpha" qualifiers="const"> diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml index 6f059b5fbf..ec00198db1 100644 --- a/doc/classes/Texture2DArray.xml +++ b/doc/classes/Texture2DArray.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Texture2DArray" inherits="ImageTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels. </brief_description> <description> + A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions. + A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader. + To create such a texture file yourself, reimport your image files using the Godot Editor import presets. </description> <tutorials> </tutorials> diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml index 4968f46fe8..1a66932d62 100644 --- a/doc/classes/Texture3D.xml +++ b/doc/classes/Texture3D.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Texture3D" inherits="Texture" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Base class for 3-dimensionnal textures. </brief_description> <description> + Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. [Texture3D] is the base class for all 3-dimensional texture types. See also [TextureLayered]. + All images need to have the same width, height and number of mipmap levels. + To create such a texture file yourself, reimport your image files using the Godot Editor import presets. </description> <tutorials> </tutorials> @@ -10,61 +14,73 @@ <method name="_get_data" qualifiers="virtual const"> <return type="Image[]" /> <description> + Called when the [Texture3D]'s data is queried. </description> </method> <method name="_get_depth" qualifiers="virtual const"> <return type="int" /> <description> + Called when the [Texture3D]'s depth is queried. </description> </method> <method name="_get_format" qualifiers="virtual const"> <return type="int" enum="Image.Format" /> <description> + Called when the [Texture3D]'s format is queried. </description> </method> <method name="_get_height" qualifiers="virtual const"> <return type="int" /> <description> + Called when the [Texture3D]'s height is queried. </description> </method> <method name="_get_width" qualifiers="virtual const"> <return type="int" /> <description> + Called when the [Texture3D]'s width is queried. </description> </method> <method name="_has_mipmaps" qualifiers="virtual const"> <return type="bool" /> <description> + Called when the presence of mipmaps in the [Texture3D] is queried. </description> </method> <method name="get_data" qualifiers="const"> <return type="Image[]" /> <description> + Returns the [Texture3D]'s data as an array of [Image]s. Each [Image] represents a [i]slice[/i] of the [Texture3D], with different slices mapping to different depth (Z axis) levels. </description> </method> <method name="get_depth" qualifiers="const"> <return type="int" /> <description> + Returns the [Texture3D]'s depth in pixels. Depth is typically represented by the Z axis (a dimension not present in [Texture2D]). </description> </method> <method name="get_format" qualifiers="const"> <return type="int" enum="Image.Format" /> <description> + Returns the current format being used by this texture. See [enum Image.Format] for details. </description> </method> <method name="get_height" qualifiers="const"> <return type="int" /> <description> + Returns the [Texture3D]'s height in pixels. Width is typically represented by the Y axis. </description> </method> <method name="get_width" qualifiers="const"> <return type="int" /> <description> + Returns the [Texture3D]'s width in pixels. Width is typically represented by the X axis. </description> </method> <method name="has_mipmaps" qualifiers="const"> <return type="bool" /> <description> + Returns [code]true[/code] if the [Texture3D] has generated mipmaps. </description> </method> </methods> diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml index 043eeb9a80..b185828577 100644 --- a/doc/classes/TextureButton.xml +++ b/doc/classes/TextureButton.xml @@ -27,19 +27,19 @@ <member name="texture_click_mask" type="BitMap" setter="set_click_mask" getter="get_click_mask"> Pure black and white [BitMap] image to use for click detection. On the mask, white pixels represent the button's clickable area. Use it to create buttons with curved shapes. </member> - <member name="texture_disabled" type="Texture2D" setter="set_disabled_texture" getter="get_disabled_texture"> + <member name="texture_disabled" type="Texture2D" setter="set_texture_disabled" getter="get_texture_disabled"> Texture to display when the node is disabled. See [member BaseButton.disabled]. </member> - <member name="texture_focused" type="Texture2D" setter="set_focused_texture" getter="get_focused_texture"> + <member name="texture_focused" type="Texture2D" setter="set_texture_focused" getter="get_texture_focused"> Texture to display when the node has mouse or keyboard focus. [member texture_focused] is displayed [i]over[/i] the base texture, so a partially transparent texture should be used to ensure the base texture remains visible. A texture that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a fully transparent texture of any size. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons. </member> - <member name="texture_hover" type="Texture2D" setter="set_hover_texture" getter="get_hover_texture"> + <member name="texture_hover" type="Texture2D" setter="set_texture_hover" getter="get_texture_hover"> Texture to display when the mouse hovers the node. </member> - <member name="texture_normal" type="Texture2D" setter="set_normal_texture" getter="get_normal_texture"> + <member name="texture_normal" type="Texture2D" setter="set_texture_normal" getter="get_texture_normal"> Texture to display by default, when the node is [b]not[/b] in the disabled, focused, hover or pressed state. </member> - <member name="texture_pressed" type="Texture2D" setter="set_pressed_texture" getter="get_pressed_texture"> + <member name="texture_pressed" type="Texture2D" setter="set_texture_pressed" getter="get_texture_pressed"> Texture to display on mouse down over the node, if the node has keyboard focus and the player presses the Enter key or if the player presses the [member BaseButton.shortcut] key. </member> </members> diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml index 7b528e2082..8f6dff7acf 100644 --- a/doc/classes/TextureLayered.xml +++ b/doc/classes/TextureLayered.xml @@ -1,10 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="TextureLayered" inherits="Texture" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Base class for 3D texture types. + Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format. </brief_description> <description> - Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer. + Base class for [ImageTextureLayered]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D]. + Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer. + All images need to have the same width, height and number of mipmap levels. + A [TextureLayered] can be loaded with [method ResourceLoader.load]. + Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, GLES3). </description> <tutorials> </tutorials> @@ -12,37 +16,44 @@ <method name="_get_format" qualifiers="virtual const"> <return type="int" enum="Image.Format" /> <description> + Called when the [TextureLayered]'s format is queried. </description> </method> <method name="_get_height" qualifiers="virtual const"> <return type="int" /> <description> + Called when the the [TextureLayered]'s height is queried. </description> </method> <method name="_get_layer_data" qualifiers="virtual const"> <return type="Image" /> <param index="0" name="layer_index" type="int" /> <description> + Called when the data for a layer in the [TextureLayered] is queried. </description> </method> <method name="_get_layered_type" qualifiers="virtual const"> <return type="int" /> <description> + Called when the layers' type in the [TextureLayered] is queried. </description> </method> <method name="_get_layers" qualifiers="virtual const"> <return type="int" /> <description> + Called when the number of layers in the [TextureLayered] is queried. </description> </method> <method name="_get_width" qualifiers="virtual const"> <return type="int" /> <description> + Called when the [TextureLayered]'s width queried. </description> </method> <method name="_has_mipmaps" qualifiers="virtual const"> <return type="bool" /> <description> + Called when the presence of mipmaps in the [TextureLayered] is queried. </description> </method> <method name="get_format" qualifiers="const"> @@ -54,7 +65,7 @@ <method name="get_height" qualifiers="const"> <return type="int" /> <description> - Returns the height of the texture. Height is typically represented by the Y-axis. + Returns the height of the texture in pixels. Height is typically represented by the Y axis. </description> </method> <method name="get_layer_data" qualifiers="const"> @@ -67,31 +78,37 @@ <method name="get_layered_type" qualifiers="const"> <return type="int" enum="TextureLayered.LayeredType" /> <description> + Returns the [TextureLayered]'s type. The type determines how the data is accessed, with cubemaps having special types. </description> </method> <method name="get_layers" qualifiers="const"> <return type="int" /> <description> + Returns the number of referenced [Image]s. </description> </method> <method name="get_width" qualifiers="const"> <return type="int" /> <description> - Returns the width of the texture. Width is typically represented by the X-axis. + Returns the width of the texture in pixels. Width is typically represented by the X axis. </description> </method> <method name="has_mipmaps" qualifiers="const"> <return type="bool" /> <description> + Returns [code]true[/code] if the layers have generated mipmaps. </description> </method> </methods> <constants> <constant name="LAYERED_TYPE_2D_ARRAY" value="0" enum="LayeredType"> + Texture is a generic [Texture2DArray]. </constant> <constant name="LAYERED_TYPE_CUBEMAP" value="1" enum="LayeredType"> + Texture is a [Cubemap], with each side in its own layer (6 in total). </constant> <constant name="LAYERED_TYPE_CUBEMAP_ARRAY" value="2" enum="LayeredType"> + Texture is a [CubemapArray], with each cubemap being made of 6 layers. </constant> </constants> </class> diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml index fcdb18e10d..d7a9d06a15 100644 --- a/doc/classes/TextureProgressBar.xml +++ b/doc/classes/TextureProgressBar.xml @@ -13,6 +13,7 @@ <return type="int" /> <param index="0" name="margin" type="int" enum="Side" /> <description> + Returns the stretch margin with the specified index. See [member stretch_margin_bottom] and related properties. </description> </method> <method name="set_stretch_margin"> @@ -20,6 +21,7 @@ <param index="0" name="margin" type="int" enum="Side" /> <param index="1" name="value" type="int" /> <description> + Sets the stretch margin with the specified index. See [member stretch_margin_bottom] and related properties. </description> </method> </methods> @@ -27,6 +29,7 @@ <member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode" default="0"> The fill direction. See [enum FillMode] for possible values. </member> + <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="1" /> <member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch" default="false"> If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching. </member> @@ -40,6 +43,8 @@ <member name="radial_initial_angle" type="float" setter="set_radial_initial_angle" getter="get_radial_initial_angle" default="0.0"> Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]min_value[/code], the texture doesn't show up at all. When the [code]value[/code] increases, the texture fills and tends towards [member radial_fill_degrees]. </member> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" /> + <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" /> <member name="stretch_margin_bottom" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0"> The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders. </member> diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index 868933bdf7..7fc01ea353 100644 --- a/doc/classes/Theme.xml +++ b/doc/classes/Theme.xml @@ -150,7 +150,7 @@ <description> Returns the [Font] property defined by [param name] and [param theme_type], if it exists. Returns the default theme font if the property doesn't exist and the default theme font is set up (see [member default_font]). Use [method has_font] to check for existence of the property and [method has_default_font] to check for existence of the default theme font. - Returns the engine fallback font value, if neither exist. + Returns the engine fallback font value, if neither exist (see [member ThemeDB.fallback_font]). </description> </method> <method name="get_font_list" qualifiers="const"> @@ -167,7 +167,7 @@ <description> Returns the font size property defined by [param name] and [param theme_type], if it exists. Returns the default theme font size if the property doesn't exist and the default theme font size is set up (see [member default_font_size]). Use [method has_font_size] to check for existence of the property and [method has_default_font_size] to check for existence of the default theme font. - Returns the engine fallback font size value, if neither exist. + Returns the engine fallback font size value, if neither exist (see [member ThemeDB.fallback_font_size]). </description> </method> <method name="get_font_size_list" qualifiers="const"> @@ -195,7 +195,7 @@ <param index="1" name="theme_type" type="StringName" /> <description> Returns the icon property defined by [param name] and [param theme_type], if it exists. - Returns the engine fallback icon value if the property doesn't exist. Use [method has_icon] to check for existence. + Returns the engine fallback icon value if the property doesn't exist (see [member ThemeDB.fallback_icon]). Use [method has_icon] to check for existence. </description> </method> <method name="get_icon_list" qualifiers="const"> @@ -217,7 +217,7 @@ <param index="1" name="theme_type" type="StringName" /> <description> Returns the [StyleBox] property defined by [param name] and [param theme_type], if it exists. - Returns the engine fallback stylebox value if the property doesn't exist. Use [method has_stylebox] to check for existence. + Returns the engine fallback stylebox value if the property doesn't exist (see [member ThemeDB.fallback_stylebox]). Use [method has_stylebox] to check for existence. </description> </method> <method name="get_stylebox_list" qualifiers="const"> @@ -240,7 +240,7 @@ <param index="2" name="theme_type" type="StringName" /> <description> Returns the theme property of [param data_type] defined by [param name] and [param theme_type], if it exists. - Returns the engine fallback icon value if the property doesn't exist. Use [method has_theme_item] to check for existence. + Returns the engine fallback icon value if the property doesn't exist (see [ThemeDB]). Use [method has_theme_item] to check for existence. [b]Note:[/b] This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic. </description> </method> @@ -542,15 +542,15 @@ </methods> <members> <member name="default_base_scale" type="float" setter="set_default_base_scale" getter="get_default_base_scale" default="0.0"> - The default base scale factor of this theme resource. Used by some controls to scale their visual properties based on the global scale factor. If this value is set to [code]0.0[/code], the global scale factor is used. + The default base scale factor of this theme resource. Used by some controls to scale their visual properties based on the global scale factor. If this value is set to [code]0.0[/code], the global scale factor is used (see [member ThemeDB.fallback_base_scale]). Use [method has_default_base_scale] to check if this value is valid. </member> <member name="default_font" type="Font" setter="set_default_font" getter="get_default_font"> - The default font of this theme resource. Used as the default value when trying to fetch a font resource that doesn't exist in this theme or is in invalid state. If the default font is also missing or invalid, the engine fallback value is used. + The default font of this theme resource. Used as the default value when trying to fetch a font resource that doesn't exist in this theme or is in invalid state. If the default font is also missing or invalid, the engine fallback value is used (see [member ThemeDB.fallback_font]). Use [method has_default_font] to check if this value is valid. </member> <member name="default_font_size" type="int" setter="set_default_font_size" getter="get_default_font_size" default="-1"> - The default font size of this theme resource. Used as the default value when trying to fetch a font size value that doesn't exist in this theme or is in invalid state. If the default font size is also missing or invalid, the engine fallback value is used. + The default font size of this theme resource. Used as the default value when trying to fetch a font size value that doesn't exist in this theme or is in invalid state. If the default font size is also missing or invalid, the engine fallback value is used (see [member ThemeDB.fallback_font_size]). Values below [code]0[/code] are invalid and can be used to unset the property. Use [method has_default_font_size] to check if this value is valid. </member> </members> diff --git a/doc/classes/ThemeDB.xml b/doc/classes/ThemeDB.xml new file mode 100644 index 0000000000..6003ffb28e --- /dev/null +++ b/doc/classes/ThemeDB.xml @@ -0,0 +1,54 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="ThemeDB" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + An engine singleton providing access to static [Theme] information, such as default and project theme, and fallback values. + </brief_description> + <description> + This engine singleton provides access to static information about [Theme] resources used by the engine and by your projects. You can fetch the default engine theme, as well as your project configured theme. + [ThemeDB] also contains fallback values for theme properties. + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_default_theme"> + <return type="Theme" /> + <description> + Returns a reference to the default engine [Theme]. This theme resource is responsible for the out-of-the-box look of [Control] nodes and cannot be overridden. + </description> + </method> + <method name="get_project_theme"> + <return type="Theme" /> + <description> + Returns a reference to the custom project [Theme]. This theme resources allows to override the default engine theme for every control node in the project. + To set the project theme, see [member ProjectSettings.gui/theme/custom]. + </description> + </method> + </methods> + <members> + <member name="fallback_base_scale" type="float" setter="set_fallback_base_scale" getter="get_fallback_base_scale" default="1.0"> + The fallback base scale factor of every [Control] node and [Theme] resource. Used when no other value is available to the control. + See also [member Theme.default_base_scale]. + </member> + <member name="fallback_font" type="Font" setter="set_fallback_font" getter="get_fallback_font"> + The fallback font of every [Control] node and [Theme] resource. Used when no other value is available to the control. + See also [member Theme.default_font]. + </member> + <member name="fallback_font_size" type="int" setter="set_fallback_font_size" getter="get_fallback_font_size" default="16"> + The fallback font size of every [Control] node and [Theme] resource. Used when no other value is available to the control. + See also [member Theme.default_font_size]. + </member> + <member name="fallback_icon" type="Texture2D" setter="set_fallback_icon" getter="get_fallback_icon"> + The fallback icon of every [Control] node and [Theme] resource. Used when no other value is available to the control. + </member> + <member name="fallback_stylebox" type="StyleBox" setter="set_fallback_stylebox" getter="get_fallback_stylebox"> + The fallback stylebox of every [Control] node and [Theme] resource. Used when no other value is available to the control. + </member> + </members> + <signals> + <signal name="fallback_changed"> + <description> + Emitted when one of the fallback values had been changed. Use it to refresh the look of controls that may rely on the fallback theme items. + </description> + </signal> + </signals> +</class> diff --git a/doc/classes/TileData.xml b/doc/classes/TileData.xml index 798a536a88..f815b8d0c3 100644 --- a/doc/classes/TileData.xml +++ b/doc/classes/TileData.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="TileData" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Settings for a single tile in a [TileSet]. </brief_description> <description> + [TileData] object represents a single tile in a [TileSet]. It is usually edited using the tileset editor, but it can be modified at runtime using [method TileMap._tile_data_runtime_update]. </description> <tutorials> </tutorials> @@ -196,32 +198,43 @@ </methods> <members> <member name="flip_h" type="bool" setter="set_flip_h" getter="get_flip_h" default="false"> + If [code]true[/code], the tile will have its texture flipped horizontally. </member> <member name="flip_v" type="bool" setter="set_flip_v" getter="get_flip_v" default="false"> + If [code]true[/code], the tile will have its texture flipped vertically. </member> <member name="material" type="Material" setter="set_material" getter="get_material"> The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] to use the default shader, or a [ShaderMaterial] to use a custom shader. </member> <member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)"> + Color modulation of the tile. </member> <member name="probability" type="float" setter="set_probability" getter="get_probability" default="1.0"> + Relative probability of this tile being selected when drawing a pattern of random tiles. </member> <member name="terrain" type="int" setter="set_terrain" getter="get_terrain" default="-1"> + ID of the terrain from the terrain set that the tile uses. </member> <member name="terrain_set" type="int" setter="set_terrain_set" getter="get_terrain_set" default="-1"> + ID of the terrain set that the tile uses. </member> <member name="texture_offset" type="Vector2i" setter="set_texture_offset" getter="get_texture_offset" default="Vector2i(0, 0)"> + Offsets the position of where the tile is drawn. </member> <member name="transpose" type="bool" setter="set_transpose" getter="get_transpose" default="false"> + If [code]true[/code], the tile will display transposed, i.e. with horizontal and vertical texture UVs swapped. </member> <member name="y_sort_origin" type="int" setter="set_y_sort_origin" getter="get_y_sort_origin" default="0"> + Vertical point of the tile used for determining y-sorted order. </member> <member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0"> + Ordering index of this tile, relative to [TileMap]. </member> </members> <signals> <signal name="changed"> <description> + Emitted when any of the properties are changed. </description> </signal> </signals> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 4266a414ce..8b537545bc 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -41,7 +41,7 @@ <return type="void" /> <param index="0" name="to_position" type="int" /> <description> - Adds a layer at the given position [param to_position] in the array. If [param to_position] is -1, adds it at the end of the array. + Adds a layer at the given position [param to_position] in the array. If [param to_position] is negative, the position is counted from the end, with [code]-1[/code] adding the layer at the end of the array. </description> </method> <method name="clear"> @@ -77,14 +77,14 @@ <description> Triggers an update of the TileMap. If [param layer] is provided, only updates the given layer. [b]Note:[/b] The TileMap node updates automatically when one of its properties is modified. A manual update is only needed if runtime modifications (implemented in [method _tile_data_runtime_update]) need to be applied. - [b]Warning:[/b] Updating the TileMap is a performance demanding task. Limit occurrences of those updates to the minimum and limit the amount tiles they impact (by segregating tiles updated often to a dedicated layer for example). + [b]Warning:[/b] Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of updates and the tiles they impact (by placing frequently updated tiles in a dedicated layer for example). </description> </method> <method name="get_cell_alternative_tile" qualifiers="const"> <return type="int" /> <param index="0" name="layer" type="int" /> <param index="1" name="coords" type="Vector2i" /> - <param index="2" name="use_proxies" type="bool" /> + <param index="2" name="use_proxies" type="bool" default="false" /> <description> Returns the tile alternative ID of the cell on layer [param layer] at [param coords]. If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy]. </description> @@ -93,7 +93,7 @@ <return type="Vector2i" /> <param index="0" name="layer" type="int" /> <param index="1" name="coords" type="Vector2i" /> - <param index="2" name="use_proxies" type="bool" /> + <param index="2" name="use_proxies" type="bool" default="false" /> <description> Returns the tile atlas coordinates ID of the cell on layer [param layer] at coordinates [param coords]. If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy]. </description> @@ -102,11 +102,21 @@ <return type="int" /> <param index="0" name="layer" type="int" /> <param index="1" name="coords" type="Vector2i" /> - <param index="2" name="use_proxies" type="bool" /> + <param index="2" name="use_proxies" type="bool" default="false" /> <description> Returns the tile source ID of the cell on layer [param layer] at coordinates [param coords]. If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy]. </description> </method> + <method name="get_cell_tile_data" qualifiers="const"> + <return type="TileData" /> + <param index="0" name="layer" type="int" /> + <param index="1" name="coords" type="Vector2i" /> + <param index="2" name="use_proxies" type="bool" default="false" /> + <description> + Returns the [TileData] object associated with the given cell, or [code]null[/code] if the cell is not a [TileSetAtlasSource]. + If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy]. + </description> + </method> <method name="get_coords_for_body_rid"> <return type="Vector2i" /> <param index="0" name="body" type="RID" /> @@ -145,6 +155,7 @@ <method name="get_layers_count" qualifiers="const"> <return type="int" /> <description> + Returns the number of layers in the TileMap. </description> </method> <method name="get_neighbor_cell" qualifiers="const"> @@ -163,7 +174,7 @@ Creates a new [TileMapPattern] from the given layer and set of cells. </description> </method> - <method name="get_surrounding_tiles"> + <method name="get_surrounding_cells"> <return type="Vector2i[]" /> <param index="0" name="coords" type="Vector2i" /> <description> @@ -178,7 +189,7 @@ </description> </method> <method name="get_used_rect"> - <return type="Rect2" /> + <return type="Rect2i" /> <description> Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers. </description> @@ -197,6 +208,13 @@ Returns if a layer Y-sorts its tiles. </description> </method> + <method name="local_to_map" qualifiers="const"> + <return type="Vector2i" /> + <param index="0" name="local_position" type="Vector2" /> + <description> + Returns the map coordinates of the cell containing the given [param local_position]. If [param local_position] is in global coordinates, consider using [method Node2D.to_local] before passing it to this method. See also [method map_to_local]. + </description> + </method> <method name="map_pattern"> <return type="Vector2i" /> <param index="0" name="position_in_tilemap" type="Vector2i" /> @@ -206,12 +224,12 @@ Returns for the given coordinate [param coords_in_pattern] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [param position_in_tilemap] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code] </description> </method> - <method name="map_to_world" qualifiers="const"> + <method name="map_to_local" qualifiers="const"> <return type="Vector2" /> <param index="0" name="map_position" type="Vector2i" /> <description> - Returns a local position of the center of the cell at the given tilemap (grid-based) coordinates. - [b]Note:[/b] This doesn't correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_offset] property of individual tiles. + Returns the centered position of a cell in the TileMap's local coordinate space. To convert the returned value into global coordinates, use [method Node2D.to_global]. See also [method local_to_map]. + [b]Note:[/b] This may not correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_offset] property of individual tiles. </description> </method> <method name="move_layer"> @@ -239,8 +257,9 @@ <description> Sets the tile indentifiers for the cell on layer [param layer] at coordinates [param coords]. Each tile of the [TileSet] is identified using three parts: - The source identifier [param source_id] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id], - - The atlas coordinates identifier [param atlas_coords] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]. For [TileSetScenesCollectionSource] it should be 0), + - The atlas coordinates identifier [param atlas_coords] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]. For [TileSetScenesCollectionSource] it should always be [code]Vector2i(0, 0)[/code]), - The alternative tile identifier [param alternative_tile] identifies a tile alternative the source is a [TileSetAtlasSource], and the scene for a [TileSetScenesCollectionSource]. + If [param source_id] is set to [code]-1[/code], [param atlas_coords] to [code]Vector2i(-1, -1)[/code] or [param alternative_tile] to [code]-1[/code], the cell will be erased. An erased cell gets [b]all[/b] its identifiers automatically set to their respective invalid values, namely [code]-1[/code], [code]Vector2i(-1, -1)[/code] and [code]-1[/code]. </description> </method> <method name="set_cells_terrain_connect"> @@ -253,7 +272,6 @@ <description> Update all the cells in the [param cells] coordinates array so that they use the given [param terrain] for the given [param terrain_set]. If an updated cell has the same terrain as one of its neighboring cells, this function tries to join the two. This function might update neighboring tiles if needed to create correct terrain transitions. If [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. - If [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. [b]Note:[/b] To work correctly, [code]set_cells_terrain_connect[/code] requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results. </description> </method> @@ -276,14 +294,16 @@ <param index="1" name="enabled" type="bool" /> <description> Enables or disables the layer [param layer]. A disabled layer is not processed at all (no rendering, no physics, etc...). + If [param layer] is negative, the layers are accessed from the last one. </description> </method> <method name="set_layer_modulate"> <return type="void" /> <param index="0" name="layer" type="int" /> - <param index="1" name="enabled" type="Color" /> + <param index="1" name="modulate" type="Color" /> <description> Sets a layer's color. It will be multiplied by tile's color and TileMap's modulate. + If [code]layer[/code] is negative, the layers are accessed from the last one. </description> </method> <method name="set_layer_name"> @@ -292,6 +312,7 @@ <param index="1" name="name" type="String" /> <description> Sets a layer's name. This is mostly useful in the editor. + If [code]layer[/code] is negative, the layers are accessed from the last one. </description> </method> <method name="set_layer_y_sort_enabled"> @@ -301,6 +322,7 @@ <description> Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer will behave as a CanvasItem node where each of its tile gets Y-sorted. Y-sorted layers should usually be on different Z-index values than not Y-sorted layers, otherwise, each of those layer will be Y-sorted as whole with the Y-sorted one. This is usually an undesired behvaior. + If [code]layer[/code] is negative, the layers are accessed from the last one. </description> </method> <method name="set_layer_y_sort_origin"> @@ -310,6 +332,7 @@ <description> Sets a layer's Y-sort origin value. This Y-sort origin value is added to each tile's Y-sort origin value. This allows, for example, to fake a different height level on each layer. This can be useful for top-down view games. + If [code]layer[/code] is negative, the layers are accessed from the last one. </description> </method> <method name="set_layer_z_index"> @@ -318,6 +341,7 @@ <param index="1" name="z_index" type="int" /> <description> Sets a layers Z-index value. This Z-index is added to each tile's Z-index value. + If [code]layer[/code] is negative, the layers are accessed from the last one. </description> </method> <method name="set_pattern"> @@ -329,13 +353,6 @@ Paste the given [TileMapPattern] at the given [param position] and [param layer] in the tile map. </description> </method> - <method name="world_to_map" qualifiers="const"> - <return type="Vector2i" /> - <param index="0" name="world_position" type="Vector2" /> - <description> - Returns the tilemap (grid-based) coordinates corresponding to the given local position. - </description> - </method> </methods> <members> <member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size" default="16"> @@ -349,7 +366,7 @@ Show or hide the TileMap's collision shapes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show collision debug settings. </member> <member name="navigation_visibility_mode" type="int" setter="set_navigation_visibility_mode" getter="get_navigation_visibility_mode" enum="TileMap.VisibilityMode" default="0"> - Show or hide the TileMap's collision shapes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings. + Show or hide the TileMap's navigation meshes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings. </member> <member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset"> The assigned [TileSet]. diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 7ced16d1af..7fc6ba8161 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -7,7 +7,6 @@ A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of [TileSetSource], each of them storing a set of tiles. Tiles can either be from a [TileSetAtlasSource], that render tiles out of a texture with support for physics, navigation, etc... or from a [TileSetScenesCollectionSource] which exposes scene-based tiles. Tiles are referenced by using three IDs: their source ID, their atlas coordinates ID and their alternative tile ID. - A TileSet can be configured so that its tiles expose more or less properties. To do so, the TileSet resources uses property layers, that you can add or remove depending on your needs. For example, adding a physics layer allows giving collision shapes to your tiles. Each layer having dedicated properties (physics layer an mask), you may add several TileSet physics layers for each type of collision you need. See the functions to add new layers for more information. @@ -617,6 +616,7 @@ </constant> <constant name="TILE_SHAPE_ISOMETRIC" value="1" enum="TileShape"> Diamond tile shape (for isometric look). + [b]Note:[/b] Isometric [TileSet] works best if [TileMap] and all its layers have Y-sort enabled. </constant> <constant name="TILE_SHAPE_HALF_OFFSET_SQUARE" value="2" enum="TileShape"> Rectangular tile shape with one row/column out of two offset by half a tile. diff --git a/doc/classes/TileSetAtlasSource.xml b/doc/classes/TileSetAtlasSource.xml index df469cd030..5efc1da6f9 100644 --- a/doc/classes/TileSetAtlasSource.xml +++ b/doc/classes/TileSetAtlasSource.xml @@ -6,9 +6,7 @@ <description> An atlas is a grid of tiles laid out on a texture. Each tile in the grid must be exposed using [method create_tile]. Those tiles are then indexed using their coordinates in the grid. Each tile can also have a size in the grid coordinates, making it more or less cells in the atlas. - Alternatives version of a tile can be created using [method create_alternative_tile], which are then indexed using an alternative ID. The main tile (the one in the grid), is accessed with an alternative ID equal to 0. - Each tile alternate has a set of properties that is defined by the source's [TileSet] layers. Those properties are stored in a TileData object that can be accessed and modified using [method get_tile_data]. As TileData properties are stored directly in the TileSetAtlasSource resource, their properties might also be set using [code]TileSetAtlasSource.set("<coords_x>:<coords_y>/<alternative_id>/<tile_data_property>")[/code]. </description> diff --git a/doc/classes/TileSetSource.xml b/doc/classes/TileSetSource.xml index e88e725bf4..4ebd7735b0 100644 --- a/doc/classes/TileSetSource.xml +++ b/doc/classes/TileSetSource.xml @@ -7,7 +7,6 @@ Exposes a set of tiles for a [TileSet] resource. Tiles in a source are indexed with two IDs, coordinates ID (of type Vector2i) and an alternative ID (of type int), named according to their use in the [TileSetAtlasSource] class. Depending on the TileSet source type, those IDs might have restrictions on their values, this is why the base [TileSetSource] class only exposes getters for them. - You can iterate over all tiles exposed by a TileSetSource by first iterating over coordinates IDs using [method get_tiles_count] and [method get_tile_id], then over alternative IDs using [method get_alternative_tiles_count] and [method get_alternative_tile_id]. </description> <tutorials> diff --git a/doc/classes/Time.xml b/doc/classes/Time.xml index cdbe30c444..1abe017a4d 100644 --- a/doc/classes/Time.xml +++ b/doc/classes/Time.xml @@ -17,7 +17,7 @@ <return type="Dictionary" /> <param index="0" name="utc" type="bool" default="false" /> <description> - Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/code] (Daylight Savings Time). + Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], and [code]weekday[/code]. The returned values are in the system's local time when [param utc] is [code]false[/code], otherwise they are in UTC. </description> </method> @@ -57,7 +57,7 @@ <return type="Dictionary" /> <param index="0" name="utc" type="bool" default="false" /> <description> - Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code]. + Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], [code]second[/code], and [code]dst[/code] (Daylight Savings Time). </description> </method> <method name="get_datetime_dict_from_unix_time" qualifiers="const"> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index 905b3d77af..f3ed90a015 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -123,6 +123,12 @@ Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component. </description> </method> + <method name="is_finite" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this transform is finite, by calling [method @GlobalScope.is_finite] on each component. + </description> + </method> <method name="looking_at" qualifiers="const"> <return type="Transform2D" /> <param index="0" name="target" type="Vector2" default="Vector2(0, 0)" /> @@ -177,28 +183,6 @@ This can be seen as transforming with respect to the local frame. </description> </method> - <method name="set_rotation"> - <return type="void" /> - <param index="0" name="rotation" type="float" /> - <description> - Sets the transform's rotation (in radians). - </description> - </method> - <method name="set_scale"> - <return type="void" /> - <param index="0" name="scale" type="Vector2" /> - <description> - Sets the transform's scale. - [b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed. - </description> - </method> - <method name="set_skew"> - <return type="void" /> - <param index="0" name="skew" type="float" /> - <description> - Sets the transform's skew (in radians). - </description> - </method> <method name="translated" qualifiers="const"> <return type="Transform2D" /> <param index="0" name="offset" type="Vector2" /> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 14aa72b80c..b3145ea022 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -82,6 +82,12 @@ Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component. </description> </method> + <method name="is_finite" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this transform is finite, by calling [method @GlobalScope.is_finite] on each component. + </description> + </method> <method name="looking_at" qualifiers="const"> <return type="Transform3D" /> <param index="0" name="target" type="Vector3" /> @@ -141,14 +147,6 @@ This can be seen as transforming with respect to the local frame. </description> </method> - <method name="spherical_interpolate_with" qualifiers="const"> - <return type="Transform3D" /> - <param index="0" name="xform" type="Transform3D" /> - <param index="1" name="weight" type="float" /> - <description> - Returns a transform spherically interpolated between this transform and another by a given [param weight] (on the range of 0.0 to 1.0). - </description> - </method> <method name="translated" qualifiers="const"> <return type="Transform3D" /> <param index="0" name="offset" type="Vector3" /> diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml index 314be9adf8..ae2f8d8dff 100644 --- a/doc/classes/Translation.xml +++ b/doc/classes/Translation.xml @@ -88,6 +88,12 @@ The number [param n] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language. </description> </method> + <method name="get_translated_message_list" qualifiers="const"> + <return type="PackedStringArray" /> + <description> + Returns all the messages (translated text). + </description> + </method> </methods> <members> <member name="locale" type="String" setter="set_locale" getter="get_locale" default=""en""> diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 3da9096555..7b18d8ddb6 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -65,7 +65,7 @@ </description> </method> <method name="get_loaded_locales" qualifiers="const"> - <return type="Array" /> + <return type="PackedStringArray" /> <description> Returns an array of all loaded locales of the project. </description> diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml index efa0e4e393..584a2a2a7b 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -70,7 +70,7 @@ <return type="int" /> <param index="0" name="position" type="Vector2" /> <description> - Returns the button id at [param position], or -1 if no button is there. + Returns the button ID at [param position], or -1 if no button is there. </description> </method> <method name="get_column_at_position" qualifiers="const"> @@ -84,6 +84,7 @@ <return type="int" /> <param index="0" name="column" type="int" /> <description> + Returns the expand ratio assigned to the column. </description> </method> <method name="get_column_title" qualifiers="const"> @@ -223,12 +224,14 @@ <return type="bool" /> <param index="0" name="column" type="int" /> <description> + Returns [code]true[/code] if the column has enabled clipping (see [method set_column_clip_content]). </description> </method> <method name="is_column_expanding" qualifiers="const"> <return type="bool" /> <param index="0" name="column" type="int" /> <description> + Returns [code]true[/code] if the column has enabled expanding (see [method set_column_expand]). </description> </method> <method name="scroll_to_item"> @@ -244,6 +247,7 @@ <param index="0" name="column" type="int" /> <param index="1" name="enable" type="bool" /> <description> + Allows to enable clipping for column's content, making the content size ignored. </description> </method> <method name="set_column_custom_minimum_width"> @@ -251,7 +255,7 @@ <param index="0" name="column" type="int" /> <param index="1" name="min_width" type="int" /> <description> - Overrides the calculated minimum width of a column. It can be set to `0` to restore the default behavior. Columns that have the "Expand" flag will use their "min_width" in a similar fashion to [member Control.size_flags_stretch_ratio]. + Overrides the calculated minimum width of a column. It can be set to [code]0[/code] to restore the default behavior. Columns that have the "Expand" flag will use their "min_width" in a similar fashion to [member Control.size_flags_stretch_ratio]. </description> </method> <method name="set_column_expand"> @@ -259,7 +263,7 @@ <param index="0" name="column" type="int" /> <param index="1" name="expand" type="bool" /> <description> - If [code]true[/code], the column will have the "Expand" flag of [Control]. Columns that have the "Expand" flag will use their "min_width" in a similar fashion to [member Control.size_flags_stretch_ratio]. + If [code]true[/code], the column will have the "Expand" flag of [Control]. Columns that have the "Expand" flag will use their expand ratio in a similar fashion to [member Control.size_flags_stretch_ratio] (see [method set_column_expand_ratio]). </description> </method> <method name="set_column_expand_ratio"> @@ -267,6 +271,7 @@ <param index="0" name="column" type="int" /> <param index="1" name="ratio" type="int" /> <description> + Sets the relative expand ratio for a column. See [method set_column_expand]. </description> </method> <method name="set_column_title"> @@ -293,6 +298,14 @@ Sets language code of column title used for line-breaking and text shaping algorithms, if left empty current locale is used instead. </description> </method> + <method name="set_selected"> + <return type="void" /> + <param index="0" name="item" type="TreeItem" /> + <param index="1" name="column" type="int" /> + <description> + Selects the specified [TreeItem] and column. + </description> + </method> </methods> <members> <member name="allow_reselect" type="bool" setter="set_allow_reselect" getter="get_allow_reselect" default="false"> @@ -312,6 +325,9 @@ The drop mode as an OR combination of flags. See [enum DropModeFlags] constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. Setting this during [method Control._can_drop_data] is recommended. This controls the drop sections, i.e. the decision and drawing of possible drop locations based on the mouse position. </member> + <member name="enable_recursive_folding" type="bool" setter="set_enable_recursive_folding" getter="is_recursive_folding_enabled" default="true"> + If [code]true[/code], recursive folding is enabled for this [Tree]. Holding down Shift while clicking the fold arrow collapses or uncollapses the [TreeItem] and all its descendants. + </member> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" /> <member name="hide_folding" type="bool" setter="set_hide_folding" getter="is_folding_hidden" default="false"> If [code]true[/code], the folding arrow is hidden. @@ -351,10 +367,11 @@ Emitted when [method TreeItem.propagate_check] is called. Connect to this signal to process the items that are affected when [method TreeItem.propagate_check] is invoked. The order that the items affected will be processed is as follows: the item that invoked the method, children of that item, and finally parents of that item. </description> </signal> - <signal name="column_title_pressed"> + <signal name="column_title_clicked"> <param index="0" name="column" type="int" /> + <param index="1" name="mouse_button_index" type="int" /> <description> - Emitted when a column's title is pressed. + Emitted when a column's title is clicked with either [constant MOUSE_BUTTON_LEFT] or [constant MOUSE_BUTTON_RIGHT]. </description> </signal> <signal name="custom_item_clicked"> @@ -505,6 +522,7 @@ </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the text outline. + [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. </theme_item> <theme_item name="parent_hl_line_margin" data_type="constant" type="int" default="0"> The space between the parent relationship lines for the selected [TreeItem] and the relationship lines to its siblings that are not selected. @@ -557,12 +575,6 @@ <theme_item name="updown" data_type="icon" type="Texture2D"> The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode cell. </theme_item> - <theme_item name="bg" data_type="style" type="StyleBox"> - Default [StyleBox] for the [Tree], i.e. used when the control is not being focused. - </theme_item> - <theme_item name="bg_focus" data_type="style" type="StyleBox"> - [StyleBox] used when the [Tree] is being focused. - </theme_item> <theme_item name="button_pressed" data_type="style" type="StyleBox"> [StyleBox] used when a button in the tree is pressed. </theme_item> @@ -581,6 +593,12 @@ <theme_item name="custom_button_pressed" data_type="style" type="StyleBox"> [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's pressed. </theme_item> + <theme_item name="focus" data_type="style" type="StyleBox"> + The focused style for the [Tree], drawn on top of everything. + </theme_item> + <theme_item name="panel" data_type="style" type="StyleBox"> + The background style for the [Tree]. + </theme_item> <theme_item name="selected" data_type="style" type="StyleBox"> [StyleBox] for the selected items, used when the [Tree] is not being focused. </theme_item> diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml index 6207477441..ec6b166e57 100644 --- a/doc/classes/TreeItem.xml +++ b/doc/classes/TreeItem.xml @@ -16,9 +16,9 @@ <param index="1" name="button" type="Texture2D" /> <param index="2" name="id" type="int" default="-1" /> <param index="3" name="disabled" type="bool" default="false" /> - <param index="4" name="tooltip" type="String" default="""" /> + <param index="4" name="tooltip_text" type="String" default="""" /> <description> - Adds a button with [Texture2D] [param button] at column [param column]. The [param id] is used to identify the button. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately before this method. Optionally, the button can be [param disabled] and have a [param tooltip]. + Adds a button with [Texture2D] [param button] at column [param column]. The [param id] is used to identify the button. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately before this method. Optionally, the button can be [param disabled] and have a [param tooltip_text]. </description> </method> <method name="call_recursive" qualifiers="vararg"> @@ -78,7 +78,7 @@ <param index="0" name="column" type="int" /> <param index="1" name="id" type="int" /> <description> - Returns the button index if there is a button with id [param id] in column [param column], otherwise returns -1. + Returns the button index if there is a button with ID [param id] in column [param column], otherwise returns -1. </description> </method> <method name="get_button_count" qualifiers="const"> @@ -93,15 +93,15 @@ <param index="0" name="column" type="int" /> <param index="1" name="button_idx" type="int" /> <description> - Returns the id for the button at index [param button_idx] in column [param column]. + Returns the ID for the button at index [param button_idx] in column [param column]. </description> </method> - <method name="get_button_tooltip" qualifiers="const"> + <method name="get_button_tooltip_text" qualifiers="const"> <return type="String" /> <param index="0" name="column" type="int" /> <param index="1" name="button_idx" type="int" /> <description> - Returns the tooltip string for the button at index [param button_idx] in column [param column]. + Returns the tooltip text for the button at index [param button_idx] in column [param column]. </description> </method> <method name="get_cell_mode" qualifiers="const"> @@ -126,7 +126,7 @@ </description> </method> <method name="get_children"> - <return type="Array" /> + <return type="TreeItem[]" /> <description> Returns an array of references to the item's children. </description> @@ -308,11 +308,11 @@ Returns item's text base writing direction. </description> </method> - <method name="get_tooltip" qualifiers="const"> + <method name="get_tooltip_text" qualifiers="const"> <return type="String" /> <param index="0" name="column" type="int" /> <description> - Returns the given column's tooltip. + Returns the given column's tooltip text. </description> </method> <method name="get_tree" qualifiers="const"> @@ -321,6 +321,14 @@ Returns the [Tree] that owns this TreeItem. </description> </method> + <method name="is_any_collapsed"> + <return type="bool" /> + <param index="0" name="only_visible" type="bool" default="false" /> + <description> + Returns [code]true[/code] if this [TreeItem], or any of its descendants, is collapsed. + If [param only_visible] is [code]true[/code] it ignores non-visible [TreeItem]s. + </description> + </method> <method name="is_button_disabled" qualifiers="const"> <return type="bool" /> <param index="0" name="column" type="int" /> @@ -417,6 +425,15 @@ Sets the given column's button [Texture2D] at index [param button_idx] to [param button]. </description> </method> + <method name="set_button_color"> + <return type="void" /> + <param index="0" name="column" type="int" /> + <param index="1" name="button_idx" type="int" /> + <param index="2" name="color" type="Color" /> + <description> + Sets the given column's button color at index [param button_idx] to [param color]. + </description> + </method> <method name="set_button_disabled"> <return type="void" /> <param index="0" name="column" type="int" /> @@ -442,6 +459,13 @@ If [code]true[/code], the given [param column] is checked. Clears column's indeterminate status. </description> </method> + <method name="set_collapsed_recursive"> + <return type="void" /> + <param index="0" name="enable" type="bool" /> + <description> + Collapses or uncollapses this [TreeItem] and all the descendants of this item. + </description> + </method> <method name="set_custom_as_button"> <return type="void" /> <param index="0" name="column" type="int" /> @@ -639,7 +663,7 @@ Sets item's text base writing direction. </description> </method> - <method name="set_tooltip"> + <method name="set_tooltip_text"> <return type="void" /> <param index="0" name="column" type="int" /> <param index="1" name="tooltip" type="String" /> diff --git a/doc/classes/TubeTrailMesh.xml b/doc/classes/TubeTrailMesh.xml index ddc544dc97..7457aa4050 100644 --- a/doc/classes/TubeTrailMesh.xml +++ b/doc/classes/TubeTrailMesh.xml @@ -7,6 +7,12 @@ <tutorials> </tutorials> <members> + <member name="cap_bottom" type="bool" setter="set_cap_bottom" getter="is_cap_bottom" default="true"> + If [code]true[/code], generates a cap at the bottom of the tube. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera. + </member> + <member name="cap_top" type="bool" setter="set_cap_top" getter="is_cap_top" default="true"> + If [code]true[/code], generates a cap at the top of the tube. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera. + </member> <member name="curve" type="Curve" setter="set_curve" getter="get_curve"> </member> <member name="radial_steps" type="int" setter="set_radial_steps" getter="get_radial_steps" default="8"> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index c7fc78c1d3..eef35049e5 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -8,37 +8,89 @@ [Tween] is more suited than [AnimationPlayer] for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a [Tween]; it would be difficult to do the same thing with an [AnimationPlayer] node. Tweens are also more light-weight than [AnimationPlayer], so they are very much suited for simple animations or general tasks that don't require visual tweaking provided by the editor. They can be used in a fire-and-forget manner for some logic that normally would be done by code. You can e.g. make something shoot periodically by using a looped [CallbackTweener] with a delay. A [Tween] can be created by using either [method SceneTree.create_tween] or [method Node.create_tween]. [Tween]s created manually (i.e. by using [code]Tween.new()[/code]) are invalid and can't be used for tweening values. A tween animation is created by adding [Tweener]s to the [Tween] object, using [method tween_property], [method tween_interval], [method tween_callback] or [method tween_method]: - [codeblock] + [codeblocks] + [gdscript] var tween = get_tree().create_tween() tween.tween_property($Sprite, "modulate", Color.red, 1) tween.tween_property($Sprite, "scale", Vector2(), 1) tween.tween_callback($Sprite.queue_free) - [/codeblock] + [/gdscript] + [csharp] + Tween tween = GetTree().CreateTween(); + tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f); + tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f); + tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + [/csharp] + [/codeblocks] This sequence will make the [code]$Sprite[/code] node turn red, then shrink, before finally calling [method Node.queue_free] to free the sprite. [Tweener]s are executed one after another by default. This behavior can be changed using [method parallel] and [method set_parallel]. When a [Tweener] is created with one of the [code]tween_*[/code] methods, a chained method call can be used to tweak the properties of this [Tweener]. For example, if you want to set a different transition type in the above example, you can use [method set_trans]: - [codeblock] + [codeblocks] + [gdscript] var tween = get_tree().create_tween() tween.tween_property($Sprite, "modulate", Color.red, 1).set_trans(Tween.TRANS_SINE) tween.tween_property($Sprite, "scale", Vector2(), 1).set_trans(Tween.TRANS_BOUNCE) tween.tween_callback($Sprite.queue_free) - [/codeblock] + [/gdscript] + [csharp] + Tween tween = GetTree().CreateTween(); + tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f).SetTrans(Tween.TransitionType.Sine); + tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f).SetTrans(Tween.TransitionType.Bounce); + tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + [/csharp] + [/codeblocks] Most of the [Tween] methods can be chained this way too. In the following example the [Tween] is bound to the running script's node and a default transition is set for its [Tweener]s: - [codeblock] + [codeblocks] + [gdscript] var tween = get_tree().create_tween().bind_node(self).set_trans(Tween.TRANS_ELASTIC) tween.tween_property($Sprite, "modulate", Color.red, 1) tween.tween_property($Sprite, "scale", Vector2(), 1) tween.tween_callback($Sprite.queue_free) - [/codeblock] + [/gdscript] + [csharp] + var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween.TransitionType.Elastic); + tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f); + tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f); + tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + [/csharp] + [/codeblocks] Another interesting use for [Tween]s is animating arbitrary sets of objects: - [codeblock] + [codeblocks] + [gdscript] var tween = create_tween() for sprite in get_children(): tween.tween_property(sprite, "position", Vector2(0, 0), 1) - [/codeblock] + [/gdscript] + [csharp] + Tween tween = CreateTween(); + foreach (Node sprite in GetChildren()) + tween.TweenProperty(sprite, "position", Vector2.Zero, 1.0f); + [/csharp] + [/codeblocks] In the example above, all children of a node are moved one after another to position (0, 0). + You should avoid using more than one [Tween] per object's property. If two or more tweens animate one property at the same time, the last one created will take priority and assign the final value. If you want to interrupt and restart an animation, consider assigning the [Tween] to a variable: + [codeblocks] + [gdscript] + var tween + func animate(): + if tween: + tween.kill() # Abort the previous animation. + tween = create_tween() + [/gdscript] + [csharp] + private Tween tween; + + public void Animate() + { + if (tween != null) + tween.Kill(); // Abort the previous animation + tween = CreateTween(); + } + [/csharp] + [/codeblocks] Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url] [b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it is created. + [b]Note:[/b] [Tween]s are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum TweenProcessMode]). </description> <tutorials> </tutorials> @@ -55,12 +107,20 @@ <return type="Tween" /> <description> Used to chain two [Tweener]s after [method set_parallel] is called with [code]true[/code]. - [codeblock] + [codeblocks] + [gdscript] var tween = create_tween().set_parallel(true) tween.tween_property(...) tween.tween_property(...) # Will run parallelly with above. tween.chain().tween_property(...) # Will run after two above are finished. - [/codeblock] + [/gdscript] + [csharp] + Tween tween = CreateTween().SetParallel(true); + tween.TweenProperty(...); + tween.TweenProperty(...); // Will run parallelly with above. + tween.Chain().TweenProperty(...); // Will run after two above are finished. + [/csharp] + [/codeblocks] </description> </method> <method name="custom_step"> @@ -117,13 +177,22 @@ <method name="parallel"> <return type="Tween" /> <description> - Makes the next [Tweener] run parallelly to the previous one. Example: - [codeblock] + Makes the next [Tweener] run parallelly to the previous one. + [b]Example:[/b] + [codeblocks] + [gdscript] var tween = create_tween() tween.tween_property(...) tween.parallel().tween_property(...) tween.parallel().tween_property(...) - [/codeblock] + [/gdscript] + [csharp] + Tween tween = CreateTween(); + tween.TweenProperty(...); + tween.Parallel().TweenProperty(...); + tween.Parallel().TweenProperty(...); + [/csharp] + [/codeblocks] All [Tweener]s in the example will run at the same time. You can make the [Tween] parallel by default by using [method set_parallel]. </description> @@ -204,17 +273,31 @@ <param index="0" name="callback" type="Callable" /> <description> Creates and appends a [CallbackTweener]. This method can be used to call an arbitrary method in any object. Use [method Callable.bind] to bind additional arguments for the call. - Example: object that keeps shooting every 1 second. - [codeblock] + [b]Example:[/b] Object that keeps shooting every 1 second: + [codeblocks] + [gdscript] var tween = get_tree().create_tween().set_loops() tween.tween_callback(shoot).set_delay(1) - [/codeblock] - Example: turning a sprite red and then blue, with 2 second delay. - [codeblock] + [/gdscript] + [csharp] + Tween tween = GetTree().CreateTween().SetLoops(); + tween.TweenCallback(new Callable(Shoot)).SetDelay(1.0f); + [/csharp] + [/codeblocks] + [b]Example:[/b] Turning a sprite red and then blue, with 2 second delay: + [codeblocks] + [gdscript] var tween = get_tree().create_tween() tween.tween_callback($Sprite.set_modulate.bind(Color.red)).set_delay(2) tween.tween_callback($Sprite.set_modulate.bind(Color.blue)).set_delay(2) - [/codeblock] + [/gdscript] + [csharp] + Tween tween = GetTree().CreateTween(); + Sprite2D sprite = GetNode<Sprite2D>("Sprite"); + tween.TweenCallback(new Callable(() => sprite.Modulate = Colors.Red)).SetDelay(2.0f); + tween.TweenCallback(new Callable(() => sprite.Modulate = Colors.Blue)).SetDelay(2.0f); + [/csharp] + [/codeblocks] </description> </method> <method name="tween_interval"> @@ -222,14 +305,22 @@ <param index="0" name="time" type="float" /> <description> Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative to using the delay in other [Tweener]s, or when there's no animation (in which case the [Tween] acts as a timer). [param time] is the length of the interval, in seconds. - Example: creating an interval in code execution. - [codeblock] + [b]Example:[/b] Creating an interval in code execution: + [codeblocks] + [gdscript] # ... some code await create_tween().tween_interval(2).finished # ... more code - [/codeblock] - Example: creating an object that moves back and forth and jumps every few seconds. - [codeblock] + [/gdscript] + [csharp] + // ... some code + await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName.Finished); + // ... more code + [/csharp] + [/codeblocks] + [b]Example:[/b] Creating an object that moves back and forth and jumps every few seconds: + [codeblocks] + [gdscript] var tween = create_tween().set_loops() tween.tween_property($Sprite, "position:x", 200.0, 1).as_relative() tween.tween_callback(jump) @@ -237,7 +328,17 @@ tween.tween_property($Sprite, "position:x", -200.0, 1).as_relative() tween.tween_callback(jump) tween.tween_interval(2) - [/codeblock] + [/gdscript] + [csharp] + Tween tween = CreateTween().SetLoops(); + tween.TweenProperty(GetNode("Sprite"), "position:x", 200.0f, 1.0f).AsRelative(); + tween.TweenCallback(new Callable(Jump)); + tween.TweenInterval(2.0f); + tween.TweenProperty(GetNode("Sprite"), "position:x", -200.0f, 1.0f).AsRelative(); + tween.TweenCallback(new Callable(Jump)); + tween.TweenInterval(2.0f); + [/csharp] + [/codeblocks] </description> </method> <method name="tween_method"> @@ -248,20 +349,42 @@ <param index="3" name="duration" type="float" /> <description> Creates and appends a [MethodTweener]. This method is similar to a combination of [method tween_callback] and [method tween_property]. It calls a method over time with a tweened value provided as an argument. The value is tweened between [param from] and [param to] over the time specified by [param duration], in seconds. Use [method Callable.bind] to bind additional arguments for the call. You can use [method MethodTweener.set_ease] and [method MethodTweener.set_trans] to tweak the easing and transition of the value or [method MethodTweener.set_delay] to delay the tweening. - Example: making a 3D object look from one point to another point. - [codeblock] + [b]Example:[/b] Making a 3D object look from one point to another point: + [codeblocks] + [gdscript] var tween = create_tween() tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, 0, -1), 1) # The look_at() method takes up vector as second argument. - [/codeblock] - Example: setting a text of a [Label], using an intermediate method and after a delay. - [codeblock] + [/gdscript] + [csharp] + Tween tween = CreateTween(); + tween.TweenMethod(new Callable(() => LookAt(Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method takes up vector as second argument. + [/csharp] + [/codeblocks] + [b]Example:[/b] Setting the text of a [Label], using an intermediate method and after a delay: + [codeblocks] + [gdscript] func _ready(): var tween = create_tween() tween.tween_method(set_label_text, 0, 10, 1).set_delay(1) func set_label_text(value: int): $Label.text = "Counting " + str(value) - [/codeblock] + [/gdscript] + [csharp] + public override void _Ready() + { + base._Ready(); + + Tween tween = CreateTween(); + tween.TweenMethod(new Callable(SetLabelText), 0.0f, 10.0f, 1.0f).SetDelay(1.0f); + } + + private void SetLabelText(int value) + { + GetNode<Label>("Label").Text = $"Counting {value}"; + } + [/csharp] + [/codeblocks] </description> </method> <method name="tween_property"> @@ -271,20 +394,35 @@ <param index="2" name="final_val" type="Variant" /> <param index="3" name="duration" type="float" /> <description> - Creates and appends a [PropertyTweener]. This method tweens a [param property] of an [param object] between an initial value and [param final_val] in a span of time equal to [param duration], in seconds. The initial value by default is the property's value at the time the tweening of the [PropertyTweener] starts. For example: - [codeblock] + Creates and appends a [PropertyTweener]. This method tweens a [param property] of an [param object] between an initial value and [param final_val] in a span of time equal to [param duration], in seconds. The initial value by default is the property's value at the time the tweening of the [PropertyTweener] starts. + [b]Example:[/b] + [codeblocks] + [gdscript] var tween = create_tween() tween.tween_property($Sprite, "position", Vector2(100, 200), 1) tween.tween_property($Sprite, "position", Vector2(200, 300), 1) - [/codeblock] + [/gdscript] + [csharp] + Tween tween = CreateTween(); + tween.TweenProperty(GetNode("Sprite"), "position", new Vector2(100.0f, 200.0f), 1.0f); + tween.TweenProperty(GetNode("Sprite"), "position", new Vector2(200.0f, 300.0f), 1.0f); + [/csharp] + [/codeblocks] will move the sprite to position (100, 200) and then to (200, 300). If you use [method PropertyTweener.from] or [method PropertyTweener.from_current], the starting position will be overwritten by the given value instead. See other methods in [PropertyTweener] to see how the tweening can be tweaked further. [b]Note:[/b] You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component. - Example: moving object twice from the same position, with different transition types. - [codeblock] + [b]Example:[/b] Moving an object twice from the same position, with different transition types: + [codeblocks] + [gdscript] var tween = create_tween() tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().set_trans(Tween.TRANS_SINE) tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().from_current().set_trans(Tween.TRANS_EXPO) - [/codeblock] + [/gdscript] + [csharp] + Tween tween = CreateTween(); + tween.TweenProperty(GetNode("Sprite"), "position", Vector2.Right * 300.0f, 1.0f).AsRelative().SetTrans(Tween.TransitionType.Sine); + tween.TweenProperty(GetNode("Sprite"), "position", Vector2.Right * 300.0f, 1.0f).AsRelative().FromCurrent().SetTrans(Tween.TransitionType.Expo); + [/csharp] + [/codeblocks] </description> </method> </methods> diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml index 3ef59b1c39..7258efbdda 100644 --- a/doc/classes/UndoRedo.xml +++ b/doc/classes/UndoRedo.xml @@ -62,12 +62,11 @@ <tutorials> </tutorials> <methods> - <method name="add_do_method" qualifiers="vararg"> + <method name="add_do_method"> <return type="void" /> - <param index="0" name="object" type="Object" /> - <param index="1" name="method" type="StringName" /> + <param index="0" name="callable" type="Callable" /> <description> - Register a [param method] that will be called when the action is committed. + Register a [Callable] that will be called when the action is committed. </description> </method> <method name="add_do_property"> @@ -86,12 +85,11 @@ Register a reference for "do" that will be erased if the "do" history is lost. This is useful mostly for new nodes created for the "do" call. Do not use for resources. </description> </method> - <method name="add_undo_method" qualifiers="vararg"> + <method name="add_undo_method"> <return type="void" /> - <param index="0" name="object" type="Object" /> - <param index="1" name="method" type="StringName" /> + <param index="0" name="callable" type="Callable" /> <description> - Register a [param method] that will be called when the action is undone. + Register a [Callable] that will be called when the action is undone. </description> </method> <method name="add_undo_property"> diff --git a/doc/classes/VSlider.xml b/doc/classes/VSlider.xml index 36954a6912..4bc98dea6f 100644 --- a/doc/classes/VSlider.xml +++ b/doc/classes/VSlider.xml @@ -14,6 +14,9 @@ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" /> </members> <theme_items> + <theme_item name="grabber_offset" data_type="constant" type="int" default="0"> + Horizontal offset of the grabber. + </theme_item> <theme_item name="grabber" data_type="icon" type="Texture2D"> The texture for the grabber (the draggable element). </theme_item> @@ -30,6 +33,7 @@ The background of the area below the grabber. </theme_item> <theme_item name="grabber_area_highlight" data_type="style" type="StyleBox"> + The background of the area below the grabber that displays when it's being hovered or focused. </theme_item> <theme_item name="slider" data_type="style" type="StyleBox"> The background for the whole slider. Determines the width of the [code]grabber_area[/code]. diff --git a/doc/classes/VSplitContainer.xml b/doc/classes/VSplitContainer.xml index b933fb2805..c60d15d9c9 100644 --- a/doc/classes/VSplitContainer.xml +++ b/doc/classes/VSplitContainer.xml @@ -13,6 +13,9 @@ <theme_item name="autohide" data_type="constant" type="int" default="1"> Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically when it isn't under the cursor. If 0 ([code]false[/code]), it's always visible. </theme_item> + <theme_item name="minimum_grab_thickness" data_type="constant" type="int" default="6"> + The minimum thickness of the area users can click on to grab the splitting line. If [theme_item separation] or [theme_item grabber]'s thickness are too small, this ensure that the splitting line can still be dragged. + </theme_item> <theme_item name="separation" data_type="constant" type="int" default="12"> The space between sides of the container. </theme_item> diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 0d6fcd0ef5..6b384d6a77 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -23,7 +23,6 @@ [/codeblocks] Godot tracks all scripting API variables within Variants. Without even realizing it, you use Variants all the time. When a particular language enforces its own rules for keeping data typed, then that language is applying its own custom logic over the base Variant scripting API. - GDScript automatically wrap values in them. It keeps all data in plain Variants by default and then optionally enforces custom static typing rules on variable types. - - VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time. - C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept. The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]). [codeblocks] diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 904fc6d9e9..c47933ccb7 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -5,7 +5,8 @@ </brief_description> <description> 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values. - It uses floating-point coordinates. See [Vector2i] for its integer counterpart. + It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code]. + See [Vector2i] for its integer counterpart. [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. </description> <tutorials> @@ -85,6 +86,16 @@ Returns the aspect ratio of this vector, the ratio of [member x] to [member y]. </description> </method> + <method name="bezier_derivative" qualifiers="const"> + <return type="Vector2" /> + <param index="0" name="control_1" type="Vector2" /> + <param index="1" name="control_2" type="Vector2" /> + <param index="2" name="end" type="Vector2" /> + <param index="3" name="t" type="float" /> + <description> + Returns the derivative at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points. + </description> + </method> <method name="bezier_interpolate" qualifiers="const"> <return type="Vector2" /> <param index="0" name="control_1" type="Vector2" /> @@ -92,14 +103,14 @@ <param index="2" name="end" type="Vector2" /> <param index="3" name="t" type="float" /> <description> - Returns the point at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points. + Returns the point at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points. </description> </method> <method name="bounce" qualifiers="const"> <return type="Vector2" /> <param index="0" name="n" type="Vector2" /> <description> - Returns the vector "bounced off" from a plane defined by the given normal. + Returns a new vector "bounced off" from a plane defined by the given normal. </description> </method> <method name="ceil" qualifiers="const"> @@ -135,6 +146,20 @@ Cubically interpolates between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> + <method name="cubic_interpolate_in_time" qualifiers="const"> + <return type="Vector2" /> + <param index="0" name="b" type="Vector2" /> + <param index="1" name="pre_a" type="Vector2" /> + <param index="2" name="post_b" type="Vector2" /> + <param index="3" name="weight" type="float" /> + <param index="4" name="b_t" type="float" /> + <param index="5" name="pre_a_t" type="float" /> + <param index="6" name="post_b_t" type="float" /> + <description> + Cubically interpolates between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation. + It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values. + </description> + </method> <method name="direction_to" qualifiers="const"> <return type="Vector2" /> <param index="0" name="to" type="Vector2" /> @@ -192,12 +217,25 @@ Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. </description> </method> + <method name="is_finite" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this vector is finite, by calling [method @GlobalScope.is_finite] on each component. + </description> + </method> <method name="is_normalized" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise. </description> </method> + <method name="is_zero_approx" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GlobalScope.is_zero_approx] on each component. + This method is faster than using [method is_equal_approx] with one value as a zero vector. + </description> + </method> <method name="length" qualifiers="const"> <return type="float" /> <description> @@ -249,7 +287,7 @@ <method name="normalized" qualifiers="const"> <return type="Vector2" /> <description> - Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. + Returns a new vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. </description> </method> <method name="orthogonal" qualifiers="const"> @@ -276,21 +314,21 @@ <return type="Vector2" /> <param index="0" name="b" type="Vector2" /> <description> - Returns this vector projected onto the vector [code]b[/code]. + Returns the result of projecting the vector onto the given vector [param b]. </description> </method> <method name="reflect" qualifiers="const"> <return type="Vector2" /> <param index="0" name="n" type="Vector2" /> <description> - Returns the vector reflected (i.e. mirrored, or symmetric) over a line defined by the given direction vector [param n]. + Returns the result of reflecting the vector from a line defined by the given direction vector [param n]. </description> </method> <method name="rotated" qualifiers="const"> <return type="Vector2" /> <param index="0" name="angle" type="float" /> <description> - Returns the vector rotated by [param angle] (in radians). See also [method @GlobalScope.deg2rad]. + Returns the result of rotating this vector by [param angle] (in radians). See also [method @GlobalScope.deg_to_rad]. </description> </method> <method name="round" qualifiers="const"> @@ -302,7 +340,7 @@ <method name="sign" qualifiers="const"> <return type="Vector2" /> <description> - Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. + Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. </description> </method> <method name="slerp" qualifiers="const"> @@ -318,14 +356,14 @@ <return type="Vector2" /> <param index="0" name="n" type="Vector2" /> <description> - Returns this vector slid along a plane defined by the given normal. + Returns the result of sliding the vector along a plane defined by the given normal. </description> </method> <method name="snapped" qualifiers="const"> <return type="Vector2" /> <param index="0" name="step" type="Vector2" /> <description> - Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals. + Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals. </description> </method> </methods> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index eab880e57f..db6bc8f237 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -5,7 +5,7 @@ </brief_description> <description> 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values. - It uses integer coordinates and is therefore preferable to [Vector2] when exact precision is required. + It uses integer coordinates and is therefore preferable to [Vector2] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector2] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed. [b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code]. </description> <tutorials> @@ -92,7 +92,14 @@ <method name="sign" qualifiers="const"> <return type="Vector2i" /> <description> - Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. + Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. + </description> + </method> + <method name="snapped" qualifiers="const"> + <return type="Vector2i" /> + <param index="0" name="step" type="Vector2i" /> + <description> + Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step]. </description> </method> </methods> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 208e9935e3..c961825ab3 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -5,7 +5,8 @@ </brief_description> <description> 3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values. - It uses floating-point coordinates. See [Vector3i] for its integer counterpart. + It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code]. + See [Vector3i] for its integer counterpart. [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. </description> <tutorials> @@ -61,6 +62,16 @@ Returns the unsigned minimum angle to the given vector, in radians. </description> </method> + <method name="bezier_derivative" qualifiers="const"> + <return type="Vector3" /> + <param index="0" name="control_1" type="Vector3" /> + <param index="1" name="control_2" type="Vector3" /> + <param index="2" name="end" type="Vector3" /> + <param index="3" name="t" type="float" /> + <description> + Returns the derivative at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points. + </description> + </method> <method name="bezier_interpolate" qualifiers="const"> <return type="Vector3" /> <param index="0" name="control_1" type="Vector3" /> @@ -68,7 +79,7 @@ <param index="2" name="end" type="Vector3" /> <param index="3" name="t" type="float" /> <description> - Returns the point at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points. + Returns the point at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points. </description> </method> <method name="bounce" qualifiers="const"> @@ -109,6 +120,20 @@ Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> + <method name="cubic_interpolate_in_time" qualifiers="const"> + <return type="Vector3" /> + <param index="0" name="b" type="Vector3" /> + <param index="1" name="pre_a" type="Vector3" /> + <param index="2" name="post_b" type="Vector3" /> + <param index="3" name="weight" type="float" /> + <param index="4" name="b_t" type="float" /> + <param index="5" name="pre_a_t" type="float" /> + <param index="6" name="post_b_t" type="float" /> + <description> + Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation. + It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values. + </description> + </method> <method name="direction_to" qualifiers="const"> <return type="Vector3" /> <param index="0" name="to" type="Vector3" /> @@ -160,10 +185,23 @@ Returns [code]true[/code] if this vector and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. </description> </method> + <method name="is_finite" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this vector is finite, by calling [method @GlobalScope.is_finite] on each component. + </description> + </method> <method name="is_normalized" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise. + Returns [code]true[/code] if the vector is [method normalized], [code]false[/code] otherwise. + </description> + </method> + <method name="is_zero_approx" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GlobalScope.is_zero_approx] on each component. + This method is faster than using [method is_equal_approx] with one value as a zero vector. </description> </method> <method name="length" qualifiers="const"> @@ -217,18 +255,22 @@ <method name="normalized" qualifiers="const"> <return type="Vector3" /> <description> - Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. + Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. See also [method is_normalized]. </description> </method> <method name="octahedron_decode" qualifiers="static"> <return type="Vector3" /> <param index="0" name="uv" type="Vector2" /> <description> + Returns the [Vector3] from an octahedral-compressed form created using [method octahedron_encode] (stored as a [Vector2]). </description> </method> <method name="octahedron_encode" qualifiers="const"> <return type="Vector2" /> <description> + Returns the octahedral-encoded (oct32) form of this [Vector3] as a [Vector2]. Since a [Vector2] occupies 1/3 less memory compared to [Vector3], this form of compression can be used to pass greater amounts of [method normalized] [Vector3]s without increasing storage or memory requirements. See also [method octahedron_decode]. + [b]Note:[/b] [method octahedron_encode] can only be used for [method normalized] vectors. [method octahedron_encode] does [i]not[/i] check whether this [Vector3] is normalized, and will return a value that does not decompress to the original value if the [Vector3] is not normalized. + [b]Note:[/b] Octahedral compression is [i]lossy[/i], although visual differences are rarely perceptible in real world scenarios. </description> </method> <method name="outer" qualifiers="const"> @@ -256,14 +298,14 @@ <return type="Vector3" /> <param index="0" name="b" type="Vector3" /> <description> - Returns this vector projected onto the vector [param b]. + Returns the result of projecting the vector onto the given vector [param b]. </description> </method> <method name="reflect" qualifiers="const"> <return type="Vector3" /> <param index="0" name="n" type="Vector3" /> <description> - Returns this vector reflected from a plane defined by the given normal. + Returns the result of reflecting the vector from a plane defined by the given normal [param n]. </description> </method> <method name="rotated" qualifiers="const"> @@ -271,7 +313,7 @@ <param index="0" name="axis" type="Vector3" /> <param index="1" name="angle" type="float" /> <description> - Rotates this vector around a given axis by [param angle] (in radians). The axis must be a normalized vector. + Returns the result of rotating this vector around a given axis by [param angle] (in radians). The axis must be a normalized vector. See also [method @GlobalScope.deg_to_rad]. </description> </method> <method name="round" qualifiers="const"> @@ -283,7 +325,7 @@ <method name="sign" qualifiers="const"> <return type="Vector3" /> <description> - Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. + Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. </description> </method> <method name="signed_angle_to" qualifiers="const"> @@ -307,14 +349,14 @@ <return type="Vector3" /> <param index="0" name="n" type="Vector3" /> <description> - Returns this vector slid along a plane defined by the given normal. + Returns a new vector slid along a plane defined by the given normal. </description> </method> <method name="snapped" qualifiers="const"> <return type="Vector3" /> <param index="0" name="step" type="Vector3" /> <description> - Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals. + Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals. </description> </method> </methods> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 1c2a033f7a..5c6dc3c1c5 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -5,7 +5,7 @@ </brief_description> <description> 3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values. - It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required. + It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector3] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed. [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. </description> <tutorials> @@ -87,7 +87,14 @@ <method name="sign" qualifiers="const"> <return type="Vector3i" /> <description> - Returns the vector with each component set to one or negative one, depending on the signs of the components. + Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. + </description> + </method> + <method name="snapped" qualifiers="const"> + <return type="Vector3i" /> + <param index="0" name="step" type="Vector3i" /> + <description> + Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step]. </description> </method> </methods> diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml index 538cdd4138..c811817bdc 100644 --- a/doc/classes/Vector4.xml +++ b/doc/classes/Vector4.xml @@ -5,7 +5,8 @@ </brief_description> <description> 4-element structure that can be used to represent any quadruplet of numeric values. - It uses floating-point coordinates. See [Vector4i] for its integer counterpart. + It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code]. + See [Vector4i] for its integer counterpart. [b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 will always evaluate to [code]true[/code]. </description> <tutorials> @@ -28,7 +29,7 @@ <return type="Vector4" /> <param index="0" name="from" type="Vector4i" /> <description> - Constructs a new [Vector4] from [Vector4i]. + Constructs a new [Vector4] from the given [Vector4i]. </description> </constructor> <constructor name="Vector4"> @@ -73,6 +74,20 @@ Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> + <method name="cubic_interpolate_in_time" qualifiers="const"> + <return type="Vector4" /> + <param index="0" name="b" type="Vector4" /> + <param index="1" name="pre_a" type="Vector4" /> + <param index="2" name="post_b" type="Vector4" /> + <param index="3" name="weight" type="float" /> + <param index="4" name="b_t" type="float" /> + <param index="5" name="pre_a_t" type="float" /> + <param index="6" name="post_b_t" type="float" /> + <description> + Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation. + It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values. + </description> + </method> <method name="direction_to" qualifiers="const"> <return type="Vector4" /> <param index="0" name="to" type="Vector4" /> @@ -121,12 +136,25 @@ Returns [code]true[/code] if this vector and [param with] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. </description> </method> + <method name="is_finite" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this vector is finite, by calling [method @GlobalScope.is_finite] on each component. + </description> + </method> <method name="is_normalized" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the vector is normalized, i.e. its length is equal to 1. </description> </method> + <method name="is_zero_approx" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GlobalScope.is_zero_approx] on each component. + This method is faster than using [method is_equal_approx] with one value as a zero vector. + </description> + </method> <method name="length" qualifiers="const"> <return type="float" /> <description> @@ -162,21 +190,21 @@ <method name="normalized" qualifiers="const"> <return type="Vector4" /> <description> - Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. + Returns the result of scaling the vector to unit length. Equivalent to [code]v / v.length()[/code]. </description> </method> <method name="posmod" qualifiers="const"> <return type="Vector4" /> <param index="0" name="mod" type="float" /> <description> - Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod]. + Returns a new vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod]. </description> </method> <method name="posmodv" qualifiers="const"> <return type="Vector4" /> <param index="0" name="modv" type="Vector4" /> <description> - Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components. + Returns a new vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components. </description> </method> <method name="round" qualifiers="const"> @@ -188,14 +216,14 @@ <method name="sign" qualifiers="const"> <return type="Vector4" /> <description> - Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. + Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. </description> </method> <method name="snapped" qualifiers="const"> <return type="Vector4" /> <param index="0" name="step" type="Vector4" /> <description> - Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals. + Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals. </description> </method> </methods> diff --git a/doc/classes/Vector4i.xml b/doc/classes/Vector4i.xml index 9a36c3c4fa..95797df90a 100644 --- a/doc/classes/Vector4i.xml +++ b/doc/classes/Vector4i.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Vector4i" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Vector used for 4D math using integer coordinates. </brief_description> <description> + 4-element structure that can be used to represent 4D grid coordinates or sets of integers. + It uses integer coordinates and is therefore preferable to [Vector4] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector4] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed. </description> <tutorials> </tutorials> @@ -10,18 +13,21 @@ <constructor name="Vector4i"> <return type="Vector4i" /> <description> + Constructs a default-initialized [Vector4i] with all components set to [code]0[/code]. </description> </constructor> <constructor name="Vector4i"> <return type="Vector4i" /> <param index="0" name="from" type="Vector4i" /> <description> + Constructs a [Vector4i] as a copy of the given [Vector4i]. </description> </constructor> <constructor name="Vector4i"> <return type="Vector4i" /> <param index="0" name="from" type="Vector4" /> <description> + Constructs a new [Vector4i] from the given [Vector4]. </description> </constructor> <constructor name="Vector4i"> @@ -31,6 +37,7 @@ <param index="2" name="z" type="int" /> <param index="3" name="w" type="int" /> <description> + Returns a [Vector4i] with the given components. </description> </constructor> </constructors> @@ -38,6 +45,7 @@ <method name="abs" qualifiers="const"> <return type="Vector4i" /> <description> + Returns a new vector with all components in absolute values (i.e. positive). </description> </method> <method name="clamp" qualifiers="const"> @@ -45,56 +53,79 @@ <param index="0" name="min" type="Vector4i" /> <param index="1" name="max" type="Vector4i" /> <description> + Returns a new vector with all components clamped between the components of [param min] and [param max], by running [method @GlobalScope.clamp] on each component. </description> </method> <method name="length" qualifiers="const"> <return type="float" /> <description> + Returns the length (magnitude) of this vector. </description> </method> <method name="length_squared" qualifiers="const"> <return type="int" /> <description> + Returns the squared length (squared magnitude) of this vector. This method runs faster than [method length]. </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_W]. </description> </method> <method name="sign" qualifiers="const"> <return type="Vector4i" /> <description> + Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. + </description> + </method> + <method name="snapped" qualifiers="const"> + <return type="Vector4i" /> + <param index="0" name="step" type="Vector4i" /> + <description> + Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step]. </description> </method> </methods> <members> <member name="w" type="int" setter="" getter="" default="0"> + The vector's W component. Also accessible by using the index position [code][3][/code]. </member> <member name="x" type="int" setter="" getter="" default="0"> + The vector's X component. Also accessible by using the index position [code][0][/code]. </member> <member name="y" type="int" setter="" getter="" default="0"> + The vector's Y component. Also accessible by using the index position [code][1][/code]. </member> <member name="z" type="int" setter="" getter="" default="0"> + The vector's Z component. Also accessible by using the index position [code][2][/code]. </member> </members> <constants> <constant name="AXIS_X" value="0"> + 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_index] and [method min_axis_index]. </constant> <constant name="AXIS_Z" value="2"> + Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index]. </constant> <constant name="AXIS_W" value="3"> + Enumerated value for the W axis. Returned by [method max_axis_index] and [method min_axis_index]. </constant> <constant name="ZERO" value="Vector4i(0, 0, 0, 0)"> + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector4i(1, 1, 1, 1)"> + One vector, a vector with all components set to [code]1[/code]. </constant> </constants> <operators> @@ -102,112 +133,157 @@ <return type="bool" /> <param index="0" name="right" type="Vector4i" /> <description> + Returns [code]true[/code] if the vectors are not equal. </description> </operator> <operator name="operator %"> <return type="Vector4i" /> <param index="0" name="right" type="Vector4i" /> <description> + Gets the remainder of each component of the [Vector4i] with the components of the given [Vector4i]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. + [codeblock] + print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints "(3, -4, 3, 0)" + [/codeblock] </description> </operator> <operator name="operator %"> <return type="Vector4i" /> <param index="0" name="right" type="int" /> <description> + Gets the remainder of each component of the [Vector4i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. + [codeblock] + print(Vector4i(10, -20, 30, -40) % 7) # Prints "(3, -6, 2, -5)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector4i" /> <param index="0" name="right" type="Vector4i" /> <description> + Multiplies each component of the [Vector4i] by the components of the given [Vector4i]. + [codeblock] + print(Vector4i(10, 20, 30, 40) * Vector4i(3, 4, 5, 6)) # Prints "(30, 80, 150, 240)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector4" /> <param index="0" name="right" type="float" /> <description> + Multiplies each component of the [Vector4i] by the given [float]. + Returns a Vector4 value due to floating-point operations. + [codeblock] + print(Vector4i(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector4i" /> <param index="0" name="right" type="int" /> <description> + Multiplies each component of the [Vector4i] by the given [int]. </description> </operator> <operator name="operator +"> <return type="Vector4i" /> <param index="0" name="right" type="Vector4i" /> <description> + Adds each component of the [Vector4i] by the components of the given [Vector4i]. + [codeblock] + print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)" + [/codeblock] </description> </operator> <operator name="operator -"> <return type="Vector4i" /> <param index="0" name="right" type="Vector4i" /> <description> + Subtracts each component of the [Vector4i] by the components of the given [Vector4i]. + [codeblock] + print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector4i" /> <param index="0" name="right" type="Vector4i" /> <description> + Divides each component of the [Vector4i] by the components of the given [Vector4i]. + [codeblock] + print(Vector4i(10, 20, 30, 40) / Vector4i(2, 5, 3, 4)) # Prints "(5, 4, 10, 10)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector4" /> <param index="0" name="right" type="float" /> <description> + Divides each component of the [Vector4i] by the given [float]. + Returns a Vector4 value due to floating-point operations. + [codeblock] + print(Vector4i(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector4i" /> <param index="0" name="right" type="int" /> <description> + Divides each component of the [Vector4i] by the given [int]. </description> </operator> <operator name="operator <"> <return type="bool" /> <param index="0" name="right" type="Vector4i" /> <description> + Compares two [Vector4i] vectors by first checking if the X value of the left vector is less than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator <="> <return type="bool" /> <param index="0" name="right" type="Vector4i" /> <description> + Compares two [Vector4i] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="Vector4i" /> <description> + Returns [code]true[/code] if the vectors are exactly equal. </description> </operator> <operator name="operator >"> <return type="bool" /> <param index="0" name="right" type="Vector4i" /> <description> + Compares two [Vector4i] vectors by first checking if the X value of the left vector is greater than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator >="> <return type="bool" /> <param index="0" name="right" type="Vector4i" /> <description> + Compares two [Vector4i] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator []"> <return type="int" /> <param index="0" name="index" type="int" /> <description> + Access vector components using their [param index]. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/code] is equivalent to [code]v.w[/code]. </description> </operator> <operator name="operator unary+"> <return type="Vector4i" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Vector4i" /> <description> + Returns the negative value of the [Vector4i]. This is the same as writing [code]Vector4i(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the direction of the vector while keeping the same magnitude. </description> </operator> </operators> diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml index 08309a8ecc..e1689133de 100644 --- a/doc/classes/VehicleBody3D.xml +++ b/doc/classes/VehicleBody3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VehicleBody3D" inherits="RigidDynamicBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VehicleBody3D" inherits="RigidBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Physics body that simulates the behavior of a car. </brief_description> @@ -13,14 +13,14 @@ </tutorials> <members> <member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0"> - Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. + Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. </member> <member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0"> - Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. + Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the vehicle reversing. </member> - <member name="mass" type="float" setter="set_mass" getter="get_mass" overrides="RigidDynamicBody3D" default="40.0" /> + <member name="mass" type="float" setter="set_mass" getter="get_mass" overrides="RigidBody3D" default="40.0" /> <member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0"> The steering angle for the vehicle, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated. </member> diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index ac126f824e..827c7e8f57 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -39,7 +39,7 @@ </methods> <members> <member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0"> - Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. + Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. </member> <member name="damping_compression" type="float" setter="set_damping_compression" getter="get_damping_compression" default="0.83"> The damping applied to the spring when the spring is being compressed. This value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the car will keep bouncing as the spring keeps its energy. A good value for this is around 0.3 for a normal car, 0.5 for a race car. @@ -48,7 +48,7 @@ The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5. </member> <member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0"> - Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. + Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the wheel reversing. </member> @@ -56,7 +56,7 @@ The steering angle for the wheel, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving. </member> <member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force" default="6000.0"> - The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidDynamicBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number. + The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number. </member> <member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness" default="5.88"> This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car. diff --git a/doc/classes/VelocityTracker3D.xml b/doc/classes/VelocityTracker3D.xml deleted file mode 100644 index 56b60ba13c..0000000000 --- a/doc/classes/VelocityTracker3D.xml +++ /dev/null @@ -1,32 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="VelocityTracker3D" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - </brief_description> - <description> - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_tracked_linear_velocity" qualifiers="const"> - <return type="Vector3" /> - <description> - </description> - </method> - <method name="reset"> - <return type="void" /> - <param index="0" name="position" type="Vector3" /> - <description> - </description> - </method> - <method name="update_position"> - <return type="void" /> - <param index="0" name="position" type="Vector3" /> - <description> - </description> - </method> - </methods> - <members> - <member name="track_physics_step" type="bool" setter="set_track_physics_step" getter="is_tracking_physics_step" default="false"> - </member> - </members> -</class> diff --git a/doc/classes/VideoStreamPlayer.xml b/doc/classes/VideoStreamPlayer.xml index f6594ff9e7..2774f1fb42 100644 --- a/doc/classes/VideoStreamPlayer.xml +++ b/doc/classes/VideoStreamPlayer.xml @@ -7,7 +7,7 @@ Control node for playing video streams using [VideoStream] resources. Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] ([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a GDExtension plugin. [b]Note:[/b] Due to a bug, VideoStreamPlayer does not support localization remapping yet. - [b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to missing architecture-specific assembly optimizations. + [b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to missing architecture-specific assembly optimizations. </description> <tutorials> </tutorials> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 93e7e20f5a..236d34383f 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -45,6 +45,13 @@ Returns the currently active 3D camera. </description> </method> + <method name="get_canvas_cull_mask_bit" qualifiers="const"> + <return type="bool" /> + <param index="0" name="layer" type="int" /> + <description> + Returns an individual bit on the rendering layer mask. + </description> + </method> <method name="get_final_transform" qualifiers="const"> <return type="Transform2D" /> <description> @@ -71,6 +78,12 @@ <description> </description> </method> + <method name="get_screen_transform" qualifiers="const"> + <return type="Transform2D" /> + <description> + Returns the transform from the Viewport's coordinates to the screen coordinates of the containing window manager window. + </description> + </method> <method name="get_texture" qualifiers="const"> <return type="ViewportTexture" /> <description> @@ -129,6 +142,9 @@ <method name="is_input_handled" qualifiers="const"> <return type="bool" /> <description> + Returns whether the current [InputEvent] has been handled. Input events are not handled until [method set_input_as_handled] has been called during the lifetime of an [InputEvent]. + This is usually done as part of input handling methods like [method Node._input], [method Control._gui_input] or others, as well as in corresponding signal handlers. + If [member handle_input_locally] is set to [code]false[/code], this method will try finding the first parent viewport that is set to handle input locally, and return its value for [method is_input_handled] instead. </description> </method> <method name="push_input"> @@ -136,6 +152,13 @@ <param index="0" name="event" type="InputEvent" /> <param index="1" name="in_local_coords" type="bool" default="false" /> <description> + Triggers the given [param event] in this [Viewport]. This can be used to pass an [InputEvent] between viewports, or to locally apply inputs that were sent over the network or saved to a file. + If [param in_local_coords] is [code]false[/code], the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If [param in_local_coords] is [code]true[/code], the event's position is in viewport coordinates. + While this method serves a similar purpose as [method Input.parse_input_event], it does not remap the specified [param event] based on project settings like [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse]. + Calling this method will propagate calls to child nodes for following methods in the given order: + - [method Node._input] + - [method Control._gui_input] for [Control] nodes + If an earlier method marks the input as handled via [method set_input_as_handled], any later method in this list will not be called. </description> </method> <method name="push_text_input"> @@ -149,6 +172,23 @@ <param index="0" name="event" type="InputEvent" /> <param index="1" name="in_local_coords" type="bool" default="false" /> <description> + Triggers the given [InputEvent] in this [Viewport]. This can be used to pass input events between viewports, or to locally apply inputs that were sent over the network or saved to a file. + If [param in_local_coords] is [code]false[/code], the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If [param in_local_coords] is [code]true[/code], the event's position is in viewport coordinates. + While this method serves a similar purpose as [method Input.parse_input_event], it does not remap the specified [param event] based on project settings like [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse]. + Calling this method will propagate calls to child nodes for following methods in the given order: + - [method Node._shortcut_input] + - [method Node._unhandled_input] + - [method Node._unhandled_key_input] + If an earlier method marks the input as handled via [method set_input_as_handled], any later method in this list will not be called. + If none of the methods handle the event and [member physics_object_picking] is [code]true[/code], the event is used for physics object picking. + </description> + </method> + <method name="set_canvas_cull_mask_bit"> + <return type="void" /> + <param index="0" name="layer" type="int" /> + <param index="1" name="enable" type="bool" /> + <description> + Set/clear individual bits on the rendering layer mask. This simplifies editing this [Viewport]'s layers. </description> </method> <method name="set_input_as_handled"> @@ -180,6 +220,9 @@ <member name="audio_listener_enable_3d" type="bool" setter="set_as_audio_listener_3d" getter="is_audio_listener_3d" default="false"> If [code]true[/code], the viewport will process 3D audio streams. </member> + <member name="canvas_cull_mask" type="int" setter="set_canvas_cull_mask" getter="get_canvas_cull_mask" default="4294967295"> + The rendering layers in which this [Viewport] renders [CanvasItem] nodes. + </member> <member name="canvas_item_default_texture_filter" type="int" setter="set_default_canvas_item_texture_filter" getter="get_default_canvas_item_texture_filter" enum="Viewport.DefaultCanvasItemTextureFilter" default="1"> Sets the default filter mode used by [CanvasItem]s in this Viewport. See [enum DefaultCanvasItemTextureFilter] for options. </member> @@ -212,14 +255,20 @@ If [code]true[/code], the GUI controls on the viewport will lay pixel perfectly. </member> <member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally" default="true"> + If [code]true[/code], this viewport will mark incoming input events as handled by itself. If [code]false[/code], this is instead done by the the first parent viewport that is set to handle input locally. + A [SubViewportContainer] will automatically set this property to [code]false[/code] for the [Viewport] contained inside of it. + See also [method set_input_as_handled] and [method is_input_handled]. </member> <member name="mesh_lod_threshold" type="float" setter="set_mesh_lod_threshold" getter="get_mesh_lod_threshold" default="1.0"> The automatic LOD bias to use for meshes rendered within the [Viewport] (this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member mesh_lod_threshold] to improve performance at the cost of geometry detail. To control this property on the root viewport, set the [member ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels] project setting. [b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD). </member> - <member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0"> - The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive. + <member name="msaa_2d" type="int" setter="set_msaa_2d" getter="get_msaa_2d" enum="Viewport.MSAA" default="0"> + The multisample anti-aliasing mode for 2D/Canvas rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. This has no effect on shader-induced aliasing or texture aliasing. + </member> + <member name="msaa_3d" type="int" setter="set_msaa_3d" getter="get_msaa_3d" enum="Viewport.MSAA" default="0"> + The multisample anti-aliasing mode for 3D rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing. </member> <member name="own_world_3d" type="bool" setter="set_use_own_world_3d" getter="is_using_own_world_3d" default="false"> If [code]true[/code], the viewport will use a unique copy of the [World3D] defined in [member world_3d]. @@ -250,7 +299,7 @@ To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/mode] project setting. </member> <member name="scaling_3d_scale" type="float" setter="set_scaling_3d_scale" getter="get_scaling_3d_scale" default="1.0"> - Scales the 3D render buffer based on the viewport size uses an image filter specified in [member ProjectSettings.rendering/scaling_3d/mode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member ProjectSettings.rendering/anti_aliasing/quality/msaa] for multi-sample antialiasing, which is significantly cheaper but only smoothens the edges of polygons. + Scales the 3D render buffer based on the viewport size uses an image filter specified in [member ProjectSettings.rendering/scaling_3d/mode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member ProjectSettings.rendering/anti_aliasing/quality/msaa_3d] for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons. When using FSR upscaling, AMD recommends exposing the following values as preset options to users "Ultra Quality: 0.77", "Quality: 0.67", "Balanced: 0.59", "Performance: 0.5" instead of exposing the entire scale. To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/scale] project setting. </member> @@ -266,7 +315,8 @@ <member name="snap_2d_vertices_to_pixel" type="bool" setter="set_snap_2d_vertices_to_pixel" getter="is_snap_2d_vertices_to_pixel_enabled" default="false"> </member> <member name="texture_mipmap_bias" type="float" setter="set_texture_mipmap_bias" getter="get_texture_mipmap_bias" default="0.0"> - Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member ProjectSettings.rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias. + Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). + Enabling temporal antialiasing ([member use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, while enabling FXAA ([member screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to this value. If both TAA and FXAA are enbled at the same time, an offset of [code]-0.75[/code] is applied to this value. [b]Note:[/b] If [member scaling_3d_scale] is lower than [code]1.0[/code] (exclusive), [member texture_mipmap_bias] is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code]. To control this property on the root viewport, set the [member ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias] project setting. </member> @@ -274,6 +324,8 @@ If [code]true[/code], the viewport should render its background as transparent. </member> <member name="use_debanding" type="bool" setter="set_use_debanding" getter="is_using_debanding" default="false"> + If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS]. See also [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding]. + In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger. </member> <member name="use_occlusion_culling" type="bool" setter="set_use_occlusion_culling" getter="is_using_occlusion_culling" default="false"> If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be set to [code]true[/code] instead. @@ -291,6 +343,19 @@ </member> <member name="vrs_texture" type="Texture2D" setter="set_vrs_texture" getter="get_vrs_texture"> Texture to use when [member vrs_mode] is set to [constant Viewport.VRS_TEXTURE]. + The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision: + [codeblock] + - 1x1 = rgb(0, 0, 0) - #000000 + - 1x2 = rgb(0, 85, 0) - #005500 + - 2x1 = rgb(85, 0, 0) - #550000 + - 2x2 = rgb(85, 85, 0) - #555500 + - 2x4 = rgb(85, 170, 0) - #55aa00 + - 4x2 = rgb(170, 85, 0) - #aa5500 + - 4x4 = rgb(170, 170, 0) - #aaaa00 + - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware + - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware + - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware + [/codeblock] </member> <member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d"> The custom [World2D] which can be used as 2D environment source. diff --git a/doc/classes/ViewportTexture.xml b/doc/classes/ViewportTexture.xml index 87de664aad..6bd64a50bb 100644 --- a/doc/classes/ViewportTexture.xml +++ b/doc/classes/ViewportTexture.xml @@ -6,6 +6,7 @@ <description> Displays the content of a [Viewport] node as a dynamic [Texture2D]. This can be used to mix controls, 2D, and 3D elements in the same scene. To create a ViewportTexture in code, use the [method Viewport.get_texture] method on the target viewport. + [b]Note:[/b] When local to scene, this texture uses [method Resource.setup_local_to_scene] to set the proxy texture and flags in the local viewport. </description> <tutorials> <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> diff --git a/doc/classes/VisibleOnScreenEnabler2D.xml b/doc/classes/VisibleOnScreenEnabler2D.xml index 50d0c00017..8590e9cc9f 100644 --- a/doc/classes/VisibleOnScreenEnabler2D.xml +++ b/doc/classes/VisibleOnScreenEnabler2D.xml @@ -1,23 +1,30 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisibleOnScreenEnabler2D" inherits="VisibleOnScreenNotifier2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Automatically disables another node if not visible on screen. </brief_description> <description> + VisibleOnScreenEnabler2D detects when it is visible on screen (just like [VisibleOnScreenNotifier2D]) and automatically enables or disables the target node. The target node is disabled when [VisibleOnScreenEnabler2D] is not visible on screen (including when [member CanvasItem.visible] is [code]false[/code]), and enabled when the enabler is visible. The disabling is achieved by changing [member Node.process_mode]. </description> <tutorials> </tutorials> <members> <member name="enable_mode" type="int" setter="set_enable_mode" getter="get_enable_mode" enum="VisibleOnScreenEnabler2D.EnableMode" default="0"> + Determines how the node is enabled. Corresponds to [enum Node.ProcessMode]. Disabled node uses [constant Node.PROCESS_MODE_DISABLED]. </member> <member name="enable_node_path" type="NodePath" setter="set_enable_node_path" getter="get_enable_node_path" default="NodePath("..")"> + The path to the target node, relative to the [VisibleOnScreenEnabler2D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler2D] is inside scene tree) and every time the [VisibleOnScreenEnabler2D] enters the scene tree. If the path is invalid, nothing will happen. </member> </members> <constants> <constant name="ENABLE_MODE_INHERIT" value="0" enum="EnableMode"> + Corresponds to [constant Node.PROCESS_MODE_INHERIT]. </constant> <constant name="ENABLE_MODE_ALWAYS" value="1" enum="EnableMode"> + Corresponds to [constant Node.PROCESS_MODE_ALWAYS]. </constant> <constant name="ENABLE_MODE_WHEN_PAUSED" value="2" enum="EnableMode"> + Corresponds to [constant Node.PROCESS_MODE_WHEN_PAUSED. </constant> </constants> </class> diff --git a/doc/classes/VisibleOnScreenEnabler3D.xml b/doc/classes/VisibleOnScreenEnabler3D.xml index 5e03870005..a3f925ed3a 100644 --- a/doc/classes/VisibleOnScreenEnabler3D.xml +++ b/doc/classes/VisibleOnScreenEnabler3D.xml @@ -4,7 +4,7 @@ Enables certain nodes only when approximately visible. </brief_description> <description> - The VisibleOnScreenEnabler3D will disable [RigidDynamicBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself. + The VisibleOnScreenEnabler3D will disable [RigidBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself. If you just want to receive notifications, use [VisibleOnScreenNotifier3D] instead. [b]Note:[/b] VisibleOnScreenEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot]. [b]Note:[/b] VisibleOnScreenEnabler3D will not affect nodes added after scene initialization. diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml index 9574686506..e069642e50 100644 --- a/doc/classes/VisualInstance3D.xml +++ b/doc/classes/VisualInstance3D.xml @@ -17,7 +17,7 @@ <method name="get_aabb" qualifiers="const"> <return type="AABB" /> <description> - Returns the [AABB] (also known as the bounding box) for this [VisualInstance3D]. See also [method get_transformed_aabb]. + Returns the [AABB] (also known as the bounding box) for this [VisualInstance3D]. </description> </method> <method name="get_base" qualifiers="const"> @@ -39,13 +39,6 @@ Returns whether or not the specified layer of the [member layers] is enabled, given a [code]layer_number[/code] between 1 and 20. </description> </method> - <method name="get_transformed_aabb" qualifiers="const"> - <return type="AABB" /> - <description> - Returns the transformed [AABB] (also known as the bounding box) for this [VisualInstance3D]. - Transformed in this case means the [AABB] plus the position, rotation, and scale of the [Node3D]'s [Transform3D]. See also [method get_aabb]. - </description> - </method> <method name="set_base"> <return type="void" /> <param index="0" name="base" type="RID" /> @@ -63,10 +56,17 @@ </method> </methods> <members> - <member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask"> + <member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask" default="1"> The render layer(s) this [VisualInstance3D] is drawn on. This object will only be visible for [Camera3D]s whose cull mask includes the render object this [VisualInstance3D] is set to. For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal. </member> + <member name="sorting_offset" type="float" setter="set_sorting_offset" getter="get_sorting_offset" default="0.0"> + The sorting offset used by this [VisualInstance3D]. Adjusting it to a higher value will make the [VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that are otherwise positioned at the same spot. + </member> + <member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center" default="true"> + If [code]true[/code], the object is sorted based on the [AABB] center. The object will be sorted based on the global position otherwise. + The [AABB] center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with [GPUParticles3D] and [CPUParticles3D]. + </member> </members> </class> diff --git a/doc/classes/VisualShader.xml b/doc/classes/VisualShader.xml index 558b1086b7..2d59810a5f 100644 --- a/doc/classes/VisualShader.xml +++ b/doc/classes/VisualShader.xml @@ -81,7 +81,7 @@ </description> </method> <method name="get_node_connections" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="type" type="int" enum="VisualShader.Type" /> <description> Returns the list of connected nodes with the specified type. @@ -206,17 +206,21 @@ </constant> <constant name="VARYING_TYPE_FLOAT" value="0" enum="VaryingType"> </constant> - <constant name="VARYING_TYPE_VECTOR_2D" value="1" enum="VaryingType"> + <constant name="VARYING_TYPE_INT" value="1" enum="VaryingType"> </constant> - <constant name="VARYING_TYPE_VECTOR_3D" value="2" enum="VaryingType"> + <constant name="VARYING_TYPE_UINT" value="2" enum="VaryingType"> </constant> - <constant name="VARYING_TYPE_VECTOR_4D" value="3" enum="VaryingType"> + <constant name="VARYING_TYPE_VECTOR_2D" value="3" enum="VaryingType"> </constant> - <constant name="VARYING_TYPE_COLOR" value="4" enum="VaryingType"> + <constant name="VARYING_TYPE_VECTOR_3D" value="4" enum="VaryingType"> </constant> - <constant name="VARYING_TYPE_TRANSFORM" value="5" enum="VaryingType"> + <constant name="VARYING_TYPE_VECTOR_4D" value="5" enum="VaryingType"> </constant> - <constant name="VARYING_TYPE_MAX" value="6" enum="VaryingType"> + <constant name="VARYING_TYPE_BOOLEAN" value="6" enum="VaryingType"> + </constant> + <constant name="VARYING_TYPE_TRANSFORM" value="7" enum="VaryingType"> + </constant> + <constant name="VARYING_TYPE_MAX" value="8" enum="VaryingType"> </constant> <constant name="NODE_ID_INVALID" value="-1"> </constant> diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index 1f3397f39c..f95f871e52 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -72,25 +72,28 @@ <constant name="PORT_TYPE_SCALAR_INT" value="1" enum="PortType"> Integer scalar. Translated to [code]int[/code] type in shader code. </constant> - <constant name="PORT_TYPE_VECTOR_2D" value="2" enum="PortType"> + <constant name="PORT_TYPE_SCALAR_UINT" value="2" enum="PortType"> + Unsigned integer scalar. Translated to [code]uint[/code] type in shader code. + </constant> + <constant name="PORT_TYPE_VECTOR_2D" value="3" enum="PortType"> 2D vector of floating-point values. Translated to [code]vec2[/code] type in shader code. </constant> - <constant name="PORT_TYPE_VECTOR_3D" value="3" enum="PortType"> + <constant name="PORT_TYPE_VECTOR_3D" value="4" enum="PortType"> 3D vector of floating-point values. Translated to [code]vec3[/code] type in shader code. </constant> - <constant name="PORT_TYPE_VECTOR_4D" value="4" enum="PortType"> + <constant name="PORT_TYPE_VECTOR_4D" value="5" enum="PortType"> 4D vector of floating-point values. Translated to [code]vec4[/code] type in shader code. </constant> - <constant name="PORT_TYPE_BOOLEAN" value="5" enum="PortType"> + <constant name="PORT_TYPE_BOOLEAN" value="6" enum="PortType"> Boolean type. Translated to [code]bool[/code] type in shader code. </constant> - <constant name="PORT_TYPE_TRANSFORM" value="6" enum="PortType"> + <constant name="PORT_TYPE_TRANSFORM" value="7" enum="PortType"> Transform type. Translated to [code]mat4[/code] type in shader code. </constant> - <constant name="PORT_TYPE_SAMPLER" value="7" enum="PortType"> + <constant name="PORT_TYPE_SAMPLER" value="8" enum="PortType"> Sampler type. Translated to reference of sampler uniform in shader code. Can only be used for input ports in non-uniform nodes. </constant> - <constant name="PORT_TYPE_MAX" value="8" enum="PortType"> + <constant name="PORT_TYPE_MAX" value="9" enum="PortType"> Represents the size of the [enum PortType] enum. </constant> </constants> diff --git a/doc/classes/VisualShaderNodeBooleanUniform.xml b/doc/classes/VisualShaderNodeBooleanParameter.xml index 59b331aed2..47dae17dba 100644 --- a/doc/classes/VisualShaderNodeBooleanUniform.xml +++ b/doc/classes/VisualShaderNodeBooleanParameter.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeBooleanUniform" inherits="VisualShaderNodeUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VisualShaderNodeBooleanParameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A boolean uniform to be used within the visual shader graph. + A boolean parameter to be used within the visual shader graph. </brief_description> <description> Translated to [code]uniform bool[/code] in the shader language. diff --git a/doc/classes/VisualShaderNodeClamp.xml b/doc/classes/VisualShaderNodeClamp.xml index 35f50a37c3..642a98ec8c 100644 --- a/doc/classes/VisualShaderNodeClamp.xml +++ b/doc/classes/VisualShaderNodeClamp.xml @@ -20,16 +20,19 @@ <constant name="OP_TYPE_INT" value="1" enum="OpType"> An integer scalar. </constant> - <constant name="OP_TYPE_VECTOR_2D" value="2" enum="OpType"> + <constant name="OP_TYPE_UINT" value="2" enum="OpType"> + An unsigned integer scalar. + </constant> + <constant name="OP_TYPE_VECTOR_2D" value="3" enum="OpType"> A 2D vector type. </constant> - <constant name="OP_TYPE_VECTOR_3D" value="3" enum="OpType"> + <constant name="OP_TYPE_VECTOR_3D" value="4" enum="OpType"> A 3D vector type. </constant> - <constant name="OP_TYPE_VECTOR_4D" value="4" enum="OpType"> + <constant name="OP_TYPE_VECTOR_4D" value="5" enum="OpType"> A 4D vector type. </constant> - <constant name="OP_TYPE_MAX" value="5" enum="OpType"> + <constant name="OP_TYPE_MAX" value="6" enum="OpType"> Represents the size of the [enum OpType] enum. </constant> </constants> diff --git a/doc/classes/VisualShaderNodeColorUniform.xml b/doc/classes/VisualShaderNodeColorParameter.xml index 5ca96dc285..0cc2285ed4 100644 --- a/doc/classes/VisualShaderNodeColorUniform.xml +++ b/doc/classes/VisualShaderNodeColorParameter.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeColorUniform" inherits="VisualShaderNodeUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VisualShaderNodeColorParameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A [Color] uniform to be used within the visual shader graph. + A [Color] parameter to be used within the visual shader graph. </brief_description> <description> Translated to [code]uniform vec4[/code] in the shader language. diff --git a/doc/classes/VisualShaderNodeCompare.xml b/doc/classes/VisualShaderNodeCompare.xml index 942ced2ebd..19ed42d1c7 100644 --- a/doc/classes/VisualShaderNodeCompare.xml +++ b/doc/classes/VisualShaderNodeCompare.xml @@ -26,22 +26,25 @@ <constant name="CTYPE_SCALAR_INT" value="1" enum="ComparisonType"> An integer scalar. </constant> - <constant name="CTYPE_VECTOR_2D" value="2" enum="ComparisonType"> + <constant name="CTYPE_SCALAR_UINT" value="2" enum="ComparisonType"> + An unsigned integer scalar. + </constant> + <constant name="CTYPE_VECTOR_2D" value="3" enum="ComparisonType"> A 2D vector type. </constant> - <constant name="CTYPE_VECTOR_3D" value="3" enum="ComparisonType"> + <constant name="CTYPE_VECTOR_3D" value="4" enum="ComparisonType"> A 3D vector type. </constant> - <constant name="CTYPE_VECTOR_4D" value="4" enum="ComparisonType"> + <constant name="CTYPE_VECTOR_4D" value="5" enum="ComparisonType"> A 4D vector type. </constant> - <constant name="CTYPE_BOOLEAN" value="5" enum="ComparisonType"> + <constant name="CTYPE_BOOLEAN" value="6" enum="ComparisonType"> A boolean type. </constant> - <constant name="CTYPE_TRANSFORM" value="6" enum="ComparisonType"> + <constant name="CTYPE_TRANSFORM" value="7" enum="ComparisonType"> A transform ([code]mat4[/code]) type. </constant> - <constant name="CTYPE_MAX" value="7" enum="ComparisonType"> + <constant name="CTYPE_MAX" value="8" enum="ComparisonType"> Represents the size of the [enum ComparisonType] enum. </constant> <constant name="FUNC_EQUAL" value="0" enum="Function"> diff --git a/doc/classes/VisualShaderNodeCubemapUniform.xml b/doc/classes/VisualShaderNodeCubemapParameter.xml index 3f6addd16a..d0d3c79d03 100644 --- a/doc/classes/VisualShaderNodeCubemapUniform.xml +++ b/doc/classes/VisualShaderNodeCubemapParameter.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeCubemapUniform" inherits="VisualShaderNodeTextureUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VisualShaderNodeCubemapParameter" inherits="VisualShaderNodeTextureParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A [Cubemap] uniform node to be used within the visual shader graph. + A [Cubemap] parameter node to be used within the visual shader graph. </brief_description> <description> Translated to [code]uniform samplerCube[/code] in the shader language. The output value can be used as port for [VisualShaderNodeCubemap]. diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index 9813b4778d..d96969b383 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -68,7 +68,7 @@ <method name="_get_input_port_count" qualifiers="virtual const"> <return type="int" /> <description> - Override this method to define the amount of input ports of the associated custom node. + Override this method to define the number of input ports of the associated custom node. Defining this method is [b]required[/b]. If not overridden, the node has no input ports. </description> </method> @@ -98,7 +98,7 @@ <method name="_get_output_port_count" qualifiers="virtual const"> <return type="int" /> <description> - Override this method to define the amount of output ports of the associated custom node. + Override this method to define the number of output ports of the associated custom node. Defining this method is [b]required[/b]. If not overridden, the node has no output ports. </description> </method> diff --git a/doc/classes/VisualShaderNodeDistanceFade.xml b/doc/classes/VisualShaderNodeDistanceFade.xml new file mode 100644 index 0000000000..8ea0857776 --- /dev/null +++ b/doc/classes/VisualShaderNodeDistanceFade.xml @@ -0,0 +1,9 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeDistanceFade" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/VisualShaderNodeExpression.xml b/doc/classes/VisualShaderNodeExpression.xml index c4f010f3c0..6b2dc2f2cb 100644 --- a/doc/classes/VisualShaderNodeExpression.xml +++ b/doc/classes/VisualShaderNodeExpression.xml @@ -4,7 +4,7 @@ A custom visual shader graph expression written in Godot Shading Language. </brief_description> <description> - Custom Godot Shading Language expression, with a custom amount of input and output ports. + Custom Godot Shading Language expression, with a custom number of input and output ports. The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions. </description> <tutorials> diff --git a/doc/classes/VisualShaderNodeFloatUniform.xml b/doc/classes/VisualShaderNodeFloatParameter.xml index 1616964edb..3b5bf57b4d 100644 --- a/doc/classes/VisualShaderNodeFloatUniform.xml +++ b/doc/classes/VisualShaderNodeFloatParameter.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeFloatUniform" inherits="VisualShaderNodeUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VisualShaderNodeFloatParameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A scalar float uniform to be used within the visual shader graph. + A scalar float parameter to be used within the visual shader graph. </brief_description> <description> Translated to [code]uniform float[/code] in the shader language. @@ -15,8 +15,8 @@ <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> Enables usage of the [member default_value]. </member> - <member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeFloatUniform.Hint" default="0"> - A hint applied to the uniform, which controls the values it can take when set through the inspector. + <member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeFloatParameter.Hint" default="0"> + A hint applied to the uniform, which controls the values it can take when set through the Inspector. </member> <member name="max" type="float" setter="set_max" getter="get_max" default="1.0"> Minimum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP]. diff --git a/doc/classes/VisualShaderNodeGroupBase.xml b/doc/classes/VisualShaderNodeGroupBase.xml index 450629a73f..dcc94f0b24 100644 --- a/doc/classes/VisualShaderNodeGroupBase.xml +++ b/doc/classes/VisualShaderNodeGroupBase.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeGroupBase" inherits="VisualShaderNodeResizableBase" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Base class for a family of nodes with variable amount of input and output ports within the visual shader graph. + Base class for a family of nodes with variable number of input and output ports within the visual shader graph. </brief_description> <description> Currently, has no direct usage, use the derived classes instead. diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index 6268a3fe09..2ebffcfe76 100644 --- a/doc/classes/VisualShaderNodeInput.xml +++ b/doc/classes/VisualShaderNodeInput.xml @@ -19,7 +19,7 @@ </methods> <members> <member name="input_name" type="String" setter="set_input_name" getter="get_input_name" default=""[None]""> - One of the several input constants in lower-case style like: "vertex"([code]VERTEX[/code]) or "point_size"([code]POINT_SIZE[/code]). + One of the several input constants in lower-case style like: "vertex" ([code]VERTEX[/code]) or "point_size" ([code]POINT_SIZE[/code]). </member> </members> <signals> diff --git a/doc/classes/VisualShaderNodeIntParameter.xml b/doc/classes/VisualShaderNodeIntParameter.xml new file mode 100644 index 0000000000..70335b0c77 --- /dev/null +++ b/doc/classes/VisualShaderNodeIntParameter.xml @@ -0,0 +1,33 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeIntParameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <members> + <member name="default_value" type="int" setter="set_default_value" getter="get_default_value" default="0"> + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + </member> + <member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeIntParameter.Hint" default="0"> + </member> + <member name="max" type="int" setter="set_max" getter="get_max" default="100"> + </member> + <member name="min" type="int" setter="set_min" getter="get_min" default="0"> + </member> + <member name="step" type="int" setter="set_step" getter="get_step" default="1"> + </member> + </members> + <constants> + <constant name="HINT_NONE" value="0" enum="Hint"> + </constant> + <constant name="HINT_RANGE" value="1" enum="Hint"> + </constant> + <constant name="HINT_RANGE_STEP" value="2" enum="Hint"> + </constant> + <constant name="HINT_MAX" value="3" enum="Hint"> + </constant> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeIntUniform.xml b/doc/classes/VisualShaderNodeIntUniform.xml deleted file mode 100644 index c83bdb5ad6..0000000000 --- a/doc/classes/VisualShaderNodeIntUniform.xml +++ /dev/null @@ -1,45 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeIntUniform" inherits="VisualShaderNodeUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A scalar integer uniform to be used within the visual shader graph. - </brief_description> - <description> - Translated to [code]uniform int[/code] in the shader language. - </description> - <tutorials> - </tutorials> - <members> - <member name="default_value" type="int" setter="set_default_value" getter="get_default_value" default="0"> - A default value to be assigned within the shader. - </member> - <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> - Enables usage of the [member default_value]. - </member> - <member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeIntUniform.Hint" default="0"> - A hint applied to the uniform, which controls the values it can take when set through the inspector. - </member> - <member name="max" type="int" setter="set_max" getter="get_max" default="100"> - Minimum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP]. - </member> - <member name="min" type="int" setter="set_min" getter="get_min" default="0"> - Maximum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP]. - </member> - <member name="step" type="int" setter="set_step" getter="get_step" default="1"> - Step (increment) value for the range hint with step. Used if [member hint] is set to [constant HINT_RANGE_STEP]. - </member> - </members> - <constants> - <constant name="HINT_NONE" value="0" enum="Hint"> - No hint used. - </constant> - <constant name="HINT_RANGE" value="1" enum="Hint"> - A range hint for scalar value, which limits possible input values between [member min] and [member max]. Translated to [code]hint_range(min, max)[/code] in shader code. - </constant> - <constant name="HINT_RANGE_STEP" value="2" enum="Hint"> - A range hint for scalar value with step, which limits possible input values between [member min] and [member max], with a step (increment) of [member step]). Translated to [code]hint_range(min, max, step)[/code] in shader code. - </constant> - <constant name="HINT_MAX" value="3" enum="Hint"> - Represents the size of the [enum Hint] enum. - </constant> - </constants> -</class> diff --git a/doc/classes/VisualShaderNodeLinearSceneDepth.xml b/doc/classes/VisualShaderNodeLinearSceneDepth.xml new file mode 100644 index 0000000000..fa8c01ac0a --- /dev/null +++ b/doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -0,0 +1,9 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeLinearSceneDepth" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/VisualShaderNodeParameter.xml b/doc/classes/VisualShaderNodeParameter.xml new file mode 100644 index 0000000000..55b10ac810 --- /dev/null +++ b/doc/classes/VisualShaderNodeParameter.xml @@ -0,0 +1,29 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeParameter" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + A base type for the parameters within the visual shader graph. + </brief_description> + <description> + A parameter represents a variable in the shader which is set externally, i.e. from the [ShaderMaterial]. Parameters are exposed as properties in the [ShaderMaterial] and can be assigned from the Inspector or from a script. + </description> + <tutorials> + </tutorials> + <members> + <member name="parameter_name" type="String" setter="set_parameter_name" getter="get_parameter_name" default=""""> + Name of the parameter, by which it can be accessed through the [ShaderMaterial] properties. + </member> + <member name="qualifier" type="int" setter="set_qualifier" getter="get_qualifier" enum="VisualShaderNodeParameter.Qualifier" default="0"> + </member> + </members> + <constants> + <constant name="QUAL_NONE" value="0" enum="Qualifier"> + </constant> + <constant name="QUAL_GLOBAL" value="1" enum="Qualifier"> + </constant> + <constant name="QUAL_INSTANCE" value="2" enum="Qualifier"> + </constant> + <constant name="QUAL_MAX" value="3" enum="Qualifier"> + Represents the size of the [enum Qualifier] enum. + </constant> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeParameterRef.xml b/doc/classes/VisualShaderNodeParameterRef.xml new file mode 100644 index 0000000000..b2801183ed --- /dev/null +++ b/doc/classes/VisualShaderNodeParameterRef.xml @@ -0,0 +1,16 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeParameterRef" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + A reference to an existing [VisualShaderNodeParameter]. + </brief_description> + <description> + Creating a reference to a [VisualShaderNodeParameter] allows you to reuse this parameter in different shaders or shader stages easily. + </description> + <tutorials> + </tutorials> + <members> + <member name="parameter_name" type="String" setter="set_parameter_name" getter="get_parameter_name" default=""[None]""> + The name of the parameter which this reference points to. + </member> + </members> +</class> diff --git a/doc/classes/VisualShaderNodeProximityFade.xml b/doc/classes/VisualShaderNodeProximityFade.xml new file mode 100644 index 0000000000..25051eed71 --- /dev/null +++ b/doc/classes/VisualShaderNodeProximityFade.xml @@ -0,0 +1,9 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeProximityFade" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/VisualShaderNodeRandomRange.xml b/doc/classes/VisualShaderNodeRandomRange.xml new file mode 100644 index 0000000000..adc83d808c --- /dev/null +++ b/doc/classes/VisualShaderNodeRandomRange.xml @@ -0,0 +1,9 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeRandomRange" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/VisualShaderNodeRemap.xml b/doc/classes/VisualShaderNodeRemap.xml new file mode 100644 index 0000000000..5a73a76e7f --- /dev/null +++ b/doc/classes/VisualShaderNodeRemap.xml @@ -0,0 +1,9 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeRemap" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/VisualShaderNodeSwitch.xml b/doc/classes/VisualShaderNodeSwitch.xml index e74ff6e162..3fda4eb2b8 100644 --- a/doc/classes/VisualShaderNodeSwitch.xml +++ b/doc/classes/VisualShaderNodeSwitch.xml @@ -20,22 +20,25 @@ <constant name="OP_TYPE_INT" value="1" enum="OpType"> An integer scalar. </constant> - <constant name="OP_TYPE_VECTOR_2D" value="2" enum="OpType"> + <constant name="OP_TYPE_UINT" value="2" enum="OpType"> + An unsigned integer scalar. + </constant> + <constant name="OP_TYPE_VECTOR_2D" value="3" enum="OpType"> A 2D vector type. </constant> - <constant name="OP_TYPE_VECTOR_3D" value="3" enum="OpType"> + <constant name="OP_TYPE_VECTOR_3D" value="4" enum="OpType"> A 3D vector type. </constant> - <constant name="OP_TYPE_VECTOR_4D" value="4" enum="OpType"> + <constant name="OP_TYPE_VECTOR_4D" value="5" enum="OpType"> A 4D vector type. </constant> - <constant name="OP_TYPE_BOOLEAN" value="5" enum="OpType"> + <constant name="OP_TYPE_BOOLEAN" value="6" enum="OpType"> A boolean type. </constant> - <constant name="OP_TYPE_TRANSFORM" value="6" enum="OpType"> + <constant name="OP_TYPE_TRANSFORM" value="7" enum="OpType"> A transform type. </constant> - <constant name="OP_TYPE_MAX" value="7" enum="OpType"> + <constant name="OP_TYPE_MAX" value="8" enum="OpType"> Represents the size of the [enum OpType] enum. </constant> </constants> diff --git a/doc/classes/VisualShaderNodeTexture2DArrayParameter.xml b/doc/classes/VisualShaderNodeTexture2DArrayParameter.xml new file mode 100644 index 0000000000..2afaa8e219 --- /dev/null +++ b/doc/classes/VisualShaderNodeTexture2DArrayParameter.xml @@ -0,0 +1,9 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeTexture2DArrayParameter" inherits="VisualShaderNodeTextureParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml b/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml deleted file mode 100644 index f8ba796c2e..0000000000 --- a/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml +++ /dev/null @@ -1,9 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeTexture2DArrayUniform" inherits="VisualShaderNodeTextureUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - </brief_description> - <description> - </description> - <tutorials> - </tutorials> -</class> diff --git a/doc/classes/VisualShaderNodeTexture2DParameter.xml b/doc/classes/VisualShaderNodeTexture2DParameter.xml new file mode 100644 index 0000000000..5049a63a0e --- /dev/null +++ b/doc/classes/VisualShaderNodeTexture2DParameter.xml @@ -0,0 +1,11 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeTexture2DParameter" inherits="VisualShaderNodeTextureParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Provides a 2D texture parameter within the visual shader graph. + </brief_description> + <description> + Translated to [code]uniform sampler2D[/code] in the shader language. + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/VisualShaderNodeTexture3DParameter.xml b/doc/classes/VisualShaderNodeTexture3DParameter.xml new file mode 100644 index 0000000000..8ad4de9a22 --- /dev/null +++ b/doc/classes/VisualShaderNodeTexture3DParameter.xml @@ -0,0 +1,11 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeTexture3DParameter" inherits="VisualShaderNodeTextureParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Provides a 3D texture parameter within the visual shader graph. + </brief_description> + <description> + Translated to [code]uniform sampler3D[/code] in the shader language. + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/VisualShaderNodeTexture3DUniform.xml b/doc/classes/VisualShaderNodeTexture3DUniform.xml deleted file mode 100644 index 365c7db02e..0000000000 --- a/doc/classes/VisualShaderNodeTexture3DUniform.xml +++ /dev/null @@ -1,11 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeTexture3DUniform" inherits="VisualShaderNodeTextureUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - Provides a 3D texture uniform within the visual shader graph. - </brief_description> - <description> - Translated to [code]uniform sampler3D[/code] in the shader language. - </description> - <tutorials> - </tutorials> -</class> diff --git a/doc/classes/VisualShaderNodeTextureUniform.xml b/doc/classes/VisualShaderNodeTextureParameter.xml index 9014f79f54..ad21c4e990 100644 --- a/doc/classes/VisualShaderNodeTextureUniform.xml +++ b/doc/classes/VisualShaderNodeTextureParameter.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeTextureUniform" inherits="VisualShaderNodeUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VisualShaderNodeTextureParameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Performs a uniform texture lookup within the visual shader graph. </brief_description> @@ -9,16 +9,16 @@ <tutorials> </tutorials> <members> - <member name="color_default" type="int" setter="set_color_default" getter="get_color_default" enum="VisualShaderNodeTextureUniform.ColorDefault" default="0"> + <member name="color_default" type="int" setter="set_color_default" getter="get_color_default" enum="VisualShaderNodeTextureParameter.ColorDefault" default="0"> Sets the default color if no texture is assigned to the uniform. </member> - <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="VisualShaderNodeTextureUniform.TextureFilter" default="0"> + <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="VisualShaderNodeTextureParameter.TextureFilter" default="0"> Sets the texture filtering mode. See [enum TextureFilter] for options. </member> - <member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="VisualShaderNodeTextureUniform.TextureRepeat" default="0"> + <member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="VisualShaderNodeTextureParameter.TextureRepeat" default="0"> Sets the texture repeating mode. See [enum TextureRepeat] for options. </member> - <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureUniform.TextureType" default="0"> + <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureParameter.TextureType" default="0"> Defines the type of data provided by the source texture. See [enum TextureType] for options. </member> </members> diff --git a/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml b/doc/classes/VisualShaderNodeTextureParameterTriplanar.xml index 72082ef04d..2b019e08d5 100644 --- a/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml +++ b/doc/classes/VisualShaderNodeTextureParameterTriplanar.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeTextureUniformTriplanar" inherits="VisualShaderNodeTextureUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VisualShaderNodeTextureParameterTriplanar" inherits="VisualShaderNodeTextureParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Performs a uniform texture lookup with triplanar within the visual shader graph. </brief_description> diff --git a/doc/classes/VisualShaderNodeTransformUniform.xml b/doc/classes/VisualShaderNodeTransformParameter.xml index 60678c09e5..92aadc4d7c 100644 --- a/doc/classes/VisualShaderNodeTransformUniform.xml +++ b/doc/classes/VisualShaderNodeTransformParameter.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeTransformUniform" inherits="VisualShaderNodeUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VisualShaderNodeTransformParameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A [Transform3D] uniform for use within the visual shader graph. + A [Transform3D] parameter for use within the visual shader graph. </brief_description> <description> Translated to [code]uniform mat4[/code] in the shader language. diff --git a/doc/classes/VisualShaderNodeUIntConstant.xml b/doc/classes/VisualShaderNodeUIntConstant.xml new file mode 100644 index 0000000000..926e4e11d2 --- /dev/null +++ b/doc/classes/VisualShaderNodeUIntConstant.xml @@ -0,0 +1,16 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeUIntConstant" inherits="VisualShaderNodeConstant" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + An unsigned scalar integer constant to be used within the visual shader graph. + </brief_description> + <description> + Translated to [code]uint[/code] in the shader language. + </description> + <tutorials> + </tutorials> + <members> + <member name="constant" type="int" setter="set_constant" getter="get_constant" default="0"> + An unsigned integer constant which represents a state of this node. + </member> + </members> +</class> diff --git a/doc/classes/VisualShaderNodeUIntFunc.xml b/doc/classes/VisualShaderNodeUIntFunc.xml new file mode 100644 index 0000000000..c0c591304a --- /dev/null +++ b/doc/classes/VisualShaderNodeUIntFunc.xml @@ -0,0 +1,27 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeUIntFunc" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + An unsigned scalar integer function to be used within the visual shader graph. + </brief_description> + <description> + Accept an unsigned integer scalar ([code]x[/code]) to the input port and transform it according to [member function]. + </description> + <tutorials> + </tutorials> + <members> + <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeUIntFunc.Function" default="0"> + A function to be applied to the scalar. See [enum Function] for options. + </member> + </members> + <constants> + <constant name="FUNC_NEGATE" value="0" enum="Function"> + Negates the [code]x[/code] using [code]-(x)[/code]. + </constant> + <constant name="FUNC_BITWISE_NOT" value="1" enum="Function"> + Returns the result of bitwise [code]NOT[/code] operation on the integer. Translates to [code]~a[/code] in the Godot Shader Language. + </constant> + <constant name="FUNC_MAX" value="2" enum="Function"> + Represents the size of the [enum Function] enum. + </constant> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeUIntOp.xml b/doc/classes/VisualShaderNodeUIntOp.xml new file mode 100644 index 0000000000..44f71286e3 --- /dev/null +++ b/doc/classes/VisualShaderNodeUIntOp.xml @@ -0,0 +1,57 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeUIntOp" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + An unsigned integer scalar operator to be used within the visual shader graph. + </brief_description> + <description> + Applies [member operator] to two unsigned integer inputs: [code]a[/code] and [code]b[/code]. + </description> + <tutorials> + </tutorials> + <members> + <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeUIntOp.Operator" default="0"> + An operator to be applied to the inputs. See [enum Operator] for options. + </member> + </members> + <constants> + <constant name="OP_ADD" value="0" enum="Operator"> + Sums two numbers using [code]a + b[/code]. + </constant> + <constant name="OP_SUB" value="1" enum="Operator"> + Subtracts two numbers using [code]a - b[/code]. + </constant> + <constant name="OP_MUL" value="2" enum="Operator"> + Multiplies two numbers using [code]a * b[/code]. + </constant> + <constant name="OP_DIV" value="3" enum="Operator"> + Divides two numbers using [code]a / b[/code]. + </constant> + <constant name="OP_MOD" value="4" enum="Operator"> + Calculates the remainder of two numbers using [code]a % b[/code]. + </constant> + <constant name="OP_MAX" value="5" enum="Operator"> + Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language. + </constant> + <constant name="OP_MIN" value="6" enum="Operator"> + Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language. + </constant> + <constant name="OP_BITWISE_AND" value="7" enum="Operator"> + Returns the result of bitwise [code]AND[/code] operation on the integer. Translates to [code]a & b[/code] in the Godot Shader Language. + </constant> + <constant name="OP_BITWISE_OR" value="8" enum="Operator"> + Returns the result of bitwise [code]OR[/code] operation for two integers. Translates to [code]a | b[/code] in the Godot Shader Language. + </constant> + <constant name="OP_BITWISE_XOR" value="9" enum="Operator"> + Returns the result of bitwise [code]XOR[/code] operation for two integers. Translates to [code]a ^ b[/code] in the Godot Shader Language. + </constant> + <constant name="OP_BITWISE_LEFT_SHIFT" value="10" enum="Operator"> + Returns the result of bitwise left shift operation on the integer. Translates to [code]a << b[/code] in the Godot Shader Language. + </constant> + <constant name="OP_BITWISE_RIGHT_SHIFT" value="11" enum="Operator"> + Returns the result of bitwise right shift operation on the integer. Translates to [code]a >> b[/code] in the Godot Shader Language. + </constant> + <constant name="OP_ENUM_SIZE" value="12" enum="Operator"> + Represents the size of the [enum Operator] enum. + </constant> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeUIntParameter.xml b/doc/classes/VisualShaderNodeUIntParameter.xml new file mode 100644 index 0000000000..3b549c84f7 --- /dev/null +++ b/doc/classes/VisualShaderNodeUIntParameter.xml @@ -0,0 +1,15 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeUIntParameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <members> + <member name="default_value" type="int" setter="set_default_value" getter="get_default_value" default="0"> + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + </member> + </members> +</class> diff --git a/doc/classes/VisualShaderNodeUVFunc.xml b/doc/classes/VisualShaderNodeUVFunc.xml index 37a9769a10..541991b790 100644 --- a/doc/classes/VisualShaderNodeUVFunc.xml +++ b/doc/classes/VisualShaderNodeUVFunc.xml @@ -17,7 +17,7 @@ Translates [code]uv[/code] by using [code]scale[/code] and [code]offset[/code] values using the following formula: [code]uv = uv + offset * scale[/code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by default. </constant> <constant name="FUNC_SCALING" value="1" enum="Function"> - Scales [code]uv[/uv] by using [code]scale[/code] and [code]pivot[/code] values using the following formula: [code]uv = (uv - pivot) * scale + pivot[/code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by default. + Scales [code]uv[/code] by using [code]scale[/code] and [code]pivot[/code] values using the following formula: [code]uv = (uv - pivot) * scale + pivot[/code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by default. </constant> <constant name="FUNC_MAX" value="2" enum="Function"> Represents the size of the [enum Function] enum. diff --git a/doc/classes/VisualShaderNodeUVPolarCoord.xml b/doc/classes/VisualShaderNodeUVPolarCoord.xml new file mode 100644 index 0000000000..8582939db3 --- /dev/null +++ b/doc/classes/VisualShaderNodeUVPolarCoord.xml @@ -0,0 +1,9 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeUVPolarCoord" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/VisualShaderNodeUniform.xml b/doc/classes/VisualShaderNodeUniform.xml deleted file mode 100644 index 58d194e9d4..0000000000 --- a/doc/classes/VisualShaderNodeUniform.xml +++ /dev/null @@ -1,29 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeUniform" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A base type for the uniforms within the visual shader graph. - </brief_description> - <description> - A uniform represents a variable in the shader which is set externally, i.e. from the [ShaderMaterial]. Uniforms are exposed as properties in the [ShaderMaterial] and can be assigned from the inspector or from a script. - </description> - <tutorials> - </tutorials> - <members> - <member name="qualifier" type="int" setter="set_qualifier" getter="get_qualifier" enum="VisualShaderNodeUniform.Qualifier" default="0"> - </member> - <member name="uniform_name" type="String" setter="set_uniform_name" getter="get_uniform_name" default=""""> - Name of the uniform, by which it can be accessed through the [ShaderMaterial] properties. - </member> - </members> - <constants> - <constant name="QUAL_NONE" value="0" enum="Qualifier"> - </constant> - <constant name="QUAL_GLOBAL" value="1" enum="Qualifier"> - </constant> - <constant name="QUAL_INSTANCE" value="2" enum="Qualifier"> - </constant> - <constant name="QUAL_MAX" value="3" enum="Qualifier"> - Represents the size of the [enum Qualifier] enum. - </constant> - </constants> -</class> diff --git a/doc/classes/VisualShaderNodeUniformRef.xml b/doc/classes/VisualShaderNodeUniformRef.xml deleted file mode 100644 index 4b12c6e649..0000000000 --- a/doc/classes/VisualShaderNodeUniformRef.xml +++ /dev/null @@ -1,16 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeUniformRef" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A reference to an existing [VisualShaderNodeUniform]. - </brief_description> - <description> - Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this uniform in different shaders or shader stages easily. - </description> - <tutorials> - </tutorials> - <members> - <member name="uniform_name" type="String" setter="set_uniform_name" getter="get_uniform_name" default=""[None]""> - The name of the uniform which this reference points to. - </member> - </members> -</class> diff --git a/doc/classes/VisualShaderNodeVec2Uniform.xml b/doc/classes/VisualShaderNodeVec2Parameter.xml index 4ad6279475..19cf1baa86 100644 --- a/doc/classes/VisualShaderNodeVec2Uniform.xml +++ b/doc/classes/VisualShaderNodeVec2Parameter.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeVec2Uniform" inherits="VisualShaderNodeUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VisualShaderNodeVec2Parameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A [Vector2] uniform to be used within the visual shader graph. + A [Vector2] parameter to be used within the visual shader graph. </brief_description> <description> Translated to [code]uniform vec2[/code] in the shader language. diff --git a/doc/classes/VisualShaderNodeVec3Uniform.xml b/doc/classes/VisualShaderNodeVec3Parameter.xml index f712c89463..17d4b31d1a 100644 --- a/doc/classes/VisualShaderNodeVec3Uniform.xml +++ b/doc/classes/VisualShaderNodeVec3Parameter.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeVec3Uniform" inherits="VisualShaderNodeUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VisualShaderNodeVec3Parameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A [Vector3] uniform to be used within the visual shader graph. + A [Vector3] parameter to be used within the visual shader graph. </brief_description> <description> Translated to [code]uniform vec3[/code] in the shader language. diff --git a/doc/classes/VisualShaderNodeVec4Constant.xml b/doc/classes/VisualShaderNodeVec4Constant.xml index ed3d8a673d..ddd2f38fb9 100644 --- a/doc/classes/VisualShaderNodeVec4Constant.xml +++ b/doc/classes/VisualShaderNodeVec4Constant.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVec4Constant" inherits="VisualShaderNodeConstant" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A 4D vector (represented as a [Quaternion]) constant to be used within the visual shader graph. + A 4D vector constant to be used within the visual shader graph. </brief_description> <description> - A constant 4D vector (represented as a [Quaternion]), which can be used as an input node. + A constant 4D vector, which can be used as an input node. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVec4Uniform.xml b/doc/classes/VisualShaderNodeVec4Parameter.xml index 5bd13a440b..0e9e7c6b6f 100644 --- a/doc/classes/VisualShaderNodeVec4Uniform.xml +++ b/doc/classes/VisualShaderNodeVec4Parameter.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeVec4Uniform" inherits="VisualShaderNodeUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VisualShaderNodeVec4Parameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A 4D vector (represented as a [Quaternion]) uniform to be used within the visual shader graph. + A 4D vector parameter to be used within the visual shader graph. </brief_description> <description> Translated to [code]uniform vec4[/code] in the shader language. @@ -9,7 +9,7 @@ <tutorials> </tutorials> <members> - <member name="default_value" type="Quaternion" setter="set_default_value" getter="get_default_value" default="Quaternion(0, 0, 0, 1)"> + <member name="default_value" type="Vector4" setter="set_default_value" getter="get_default_value" default="Vector4(0, 0, 0, 0)"> A default value to be assigned within the shader. </member> <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index ba4995a5fb..394611b78f 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -32,6 +32,9 @@ </method> </methods> <members> + <member name="camera_attributes" type="CameraAttributes" setter="set_camera_attributes" getter="get_camera_attributes"> + The [CameraAttributes] resource that specifies exposure levels to bake at. Auto-exposure and non exposure properties will be ignored. Exposure settings should be used to reduce the dynamic range present when baking. If exposure is too high, the [VoxelGI] will have banding artifacts or may have over-exposure artifacts. + </member> <member name="data" type="VoxelGIData" setter="set_probe_data" getter="get_probe_data"> The [VoxelGIData] resource that holds the data for this [VoxelGI]. </member> diff --git a/doc/classes/VoxelGIData.xml b/doc/classes/VoxelGIData.xml index 92b2e66e5a..bd9df18394 100644 --- a/doc/classes/VoxelGIData.xml +++ b/doc/classes/VoxelGIData.xml @@ -5,7 +5,7 @@ </brief_description> <description> [VoxelGIData] contains baked voxel global illumination for use in a [VoxelGI] node. [VoxelGIData] also offers several properties to adjust the final appearance of the global illumination. These properties can be adjusted at run-time without having to bake the [VoxelGI] node again. - [b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from growing too much and becoming slow to load and save, always save [VoxelGIData] to an external binary resource file ([code].res[/code]) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the floppy disk icon at the top of the inspector then choosing [b]Save As...[/b]. + [b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from growing too much and becoming slow to load and save, always save [VoxelGIData] to an external binary resource file ([code].res[/code]) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the floppy disk icon at the top of the Inspector then choosing [b]Save As...[/b]. </description> <tutorials> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index ce7ad1e64e..16ca486e4a 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -10,6 +10,66 @@ <tutorials> </tutorials> <methods> + <method name="add_theme_color_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <param index="1" name="color" type="Color" /> + <description> + Creates a local override for a theme [Color] with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_color_override]. + See also [method get_theme_color] and [method Control.add_theme_color_override] for more details. + </description> + </method> + <method name="add_theme_constant_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <param index="1" name="constant" type="int" /> + <description> + Creates a local override for a theme constant with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_constant_override]. + See also [method get_theme_constant]. + </description> + </method> + <method name="add_theme_font_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <param index="1" name="font" type="Font" /> + <description> + Creates a local override for a theme [Font] with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_font_override]. + See also [method get_theme_font]. + </description> + </method> + <method name="add_theme_font_size_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <param index="1" name="font_size" type="int" /> + <description> + Creates a local override for a theme font size with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_font_size_override]. + See also [method get_theme_font_size]. + </description> + </method> + <method name="add_theme_icon_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <param index="1" name="texture" type="Texture2D" /> + <description> + Creates a local override for a theme icon with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_icon_override]. + See also [method get_theme_icon]. + </description> + </method> + <method name="add_theme_stylebox_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <param index="1" name="stylebox" type="StyleBox" /> + <description> + Creates a local override for a theme [StyleBox] with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_stylebox_override]. + See also [method get_theme_stylebox] and [method Control.add_theme_stylebox_override] for more details. + </description> + </method> + <method name="begin_bulk_theme_override"> + <return type="void" /> + <description> + Prevents [code]*_theme_*_override[/code] methods from emitting [constant NOTIFICATION_THEME_CHANGED] until [method end_bulk_theme_override] is called. + </description> + </method> <method name="can_draw" qualifiers="const"> <return type="bool" /> <description> @@ -22,6 +82,12 @@ Requests an update of the [Window] size to fit underlying [Control] nodes. </description> </method> + <method name="end_bulk_theme_override"> + <return type="void" /> + <description> + Ends a bulk theme override update. See [method begin_bulk_theme_override]. + </description> + </method> <method name="get_contents_minimum_size" qualifiers="const"> <return type="Vector2" /> <description> @@ -41,7 +107,13 @@ Returns layout direction and text writing direction. </description> </method> - <method name="get_real_size" qualifiers="const"> + <method name="get_position_with_decorations" qualifiers="const"> + <return type="Vector2i" /> + <description> + Returns the window's position including its border. + </description> + </method> + <method name="get_size_with_decorations" qualifiers="const"> <return type="Vector2i" /> <description> Returns the window's size including its border. @@ -52,7 +124,7 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns the [Color] at [param name] if the theme has [param theme_type]. + Returns a [Color] from the first matching [Theme] in the tree if that [Theme] has a color item with the specified [param name] and [param theme_type]. See [method Control.get_theme_color] for more details. </description> </method> @@ -61,29 +133,29 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns the constant at [param name] if the theme has [param theme_type]. + Returns a constant from the first matching [Theme] in the tree if that [Theme] has a constant item with the specified [param name] and [param theme_type]. See [method Control.get_theme_color] for more details. </description> </method> <method name="get_theme_default_base_scale" qualifiers="const"> <return type="float" /> <description> - Returns the default base scale defined in the attached [Theme]. - See [member Theme.default_base_scale] for more details. + Returns the default base scale value from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_base_scale] value. + See [method Control.get_theme_color] for details. </description> </method> <method name="get_theme_default_font" qualifiers="const"> <return type="Font" /> <description> - Returns the default [Font] defined in the attached [Theme]. - See [member Theme.default_font] for more details. + Returns the default font from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_font] value. + See [method Control.get_theme_color] for details. </description> </method> <method name="get_theme_default_font_size" qualifiers="const"> <return type="int" /> <description> - Returns the default font size defined in the attached [Theme]. - See [member Theme.default_font_size] for more details. + Returns the default font size value from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_font_size] value. + See [method Control.get_theme_color] for details. </description> </method> <method name="get_theme_font" qualifiers="const"> @@ -91,8 +163,8 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns the [Font] at [param name] if the theme has [param theme_type]. - See [method Control.get_theme_color] for more details. + Returns a [Font] from the first matching [Theme] in the tree if that [Theme] has a font item with the specified [param name] and [param theme_type]. + See [method Control.get_theme_color] for details. </description> </method> <method name="get_theme_font_size" qualifiers="const"> @@ -100,8 +172,8 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns the font size at [param name] if the theme has [param theme_type]. - See [method Control.get_theme_color] for more details. + Returns a font size from the first matching [Theme] in the tree if that [Theme] has a font size item with the specified [param name] and [param theme_type]. + See [method Control.get_theme_color] for details. </description> </method> <method name="get_theme_icon" qualifiers="const"> @@ -109,8 +181,8 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns the icon at [param name] if the theme has [param theme_type]. - See [method Control.get_theme_color] for more details. + Returns an icon from the first matching [Theme] in the tree if that [Theme] has an icon item with the specified [param name] and [param theme_type]. + See [method Control.get_theme_color] for details. </description> </method> <method name="get_theme_stylebox" qualifiers="const"> @@ -118,8 +190,8 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns the [StyleBox] at [param name] if the theme has [param theme_type]. - See [method Control.get_theme_color] for more details. + Returns a [StyleBox] from the first matching [Theme] in the tree if that [Theme] has a stylebox item with the specified [param name] and [param theme_type]. + See [method Control.get_theme_color] for details. </description> </method> <method name="grab_focus"> @@ -139,7 +211,16 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns [code]true[/code] if [Color] with [param name] is in [param theme_type]. + Returns [code]true[/code] if there is a matching [Theme] in the tree that has a color item with the specified [param name] and [param theme_type]. + See [method Control.get_theme_color] for details. + </description> + </method> + <method name="has_theme_color_override" qualifiers="const"> + <return type="bool" /> + <param index="0" name="name" type="StringName" /> + <description> + Returns [code]true[/code] if there is a local override for a theme [Color] with the specified [param name] in this [Control] node. + See [method add_theme_color_override]. </description> </method> <method name="has_theme_constant" qualifiers="const"> @@ -147,7 +228,16 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns [code]true[/code] if constant with [param name] is in [param theme_type]. + Returns [code]true[/code] if there is a matching [Theme] in the tree that has a constant item with the specified [param name] and [param theme_type]. + See [method Control.get_theme_color] for details. + </description> + </method> + <method name="has_theme_constant_override" qualifiers="const"> + <return type="bool" /> + <param index="0" name="name" type="StringName" /> + <description> + Returns [code]true[/code] if there is a local override for a theme constant with the specified [param name] in this [Control] node. + See [method add_theme_constant_override]. </description> </method> <method name="has_theme_font" qualifiers="const"> @@ -155,7 +245,16 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns [code]true[/code] if [Font] with [param name] is in [param theme_type]. + Returns [code]true[/code] if there is a matching [Theme] in the tree that has a font item with the specified [param name] and [param theme_type]. + See [method Control.get_theme_color] for details. + </description> + </method> + <method name="has_theme_font_override" qualifiers="const"> + <return type="bool" /> + <param index="0" name="name" type="StringName" /> + <description> + Returns [code]true[/code] if there is a local override for a theme [Font] with the specified [param name] in this [Control] node. + See [method add_theme_font_override]. </description> </method> <method name="has_theme_font_size" qualifiers="const"> @@ -163,7 +262,16 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns [code]true[/code] if font size with [param name] is in [param theme_type]. + Returns [code]true[/code] if there is a matching [Theme] in the tree that has a font size item with the specified [param name] and [param theme_type]. + See [method Control.get_theme_color] for details. + </description> + </method> + <method name="has_theme_font_size_override" qualifiers="const"> + <return type="bool" /> + <param index="0" name="name" type="StringName" /> + <description> + Returns [code]true[/code] if there is a local override for a theme font size with the specified [param name] in this [Control] node. + See [method add_theme_font_size_override]. </description> </method> <method name="has_theme_icon" qualifiers="const"> @@ -171,7 +279,16 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns [code]true[/code] if icon with [param name] is in [param theme_type]. + Returns [code]true[/code] if there is a matching [Theme] in the tree that has an icon item with the specified [param name] and [param theme_type]. + See [method Control.get_theme_color] for details. + </description> + </method> + <method name="has_theme_icon_override" qualifiers="const"> + <return type="bool" /> + <param index="0" name="name" type="StringName" /> + <description> + Returns [code]true[/code] if there is a local override for a theme icon with the specified [param name] in this [Control] node. + See [method add_theme_icon_override]. </description> </method> <method name="has_theme_stylebox" qualifiers="const"> @@ -179,7 +296,16 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="theme_type" type="StringName" default="""" /> <description> - Returns [code]true[/code] if [StyleBox] with [param name] is in [param theme_type]. + Returns [code]true[/code] if there is a matching [Theme] in the tree that has a stylebox item with the specified [param name] and [param theme_type]. + See [method Control.get_theme_color] for details. + </description> + </method> + <method name="has_theme_stylebox_override" qualifiers="const"> + <return type="bool" /> + <param index="0" name="name" type="StringName" /> + <description> + Returns [code]true[/code] if there is a local override for a theme [StyleBox] with the specified [param name] in this [Control] node. + See [method add_theme_stylebox_override]. </description> </method> <method name="hide"> @@ -258,6 +384,48 @@ If the [Window] is embedded, has the same effect as [method popup]. </description> </method> + <method name="remove_theme_color_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <description> + Removes a local override for a theme [Color] with the specified [param name] previously added by [method add_theme_color_override] or via the Inspector dock. + </description> + </method> + <method name="remove_theme_constant_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <description> + Removes a local override for a theme constant with the specified [param name] previously added by [method add_theme_constant_override] or via the Inspector dock. + </description> + </method> + <method name="remove_theme_font_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <description> + Removes a local override for a theme [Font] with the specified [param name] previously added by [method add_theme_font_override] or via the Inspector dock. + </description> + </method> + <method name="remove_theme_font_size_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <description> + Removes a local override for a theme font size with the specified [param name] previously added by [method add_theme_font_size_override] or via the Inspector dock. + </description> + </method> + <method name="remove_theme_icon_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <description> + Removes a local override for a theme icon with the specified [param name] previously added by [method add_theme_icon_override] or via the Inspector dock. + </description> + </method> + <method name="remove_theme_stylebox_override"> + <return type="void" /> + <param index="0" name="name" type="StringName" /> + <description> + Removes a local override for a theme [StyleBox] with the specified [param name] previously added by [method add_theme_stylebox_override] or via the Inspector dock. + </description> + </method> <method name="request_attention"> <return type="void" /> <description> @@ -342,6 +510,9 @@ If [code]true[/code], the [Window] will be in exclusive mode. Exclusive windows are always on top of their parent and will block all input going to the parent [Window]. Needs [member transient] enabled to work. </member> + <member name="extend_to_title" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], the [Window] contents is expanded to the full size of the window, window title bar is transparent. + </member> <member name="max_size" type="Vector2i" setter="set_max_size" getter="get_max_size" default="Vector2i(0, 0)"> If non-zero, the [Window] can't be resized to be bigger than this size. [b]Note:[/b] This property will be ignored if the value is lower than [member min_size]. @@ -352,7 +523,7 @@ </member> <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="Window.Mode" default="0"> Set's the window's current mode. - [b]Note:[/b] Fullscreen mode is not exclusive fullscreen on Windows and Linux. + [b]Note:[/b] Fullscreen mode is not exclusive full screen on Windows and Linux. </member> <member name="popup_window" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the [Window] will be considered a popup. Popups are sub-windows that don't show as separate windows in system's window manager's window list and will send close request when anything is clicked outside of them (unless [member exclusive] is enabled). @@ -364,8 +535,8 @@ The window's size in pixels. </member> <member name="theme" type="Theme" setter="set_theme" getter="get_theme"> - The [Theme] resource that determines the style of the underlying [Control] nodes. - [Window] styles will have no effect unless the window is embedded. + The [Theme] resource this node and all its [Control] and [Window] children use. If a child node has its own [Theme] resource set, theme items are merged with child's definitions having higher priority. + [b]Note:[/b] [Window] styles will have no effect unless the window is embedded. </member> <member name="theme_type_variation" type="StringName" setter="set_theme_type_variation" getter="get_theme_type_variation" default="&"""> The name of a theme type variation used by this [Window] to look up its own theme items. See [member Control.theme_type_variation] for more details. @@ -374,11 +545,13 @@ The window's title. If the [Window] is non-embedded, title styles set in [Theme] will have no effect. </member> <member name="transient" type="bool" setter="set_transient" getter="is_transient" default="false"> - If [code]true[/code], the [Window] is transient, i.e. it's considered a child of another [Window]. Transient windows can't be in fullscreen mode and will return focus to their parent when closed. + If [code]true[/code], the [Window] is transient, i.e. it's considered a child of another [Window]. Transient window is will be destroyed with its transient parent and will return focus to their parent when closed. The transient window is displayed on top of a non-exclusive full-screen parent window. Transient windows can't enter full-screen mode. Note that behavior might be different depending on the platform. </member> <member name="transparent" type="bool" setter="set_flag" getter="get_flag" default="false"> - If [code]true[/code], the [Window]'s background can be transparent. This is best used with embedded windows. Currently non-embedded [Window] transparency is implemented only for MacOS. + If [code]true[/code], the [Window]'s background can be transparent. This is best used with embedded windows. + [b]Note:[/b] For native windows, this flag has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] is set to [code]false[/code]. + [b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities. </member> <member name="unfocusable" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the [Window] can't be focused nor interacted with. It can still be visible. @@ -448,7 +621,12 @@ </signal> <signal name="theme_changed"> <description> - Emitted when the [member theme] is modified or changed to another [Theme]. + Emitted when the [constant NOTIFICATION_THEME_CHANGED] notification is sent. + </description> + </signal> + <signal name="titlebar_changed"> + <description> + Emitted when window title bar decorations are changed, e.g. macOS window enter/exit full screen mode, or extend-to-title flag is changed. </description> </signal> <signal name="visibility_changed"> @@ -459,7 +637,7 @@ <signal name="window_input"> <param index="0" name="event" type="InputEvent" /> <description> - Emitted when the [Window] is currently focused and receives any input, passing the received event as an argument. + Emitted when the [Window] is currently focused and receives any input, passing the received event as an argument. The event's position, if present, is in the embedder's coordinate system. </description> </signal> </signals> @@ -467,43 +645,55 @@ <constant name="NOTIFICATION_VISIBILITY_CHANGED" value="30"> Emitted when [Window]'s visibility changes, right before [signal visibility_changed]. </constant> + <constant name="NOTIFICATION_THEME_CHANGED" value="32"> + Sent when the node needs to refresh its theme items. This happens in one of the following cases: + - The [member theme] property is changed on this node or any of its ancestors. + - The [member theme_type_variation] property is changed on this node. + - The node enters the scene tree. + [b]Note:[/b] As an optimization, this notification won't be sent from changes that occur while this node is outside of the scene tree. Instead, all of the theme item updates can be applied at once when the node enters the scene tree. + </constant> <constant name="MODE_WINDOWED" value="0" enum="Mode"> - Windowed mode, i.e. [Window] doesn't occupy whole screen (unless set to the size of the screen). + Windowed mode, i.e. [Window] doesn't occupy the whole screen (unless set to the size of the screen). </constant> <constant name="MODE_MINIMIZED" value="1" enum="Mode"> - Minimized window mode, i.e. [Window] is not visible and available on window manager's window list. Normally happens when the minimize button is presesd. + Minimized window mode, i.e. [Window] is not visible and available on window manager's window list. Normally happens when the minimize button is pressed. </constant> <constant name="MODE_MAXIMIZED" value="2" enum="Mode"> - Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the minimize button is presesd. + Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the maximize button is pressed. </constant> <constant name="MODE_FULLSCREEN" value="3" enum="Mode"> - Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Full screen window mode. Note that this is not [i]exclusive[/i] full screen. On Windows and Linux, a borderless window is used to emulate full screen. On macOS, a new desktop is used to display the running project. + Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode. </constant> <constant name="MODE_EXCLUSIVE_FULLSCREEN" value="4" enum="Mode"> - Exclusive fullscreen window mode. This mode is implemented on Windows only. On other platforms, it is equivalent to [constant MODE_FULLSCREEN]. - Only one window in exclusive fullscreen mode can be visible on a given screen at a time. If multiple windows are in exclusive fullscreen mode for the same screen, the last one being set to this mode takes precedence. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Exclusive full screen window mode. This mode is implemented on Windows only. On other platforms, it is equivalent to [constant MODE_FULLSCREEN]. + Only one window in exclusive full screen mode can be visible on a given screen at a time. If multiple windows are in exclusive full screen mode for the same screen, the last one being set to this mode takes precedence. + Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode. </constant> <constant name="FLAG_RESIZE_DISABLED" value="0" enum="Flags"> - The window's ability to be resized. Set with [member unresizable]. + The window can't be resizing by dragging its resize grip. It's still possible to resize the window using [member size]. This flag is ignored for full screen windows. Set with [member unresizable]. </constant> <constant name="FLAG_BORDERLESS" value="1" enum="Flags"> - Borderless window. Set with [member borderless]. + The window do not have native title bar and other decorations. This flag is ignored for full-screen windows. Set with [member borderless]. </constant> <constant name="FLAG_ALWAYS_ON_TOP" value="2" enum="Flags"> - Flag for making the window always on top of all other windows. Set with [member always_on_top]. + The window is floating on top of all other windows. This flag is ignored for full-screen windows. Set with [member always_on_top]. </constant> <constant name="FLAG_TRANSPARENT" value="3" enum="Flags"> - Flag for per-pixel transparency. Set with [member transparent]. + The window background can be transparent. + [b]Note:[/b] This flag has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] is set to [code]false[/code]. Set with [member transparent]. </constant> <constant name="FLAG_NO_FOCUS" value="4" enum="Flags"> - The window's ability to gain focus. Set with [member unfocusable]. + The window can't be focused. No-focus window will ignore all input, except mouse clicks. Set with [member unfocusable]. </constant> <constant name="FLAG_POPUP" value="5" enum="Flags"> - Whether the window is popup or a regular window. Set with [member popup_window]. + Window is part of menu or [OptionButton] dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have [code]transient parent[/code] set (see [member transient]). + </constant> + <constant name="FLAG_EXTEND_TO_TITLE" value="6" enum="Flags"> + Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons. Set with [member extend_to_title]. + [b]Note:[/b] This flag is implemented on macOS. </constant> - <constant name="FLAG_MAX" value="6" enum="Flags"> + <constant name="FLAG_MAX" value="7" enum="Flags"> Max value of the [enum Flags]. </constant> <constant name="CONTENT_SCALE_MODE_DISABLED" value="0" enum="ContentScaleMode"> diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index b0cf126d7b..4a13389708 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -14,7 +14,7 @@ The [RID] of this world's canvas resource. Used by the [RenderingServer] for 2D drawing. </member> <member name="direct_space_state" type="PhysicsDirectSpaceState2D" setter="" getter="get_direct_space_state"> - Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [code]_physics_process(delta)[/code] in the main thread. + Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread. </member> <member name="navigation_map" type="RID" setter="" getter="get_navigation_map"> The [RID] of this world's navigation map. Used by the [NavigationServer2D]. diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml index 56a662d062..5e58bb0360 100644 --- a/doc/classes/World3D.xml +++ b/doc/classes/World3D.xml @@ -10,10 +10,11 @@ <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <members> - <member name="camera_effects" type="CameraEffects" setter="set_camera_effects" getter="get_camera_effects"> + <member name="camera_attributes" type="CameraAttributes" setter="set_camera_attributes" getter="get_camera_attributes"> + The default [CameraAttributes] resource to use if none set on the [Camera3D]. </member> <member name="direct_space_state" type="PhysicsDirectSpaceState3D" setter="" getter="get_direct_space_state"> - Direct access to the world's physics 3D space state. Used for querying current and potential collisions. + Direct access to the world's physics 3D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread. </member> <member name="environment" type="Environment" setter="set_environment" getter="get_environment"> The World3D's [Environment]. diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index ed8f0b9a04..5255179bb8 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -15,8 +15,8 @@ <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <members> - <member name="camera_effects" type="CameraEffects" setter="set_camera_effects" getter="get_camera_effects"> - The [CameraEffects] resource used by this [WorldEnvironment], defining the default properties. This [CameraEffects] resource will be used by all [Camera3D]s that do not define their own [CameraEffects]. + <member name="camera_attributes" type="CameraAttributes" setter="set_camera_attributes" getter="get_camera_attributes"> + The default [CameraAttributes] resource to use if none set on the [Camera3D]. </member> <member name="environment" type="Environment" setter="set_environment" getter="get_environment"> The [Environment] resource used by this [WorldEnvironment], defining the default properties. diff --git a/doc/classes/X509Certificate.xml b/doc/classes/X509Certificate.xml index d8f54d0ec5..37b202a513 100644 --- a/doc/classes/X509Certificate.xml +++ b/doc/classes/X509Certificate.xml @@ -1,11 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="X509Certificate" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - An X509 certificate (e.g. for SSL). + An X509 certificate (e.g. for TLS). </brief_description> <description> The X509Certificate class represents an X509 certificate. Certificates can be loaded and saved like any other [Resource]. - They can be used as the server certificate in [method StreamPeerSSL.accept_stream] (along with the proper [CryptoKey]), and to specify the only certificate that should be accepted when connecting to an SSL server via [method StreamPeerSSL.connect_to_stream]. + They can be used as the server certificate in [method StreamPeerTLS.accept_stream] (along with the proper [CryptoKey]), and to specify the only certificate that should be accepted when connecting to an TLS server via [method StreamPeerTLS.connect_to_stream]. </description> <tutorials> </tutorials> diff --git a/doc/classes/XMLParser.xml b/doc/classes/XMLParser.xml index 69544f4895..26480f0c18 100644 --- a/doc/classes/XMLParser.xml +++ b/doc/classes/XMLParser.xml @@ -12,7 +12,7 @@ <method name="get_attribute_count" qualifiers="const"> <return type="int" /> <description> - Gets the amount of attributes in the current element. + Gets the number of attributes in the current element. </description> </method> <method name="get_attribute_name" qualifiers="const"> diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index 6296b95e6c..05d5eb6673 100644 --- a/doc/classes/XRInterface.xml +++ b/doc/classes/XRInterface.xml @@ -32,7 +32,17 @@ <method name="get_play_area" qualifiers="const"> <return type="PackedVector3Array" /> <description> - Returns an array of vectors that denotes the physical play area mapped to the virtual space around the [XROrigin3D] point. The points form a convex polygon that can be used to react to or visualise the play area. This returns an empty array if this feature is not supported or if the information is not yet available. + Returns an array of vectors that denotes the physical play area mapped to the virtual space around the [XROrigin3D] point. The points form a convex polygon that can be used to react to or visualize the play area. This returns an empty array if this feature is not supported or if the information is not yet available. + </description> + </method> + <method name="get_projection_for_view"> + <return type="Projection" /> + <param index="0" name="view" type="int" /> + <param index="1" name="aspect" type="float" /> + <param index="2" name="near" type="float" /> + <param index="3" name="far" type="float" /> + <description> + Returns the projection matrix for a view/eye. </description> </method> <method name="get_render_target_size"> @@ -47,6 +57,16 @@ If supported, returns the status of our tracking. This will allow you to provide feedback to the user whether there are issues with positional tracking. </description> </method> + <method name="get_transform_for_view"> + <return type="Transform3D" /> + <param index="0" name="view" type="int" /> + <param index="1" name="cam_transform" type="Transform3D" /> + <description> + Returns the transform for a view/eye. + [param view] is the view/eye index. + [param cam_transform] is the transform that maps device coordinates to scene coordinates, typically the global_transform of the current XROrigin3D. + </description> + </method> <method name="get_view_count"> <return type="int" /> <description> @@ -66,7 +86,19 @@ <method name="is_initialized" qualifiers="const"> <return type="bool" /> <description> - Is [code]true[/code] if this interface has been initialised. + Is [code]true[/code] if this interface has been initialized. + </description> + </method> + <method name="is_passthrough_enabled"> + <return type="bool" /> + <description> + Is [code]true[/code] if passthrough is enabled. + </description> + </method> + <method name="is_passthrough_supported"> + <return type="bool" /> + <description> + Is [code]true[/code] if this interface supports passthrough. </description> </method> <method name="set_play_area_mode"> @@ -76,6 +108,19 @@ Sets the active play area mode, will return [code]false[/code] if the mode can't be used with this interface. </description> </method> + <method name="start_passthrough"> + <return type="bool" /> + <description> + Starts passthrough, will return [code]false[/code] if passthrough couldn't be started. + [b]Note:[/b] The viewport used for XR must have a transparent background, otherwise passthrough may not properly render. + </description> + </method> + <method name="stop_passthrough"> + <return type="void" /> + <description> + Stops passthrough. + </description> + </method> <method name="supports_play_area_mode"> <return type="bool" /> <param index="0" name="mode" type="int" enum="XRInterface.PlayAreaMode" /> diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml index 06ef18b534..5ad67a7ea9 100644 --- a/doc/classes/XRInterfaceExtension.xml +++ b/doc/classes/XRInterfaceExtension.xml @@ -24,7 +24,7 @@ <method name="_get_camera_feed_id" qualifiers="virtual const"> <return type="int" /> <description> - Returns the camera feed id for the [CameraFeed] registered with the [CameraServer] that should be presented as the background on an AR capable device (if applicable). + Returns the camera feed ID for the [CameraFeed] registered with the [CameraServer] that should be presented as the background on an AR capable device (if applicable). </description> </method> <method name="_get_camera_transform" qualifiers="virtual"> @@ -39,6 +39,18 @@ Returns the capabilities of this interface. </description> </method> + <method name="_get_color_texture" qualifiers="virtual"> + <return type="RID" /> + <description> + Return color texture into which to render (if applicable). + </description> + </method> + <method name="_get_depth_texture" qualifiers="virtual"> + <return type="RID" /> + <description> + Return depth texture into which to render (if applicable). + </description> + </method> <method name="_get_name" qualifiers="virtual const"> <return type="StringName" /> <description> @@ -100,6 +112,12 @@ Returns a [Transform3D] for a given view. </description> </method> + <method name="_get_velocity_texture" qualifiers="virtual"> + <return type="RID" /> + <description> + Return velocity texture into which to render (if applicable). + </description> + </method> <method name="_get_view_count" qualifiers="virtual"> <return type="int" /> <description> @@ -120,14 +138,7 @@ <method name="_is_initialized" qualifiers="virtual const"> <return type="bool" /> <description> - Returns [code]true[/code] if this interface has been initialised. - </description> - </method> - <method name="_notification" qualifiers="virtual"> - <return type="void" /> - <param index="0" name="what" type="int" /> - <description> - Informs the interface of an applicable system notification. + Returns [code]true[/code] if this interface has been initialized. </description> </method> <method name="_post_draw_viewport" qualifiers="virtual"> @@ -213,6 +224,16 @@ Blits our render results to screen optionally applying lens distortion. This can only be called while processing [code]_commit_views[/code]. </description> </method> + <method name="get_color_texture"> + <return type="RID" /> + <description> + </description> + </method> + <method name="get_depth_texture"> + <return type="RID" /> + <description> + </description> + </method> <method name="get_render_target_texture"> <return type="RID" /> <param index="0" name="render_target" type="RID" /> @@ -220,5 +241,10 @@ Returns a valid [RID] for a texture to which we should render the current frame if supported by the interface. </description> </method> + <method name="get_velocity_texture"> + <return type="RID" /> + <description> + </description> + </method> </methods> </class> diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml index 7acee097e7..506d0fce41 100644 --- a/doc/classes/XROrigin3D.xml +++ b/doc/classes/XROrigin3D.xml @@ -13,6 +13,9 @@ <link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link> </tutorials> <members> + <member name="current" type="bool" setter="set_current" getter="is_current" default="false"> + Is this XROrigin3D node the current origin used by the [XRServer]? + </member> <member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" default="1.0"> Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter. [b]Note:[/b] This method is a passthrough to the [XRServer] itself. diff --git a/doc/classes/XRPose.xml b/doc/classes/XRPose.xml index 0e58fab9b3..31a484ea40 100644 --- a/doc/classes/XRPose.xml +++ b/doc/classes/XRPose.xml @@ -30,7 +30,7 @@ <member name="name" type="StringName" setter="set_name" getter="get_name" default="&"""> The name of this pose. Pose names are often driven by an action map setup by the user. Godot does suggest a number of pose names that it expects [XRInterface]s to implement: - [code]root[/code] defines a root location, often used for tracked objects that do not have further nodes. - - [code]aim[/code] defines the tip of a controller with the orientation pointing outwards, for instance: add your raycasts to this. + - [code]aim[/code] defines the tip of a controller with the orientation pointing outwards, for example: add your raycasts to this. - [code]grip[/code] defines the location where the user grips the controller - [code]skeleton[/code] defines the root location a hand mesh should be placed when using hand tracking and the animated skeleton supplied by the XR runtime. </member> @@ -46,7 +46,7 @@ No tracking information is available for this pose. </constant> <constant name="XR_TRACKING_CONFIDENCE_LOW" value="1" enum="TrackingConfidence"> - Tracking information may be inaccurate or estimated. For instance with inside out tracking this would indicate a controller may be (partially) obscured. + Tracking information may be inaccurate or estimated. For example, with inside out tracking this would indicate a controller may be (partially) obscured. </constant> <constant name="XR_TRACKING_CONFIDENCE_HIGH" value="2" enum="TrackingConfidence"> Tracking information is deemed accurate and up to date. diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml index 7e96b33edd..d940ea41ac 100644 --- a/doc/classes/XRServer.xml +++ b/doc/classes/XRServer.xml @@ -30,18 +30,18 @@ <param index="1" name="keep_height" type="bool" /> <description> This is an important function to understand correctly. AR and VR platforms all handle positioning slightly differently. - For platforms that do not offer spatial tracking, our origin point (0,0,0) is the location of our HMD, but you have little control over the direction the player is facing in the real world. + For platforms that do not offer spatial tracking, our origin point (0, 0, 0) is the location of our HMD, but you have little control over the direction the player is facing in the real world. For platforms that do offer spatial tracking, our origin point depends very much on the system. For OpenVR, our origin point is usually the center of the tracking space, on the ground. For other platforms, it's often the location of the tracking camera. This method allows you to center your tracker on the location of the HMD. It will take the current location of the HMD and use that to adjust all your tracking data; in essence, realigning the real world to your player's current position in the game world. For this method to produce usable results, tracking information must be available. This often takes a few frames after starting your game. - You should call this method after a few seconds have passed. For instance, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism. + You should call this method after a few seconds have passed. For example, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism. </description> </method> <method name="find_interface" qualifiers="const"> <return type="XRInterface" /> <param index="0" name="name" type="String" /> <description> - Finds an interface by its [param name]. For instance, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it. + Finds an interface by its [param name]. For example, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it. </description> </method> <method name="get_hmd_transform"> @@ -64,7 +64,7 @@ </description> </method> <method name="get_interfaces" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <description> Returns a list of available interfaces the ID and name of each interface. </description> diff --git a/doc/classes/float.xml b/doc/classes/float.xml index 9d685b9cd0..755ce1200d 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -5,7 +5,7 @@ </brief_description> <description> The [float] built-in type is a 64-bit double-precision floating-point number, equivalent to [code]double[/code] in C++. This type has 14 reliable decimal digits of precision. The [float] type can be stored in [Variant], which is the generic type used by the engine. The maximum value of [float] is approximately [code]1.79769e308[/code], and the minimum is approximately [code]-1.79769e308[/code]. - Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]float=64[/code] option. + Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]precision=double[/code] option. Math done using the [float] type is not guaranteed to be exact or deterministic, and will often result in small errors. You should usually use the [method @GlobalScope.is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of [code]==[/code] to compare [float] values for equality. </description> <tutorials> @@ -28,6 +28,13 @@ </constructor> <constructor name="float"> <return type="float" /> + <param index="0" name="from" type="String" /> + <description> + Converts a [String] to a [float], following the same rules as [method String.to_float]. + </description> + </constructor> + <constructor name="float"> + <return type="float" /> <param index="0" name="from" type="bool" /> <description> Cast a [bool] value to a floating-point value, [code]float(true)[/code] will be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0. @@ -114,12 +121,17 @@ <return type="Vector4" /> <param index="0" name="right" type="Vector4" /> <description> + Multiplies each component of the [Vector4] by the given [float]. </description> </operator> <operator name="operator *"> <return type="Vector4" /> <param index="0" name="right" type="Vector4i" /> <description> + Multiplies each component of the [Vector4i] by the given [float]. Returns a [Vector4]. + [codeblock] + print(0.9 * Vector4i(10, 15, 20, -10)) # Prints "(9, 13.5, 18, -9)" + [/codeblock] </description> </operator> <operator name="operator *"> @@ -140,12 +152,20 @@ <return type="float" /> <param index="0" name="right" type="float" /> <description> + Raises a [float] to a power of a [float]. + [codeblock] + print(39.0625**0.25) # 2.5 + [/codeblock] </description> </operator> <operator name="operator **"> <return type="float" /> <param index="0" name="right" type="int" /> <description> + Raises a [float] to a power of an [int]. The result is a [float]. + [codeblock] + print(0.9**3) # 0.729 + [/codeblock] </description> </operator> <operator name="operator +"> @@ -194,7 +214,7 @@ <return type="bool" /> <param index="0" name="right" type="float" /> <description> - Returns [code]true[/code] the left float is less than the right one. + Returns [code]true[/code] if the left float is less than the right one. </description> </operator> <operator name="operator <"> @@ -208,7 +228,7 @@ <return type="bool" /> <param index="0" name="right" type="float" /> <description> - Returns [code]true[/code] the left integer is less than or equal to the right one. + Returns [code]true[/code] if the left float is less than or equal to the right one. </description> </operator> <operator name="operator <="> @@ -237,7 +257,7 @@ <return type="bool" /> <param index="0" name="right" type="float" /> <description> - Returns [code]true[/code] the left float is greater than the right one. + Returns [code]true[/code] if the left float is greater than the right one. </description> </operator> <operator name="operator >"> @@ -251,7 +271,7 @@ <return type="bool" /> <param index="0" name="right" type="float" /> <description> - Returns [code]true[/code] the left float is greater than or equal to the right one. + Returns [code]true[/code] if the left float is greater than or equal to the right one. </description> </operator> <operator name="operator >="> diff --git a/doc/classes/int.xml b/doc/classes/int.xml index 78e2e7d18f..93fc8386c6 100644 --- a/doc/classes/int.xml +++ b/doc/classes/int.xml @@ -54,6 +54,13 @@ </constructor> <constructor name="int"> <return type="int" /> + <param index="0" name="from" type="String" /> + <description> + Converts a [String] to an [int], following the same rules as [method String.to_int]. + </description> + </constructor> + <constructor name="int"> + <return type="int" /> <param index="0" name="from" type="bool" /> <description> Cast a [bool] value to an integer value, [code]int(true)[/code] will be equals to 1 and [code]int(false)[/code] will be equals to 0. @@ -72,14 +79,14 @@ <return type="bool" /> <param index="0" name="right" type="float" /> <description> - Returns [code]true[/code] if operands are different from each other. + Returns [code]true[/code] if this [int] is not equivalent to the given [float]. </description> </operator> <operator name="operator !="> <return type="bool" /> <param index="0" name="right" type="int" /> <description> - Returns [code]true[/code] if operands are different from each other. + Returns [code]true[/code] if the integers are not equal. </description> </operator> <operator name="operator %"> @@ -161,12 +168,14 @@ <return type="Vector4" /> <param index="0" name="right" type="Vector4" /> <description> + Multiplies each component of the [Vector4] by the given [int]. </description> </operator> <operator name="operator *"> <return type="Vector4i" /> <param index="0" name="right" type="Vector4i" /> <description> + Multiplies each component of the [Vector4i] by the given [int]. </description> </operator> <operator name="operator *"> @@ -187,19 +196,20 @@ <return type="float" /> <param index="0" name="right" type="float" /> <description> + Raises an [int] to a power of a [float]. The result is a [float]. + [codeblock] + print(8**0.25) # 1.68179283050743 + [/codeblock] </description> </operator> <operator name="operator **"> <return type="int" /> <param index="0" name="right" type="int" /> <description> - </description> - </operator> - <operator name="operator +"> - <return type="String" /> - <param index="0" name="right" type="String" /> - <description> - Adds Unicode character with code [int] to the [String]. + Raises an [int] to a power of a [int]. + [codeblock] + print(5**5) # 3125 + [/codeblock] </description> </operator> <operator name="operator +"> @@ -262,7 +272,7 @@ <return type="bool" /> <param index="0" name="right" type="int" /> <description> - Returns [code]true[/code] the left integer is less than the right one. + Returns [code]true[/code] if the left integer is less than the right one. </description> </operator> <operator name="operator <<"> @@ -287,7 +297,7 @@ <return type="bool" /> <param index="0" name="right" type="int" /> <description> - Returns [code]true[/code] the left integer is less than or equal to the right one. + Returns [code]true[/code] if the left integer is less than or equal to the right one. </description> </operator> <operator name="operator =="> @@ -315,7 +325,7 @@ <return type="bool" /> <param index="0" name="right" type="int" /> <description> - Returns [code]true[/code] the left integer is greater than the right one. + Returns [code]true[/code] if the left integer is greater than the right one. </description> </operator> <operator name="operator >="> @@ -329,7 +339,7 @@ <return type="bool" /> <param index="0" name="right" type="int" /> <description> - Returns [code]true[/code] the left integer is greater than or equal to the right one. + Returns [code]true[/code] if the left integer is greater than or equal to the right one. </description> </operator> <operator name="operator >>"> |