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-rw-r--r--doc/classes/AnimatableBody2D.xml2
-rw-r--r--doc/classes/AnimatableBody3D.xml2
-rw-r--r--doc/classes/CharacterBody2D.xml4
-rw-r--r--doc/classes/CharacterBody3D.xml2
-rw-r--r--doc/classes/ColorPicker.xml1
-rw-r--r--doc/classes/ColorPickerButton.xml1
-rw-r--r--doc/classes/Engine.xml25
-rw-r--r--doc/classes/HTTPClient.xml1
-rw-r--r--doc/classes/HTTPRequest.xml2
-rw-r--r--doc/classes/LineEdit.xml18
-rw-r--r--doc/classes/MultiplayerAPI.xml1
-rw-r--r--doc/classes/MultiplayerPeer.xml5
-rw-r--r--doc/classes/MultiplayerPeerExtension.xml99
-rw-r--r--doc/classes/OS.xml2
-rw-r--r--doc/classes/PacketPeer.xml1
-rw-r--r--doc/classes/PacketPeerDTLS.xml1
-rw-r--r--doc/classes/PacketPeerExtension.xml35
-rw-r--r--doc/classes/PacketPeerStream.xml1
-rw-r--r--doc/classes/PacketPeerUDP.xml1
-rw-r--r--doc/classes/PhysicsBody2D.xml10
-rw-r--r--doc/classes/PhysicsBody3D.xml10
-rw-r--r--doc/classes/PhysicsServer2D.xml6
-rw-r--r--doc/classes/PhysicsServer3D.xml6
-rw-r--r--doc/classes/RigidDynamicBody2D.xml33
-rw-r--r--doc/classes/RigidDynamicBody3D.xml33
-rw-r--r--doc/classes/StreamPeer.xml1
-rw-r--r--doc/classes/StreamPeerExtension.xml48
-rw-r--r--doc/classes/StreamPeerSSL.xml1
-rw-r--r--doc/classes/StreamPeerTCP.xml1
-rw-r--r--doc/classes/TCPServer.xml1
-rw-r--r--doc/classes/Thread.xml9
-rw-r--r--doc/classes/Translation.xml18
32 files changed, 309 insertions, 72 deletions
diff --git a/doc/classes/AnimatableBody2D.xml b/doc/classes/AnimatableBody2D.xml
index e58f4bd692..bc169cf9c9 100644
--- a/doc/classes/AnimatableBody2D.xml
+++ b/doc/classes/AnimatableBody2D.xml
@@ -11,7 +11,7 @@
<tutorials>
</tutorials>
<members>
- <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
+ <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="true">
If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide].
</member>
</members>
diff --git a/doc/classes/AnimatableBody3D.xml b/doc/classes/AnimatableBody3D.xml
index 71a48a5aa6..86cff38c51 100644
--- a/doc/classes/AnimatableBody3D.xml
+++ b/doc/classes/AnimatableBody3D.xml
@@ -14,7 +14,7 @@
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<members>
- <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
+ <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="true">
If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody3D.move_and_collide].
</member>
</members>
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 882aa8bd71..35702070be 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -133,11 +133,11 @@
<member name="floor_max_angle" type="float" setter="set_floor_max_angle" getter="get_floor_max_angle" default="0.785398">
Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees.
</member>
- <member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="0.0">
+ <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.
</member>
- <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="false">
+ <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 floor's slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still.
</member>
<member name="free_mode_min_slide_angle" type="float" setter="set_free_mode_min_slide_angle" getter="get_free_mode_min_slide_angle" default="0.261799">
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index f13796bfe7..66d9940b60 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -146,7 +146,7 @@
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.
</member>
- <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="false">
+ <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 you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml
index 571ffd592a..f33016cc6c 100644
--- a/doc/classes/ColorPicker.xml
+++ b/doc/classes/ColorPicker.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Displays a color picker widget. Useful for selecting a color from an RGB/RGBA colorspace.
+ [b]Note:[/b] This control is the color picker widget itself. You can use a [ColorPickerButton] instead if you need a button that brings up a [ColorPicker] in a pop-up.
</description>
<tutorials>
<link title="Tween Demo">https://godotengine.org/asset-library/asset/146</link>
diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml
index dcef1c55f7..1cdfbd760e 100644
--- a/doc/classes/ColorPickerButton.xml
+++ b/doc/classes/ColorPickerButton.xml
@@ -6,6 +6,7 @@
<description>
Encapsulates a [ColorPicker] making it accessible by pressing a button. Pressing the button will toggle the [ColorPicker] visibility.
See also [BaseButton] which contains common properties and methods associated with this node.
+ [b]Note:[/b] By default, the button may not be wide enough for the color preview swatch to be visible. Make sure to set [member Control.rect_min_size] to a big enough value to give the button enough space.
</description>
<tutorials>
<link title="GUI Drag And Drop Demo">https://godotengine.org/asset-library/asset/133</link>
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 6e22c58024..f05a216301 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -147,6 +147,20 @@
Returns [code]true[/code] if a singleton with given [code]name[/code] exists in global scope.
</description>
</method>
+ <method name="is_editor_hint" qualifiers="const">
+ <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]
+ if Engine.is_editor_hint():
+ draw_gizmos()
+ else:
+ simulate_physics()
+ [/codeblock]
+ See [url=https://docs.godotengine.org/en/latest/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>
+ </method>
<method name="is_in_physics_frame" qualifiers="const">
<return type="bool" />
<description>
@@ -168,17 +182,6 @@
</method>
</methods>
<members>
- <member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint" default="true">
- If [code]true[/code], the script is currently running inside the editor. 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]
- if Engine.editor_hint:
- draw_gizmos()
- else:
- simulate_physics()
- [/codeblock]
- See [url=https://docs.godotengine.org/en/latest/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.
- </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].
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index 29aaf3c756..9f33c400f4 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -8,6 +8,7 @@
[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.
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.
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 00927b98c5..558e51aefe 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -7,6 +7,7 @@
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]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]
[gdscript]
@@ -149,7 +150,6 @@
}
[/csharp]
[/codeblocks]
-
[b]Gzipped response bodies[/b]: HTTPRequest will automatically handle decompression of response bodies. A [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes.
</description>
<tutorials>
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml
index 834b5a41db..83e3f5b05a 100644
--- a/doc/classes/LineEdit.xml
+++ b/doc/classes/LineEdit.xml
@@ -82,6 +82,24 @@
Returns the scroll offset due to [member caret_column], as a number of characters.
</description>
</method>
+ <method name="get_selection_from_column" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the selection begin column.
+ </description>
+ </method>
+ <method name="get_selection_to_column" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the selection end column.
+ </description>
+ </method>
+ <method name="has_selection" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the user has selected text.
+ </description>
+ </method>
<method name="insert_text_at_caret">
<return type="void" />
<argument index="0" name="text" type="String" />
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index 0da461dd61..e0da08f5bd 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -8,6 +8,7 @@
By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPCs) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the [member Node.custom_multiplayer] property, effectively allowing to run both client and server in the same scene.
[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.
+ [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>
</tutorials>
diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml
index 411317cdc8..15517f7c2f 100644
--- a/doc/classes/MultiplayerPeer.xml
+++ b/doc/classes/MultiplayerPeer.xml
@@ -6,6 +6,7 @@
<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.
+ [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="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
@@ -52,14 +53,14 @@
</method>
</methods>
<members>
- <member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="true">
+ <member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="false">
If [code]true[/code], this [MultiplayerPeer] refuses new connections.
</member>
<member name="transfer_channel" type="int" setter="set_transfer_channel" getter="get_transfer_channel" default="0">
The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send [b]different and independent[/b] state updates is a common way to optimize network usage and decrease latency in fast-paced games.
[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_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="TransferMode" default="0">
+ <member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="TransferMode" default="2">
The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].
</member>
</members>
diff --git a/doc/classes/MultiplayerPeerExtension.xml b/doc/classes/MultiplayerPeerExtension.xml
new file mode 100644
index 0000000000..46f9b22758
--- /dev/null
+++ b/doc/classes/MultiplayerPeerExtension.xml
@@ -0,0 +1,99 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="MultiplayerPeerExtension" inherits="MultiplayerPeer" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_get_available_packet_count" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_connection_status" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_max_packet_size" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_packet" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="r_buffer" type="const uint8_t **" />
+ <argument index="1" name="r_buffer_size" type="int32_t*" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_packet_peer" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_transfer_channel" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_transfer_mode" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_unique_id" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_is_refusing_new_connections" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_is_server" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_poll" qualifiers="virtual">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_put_packet" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="p_buffer" type="const uint8_t*" />
+ <argument index="1" name="p_buffer_size" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_refuse_new_connections" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="p_enable" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_target_peer" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="p_peer" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_transfer_channel" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="p_channel" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_transfer_mode" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="p_mode" type="int" />
+ <description>
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index e2ac8568c9..9d0d185c42 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -49,6 +49,7 @@
[/codeblocks]
See [method execute] if you wish to run an external command and retrieve the results.
[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
+ [b]Note:[/b] On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export.
</description>
</method>
<method name="delay_msec" qualifiers="const">
@@ -119,6 +120,7 @@
[/csharp]
[/codeblocks]
[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
+ [b]Note:[/b] On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export.
</description>
</method>
<method name="find_keycode_from_string" qualifiers="const">
diff --git a/doc/classes/PacketPeer.xml b/doc/classes/PacketPeer.xml
index fb94209d72..7c02ccc250 100644
--- a/doc/classes/PacketPeer.xml
+++ b/doc/classes/PacketPeer.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
PacketPeer is an abstraction and base class for packet-based protocols (such as UDP). It provides an API for sending and receiving packets both as raw data or variables. This makes it easy to transfer data over a protocol, without having to encode data as low-level bytes or having to worry about network ordering.
+ [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>
</tutorials>
diff --git a/doc/classes/PacketPeerDTLS.xml b/doc/classes/PacketPeerDTLS.xml
index b05743fb5a..4d1c83afe7 100644
--- a/doc/classes/PacketPeerDTLS.xml
+++ b/doc/classes/PacketPeerDTLS.xml
@@ -5,6 +5,7 @@
</brief_description>
<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.
</description>
<tutorials>
diff --git a/doc/classes/PacketPeerExtension.xml b/doc/classes/PacketPeerExtension.xml
new file mode 100644
index 0000000000..f6b925eb30
--- /dev/null
+++ b/doc/classes/PacketPeerExtension.xml
@@ -0,0 +1,35 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PacketPeerExtension" inherits="PacketPeer" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_get_available_packet_count" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_max_packet_size" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_packet" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="r_buffer" type="const uint8_t **" />
+ <argument index="1" name="r_buffer_size" type="int32_t*" />
+ <description>
+ </description>
+ </method>
+ <method name="_put_packet" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="p_buffer" type="const uint8_t*" />
+ <argument index="1" name="p_buffer_size" type="int" />
+ <description>
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/PacketPeerStream.xml b/doc/classes/PacketPeerStream.xml
index a92aaf037e..1c5bec297c 100644
--- a/doc/classes/PacketPeerStream.xml
+++ b/doc/classes/PacketPeerStream.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
PacketStreamPeer provides a wrapper for working using packets over a stream. This allows for using packet based code with StreamPeers. PacketPeerStream implements a custom protocol over the StreamPeer, so the user should not read or write to the wrapped StreamPeer directly.
+ [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>
</tutorials>
diff --git a/doc/classes/PacketPeerUDP.xml b/doc/classes/PacketPeerUDP.xml
index ecaddc5b9f..9b77859b50 100644
--- a/doc/classes/PacketPeerUDP.xml
+++ b/doc/classes/PacketPeerUDP.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s.
+ [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>
</tutorials>
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index ee28500838..e108ab6298 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -25,11 +25,12 @@
</method>
<method name="move_and_collide">
<return type="KinematicCollision2D" />
- <argument index="0" name="rel_vec" type="Vector2" />
+ <argument index="0" name="linear_velocity" type="Vector2" />
<argument index="1" name="test_only" type="bool" default="false" />
<argument index="2" name="safe_margin" type="float" default="0.08" />
<description>
- Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
+ Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
+ The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
</description>
@@ -44,11 +45,12 @@
<method name="test_move">
<return type="bool" />
<argument index="0" name="from" type="Transform2D" />
- <argument index="1" name="rel_vec" type="Vector2" />
+ <argument index="1" name="linear_velocity" type="Vector2" />
<argument index="2" name="collision" type="KinematicCollision2D" default="null" />
<argument index="3" name="safe_margin" type="float" default="0.08" />
<description>
- Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
+ Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
+ Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur.
[code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one).
[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
</description>
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index 174e49ea2d..8718c0caa2 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -32,12 +32,13 @@
</method>
<method name="move_and_collide">
<return type="KinematicCollision3D" />
- <argument index="0" name="rel_vec" type="Vector3" />
+ <argument index="0" name="linear_velocity" type="Vector3" />
<argument index="1" name="test_only" type="bool" default="false" />
<argument index="2" name="safe_margin" type="float" default="0.001" />
<argument index="3" name="max_collisions" type="int" default="1" />
<description>
- Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision.
+ Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
+ The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision.
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
[code]max_collisions[/code] allows to retrieve more than one collision result.
@@ -61,12 +62,13 @@
<method name="test_move">
<return type="bool" />
<argument index="0" name="from" type="Transform3D" />
- <argument index="1" name="rel_vec" type="Vector3" />
+ <argument index="1" name="linear_velocity" type="Vector3" />
<argument index="2" name="collision" type="KinematicCollision3D" default="null" />
<argument index="3" name="safe_margin" type="float" default="0.001" />
<argument index="4" name="max_collisions" type="int" default="1" />
<description>
- Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
+ Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
+ Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur.
[code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision (should there be one).
[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
[code]max_collisions[/code] allows to retrieve more than one collision result.
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 7e5d7ca704..791a04e4c2 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -851,8 +851,6 @@
<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="6" enum="SpaceParameter">
Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
</constant>
- <constant name="SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH" value="7" enum="SpaceParameter">
- </constant>
<constant name="SHAPE_WORLD_BOUNDARY" value="0" enum="ShapeType">
This is the constant for creating world boundary shapes. A world boundary shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks.
</constant>
@@ -928,8 +926,8 @@
<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>
- <constant name="BODY_MODE_DYNAMIC_LOCKED" value="3" enum="BodyMode">
- Constant for locked 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_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>
<constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter">
Constant to set/get a body's bounce factor.
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index 9f48c36b62..1d1ca54dbb 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -1278,8 +1278,8 @@
<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>
- <constant name="BODY_MODE_DYNAMIC_LOCKED" value="3" enum="BodyMode">
- Constant for locked 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_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>
<constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter">
Constant to set/get a body's bounce factor.
@@ -1361,8 +1361,6 @@
<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter">
Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
</constant>
- <constant name="SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH" value="8" enum="SpaceParameter">
- </constant>
<constant name="BODY_AXIS_LINEAR_X" value="1" enum="BodyAxis">
</constant>
<constant name="BODY_AXIS_LINEAR_Y" value="2" enum="BodyAxis">
diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidDynamicBody2D.xml
index 059379242b..9baed392eb 100644
--- a/doc/classes/RigidDynamicBody2D.xml
+++ b/doc/classes/RigidDynamicBody2D.xml
@@ -5,11 +5,10 @@
</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.
- A RigidDynamicBody2D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic.
+ 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.
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].
- The center of mass is always located at the node's origin without taking into account the [CollisionShape2D] centroid offsets.
</description>
<tutorials>
<link title="2D Physics Platformer Demo">https://godotengine.org/asset-library/asset/119</link>
@@ -120,6 +119,15 @@
<member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false">
If [code]true[/code], internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function.
</member>
+ <member name="freeze" type="bool" setter="set_freeze_enabled" getter="is_freeze_enabled" default="false">
+ If [code]true[/code], the body is frozen. Gravity and forces are not applied anymore.
+ 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">
+ 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>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] and/or any additional gravity vector applied by [Area2D]s.
</member>
@@ -134,13 +142,12 @@
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
The body's linear velocity.
</member>
+ <member name="lock_rotation" type="bool" setter="set_lock_rotation_enabled" getter="is_lock_rotation_enabled" default="false">
+ If [code]true[/code], the body cannot rotate. Gravity and forces only apply linear movement.
+ </member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
The body's mass.
</member>
- <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidDynamicBody2D.Mode" default="0">
- The body's mode. See [enum Mode] for possible values.
- For a body that uses only Static or Kinematic mode, use [StaticBody2D] or [AnimatableBody2D] instead.
- </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.
@@ -198,17 +205,11 @@
</signal>
</signals>
<constants>
- <constant name="MODE_DYNAMIC" value="0" enum="Mode">
- Dynamic body mode. This is the default mode of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
- </constant>
- <constant name="MODE_STATIC" value="1" enum="Mode">
- Static body mode. The body behaves like a [StaticBody2D], and must be moved by code.
- </constant>
- <constant name="MODE_DYNAMIC_LOCKED" value="2" enum="Mode">
- Locked dynamic body mode. Similar to [constant MODE_DYNAMIC], but the body can not rotate.
+ <constant name="FREEZE_MODE_STATIC" value="0" enum="FreezeMode">
+ Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path.
</constant>
- <constant name="MODE_KINEMATIC" value="3" enum="Mode">
- Kinematic body mode. The body behaves like a [AnimatableBody2D], and must be moved by code.
+ <constant name="FREEZE_MODE_KINEMATIC" value="1" enum="FreezeMode">
+ Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated.
</constant>
<constant name="CENTER_OF_MASS_MODE_AUTO" value="0" enum="CenterOfMassMode">
In this mode, the body's center of mass is calculated automatically based on its shapes.
diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml
index 9b6bcd840b..7d1c7fecfa 100644
--- a/doc/classes/RigidDynamicBody3D.xml
+++ b/doc/classes/RigidDynamicBody3D.xml
@@ -5,10 +5,9 @@
</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.
- A RigidDynamicBody3D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic.
+ 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.
If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator].
- With Bullet physics (the default), the center of mass is the RigidDynamicBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers.
</description>
<tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
@@ -123,6 +122,15 @@
<member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false">
If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
</member>
+ <member name="freeze" type="bool" setter="set_freeze_enabled" getter="is_freeze_enabled" default="false">
+ If [code]true[/code], the body is frozen. Gravity and forces are not applied anymore.
+ 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">
+ 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 &gt; Project Settings &gt; Physics &gt; 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.
</member>
@@ -137,13 +145,12 @@
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
</member>
+ <member name="lock_rotation" type="bool" setter="set_lock_rotation_enabled" getter="is_lock_rotation_enabled" default="false">
+ If [code]true[/code], the body cannot rotate. Gravity and forces only apply linear movement.
+ </member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
The body's mass.
</member>
- <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidDynamicBody3D.Mode" default="0">
- The body's mode. See [enum Mode] for possible values.
- For a body that uses only Static or Kinematic mode, use [StaticBody3D] or [AnimatableBody3D] instead.
- </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.
@@ -203,17 +210,11 @@
</signal>
</signals>
<constants>
- <constant name="MODE_DYNAMIC" value="0" enum="Mode">
- Dynamic body mode. This is the default mode of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
- </constant>
- <constant name="MODE_STATIC" value="1" enum="Mode">
- Static body mode. The body behaves like a [StaticBody3D], and can only move by user code.
- </constant>
- <constant name="MODE_DYNAMIC_LOCKED" value="2" enum="Mode">
- Locked dynamic body mode. Similar to [constant MODE_DYNAMIC], but the body can not rotate.
+ <constant name="FREEZE_MODE_STATIC" value="0" enum="FreezeMode">
+ Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path.
</constant>
- <constant name="MODE_KINEMATIC" value="3" enum="Mode">
- Kinematic body mode. The body behaves like a [AnimatableBody3D], and can only move by user code.
+ <constant name="FREEZE_MODE_KINEMATIC" value="1" enum="FreezeMode">
+ Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated.
</constant>
<constant name="CENTER_OF_MASS_MODE_AUTO" value="0" enum="CenterOfMassMode">
In this mode, the body's center of mass is calculated automatically based on its shapes.
diff --git a/doc/classes/StreamPeer.xml b/doc/classes/StreamPeer.xml
index 316bd77a16..0622626846 100644
--- a/doc/classes/StreamPeer.xml
+++ b/doc/classes/StreamPeer.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
StreamPeer is an abstraction and base class for stream-based protocols (such as TCP). It provides an API for sending and receiving data through streams as raw data or strings.
+ [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>
</tutorials>
diff --git a/doc/classes/StreamPeerExtension.xml b/doc/classes/StreamPeerExtension.xml
new file mode 100644
index 0000000000..ceb9486a33
--- /dev/null
+++ b/doc/classes/StreamPeerExtension.xml
@@ -0,0 +1,48 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="StreamPeerExtension" inherits="StreamPeer" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_get_available_bytes" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_data" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="r_buffer" type="uint8_t*" />
+ <argument index="1" name="r_bytes" type="int" />
+ <argument index="2" name="r_received" type="int32_t*" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_partial_data" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="r_buffer" type="uint8_t*" />
+ <argument index="1" name="r_bytes" type="int" />
+ <argument index="2" name="r_received" type="int32_t*" />
+ <description>
+ </description>
+ </method>
+ <method name="_put_data" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="p_data" type="const uint8_t*" />
+ <argument index="1" name="p_bytes" type="int" />
+ <argument index="2" name="r_sent" type="int32_t*" />
+ <description>
+ </description>
+ </method>
+ <method name="_put_partial_data" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="p_data" type="const uint8_t*" />
+ <argument index="1" name="p_bytes" type="int" />
+ <argument index="2" name="r_sent" type="int32_t*" />
+ <description>
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml
index 034168c2a0..50389f912d 100644
--- a/doc/classes/StreamPeerSSL.xml
+++ b/doc/classes/StreamPeerSSL.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL 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">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
diff --git a/doc/classes/StreamPeerTCP.xml b/doc/classes/StreamPeerTCP.xml
index bba48e7275..6b700593a2 100644
--- a/doc/classes/StreamPeerTCP.xml
+++ b/doc/classes/StreamPeerTCP.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
TCP stream peer. This object can be used to connect to TCP servers, or also is returned by a TCP server.
+ [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>
</tutorials>
diff --git a/doc/classes/TCPServer.xml b/doc/classes/TCPServer.xml
index 8676e33bb4..4fbaf9412f 100644
--- a/doc/classes/TCPServer.xml
+++ b/doc/classes/TCPServer.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] when it gets an incoming 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>
</tutorials>
diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml
index 9c9119c664..ae5c0761b1 100644
--- a/doc/classes/Thread.xml
+++ b/doc/classes/Thread.xml
@@ -27,12 +27,11 @@
</method>
<method name="start">
<return type="int" enum="Error" />
- <argument index="0" name="instance" type="Object" />
- <argument index="1" name="method" type="StringName" />
- <argument index="2" name="userdata" type="Variant" default="null" />
- <argument index="3" name="priority" type="int" enum="Thread.Priority" default="1" />
+ <argument index="0" name="callable" type="Callable" />
+ <argument index="1" name="userdata" type="Variant" default="null" />
+ <argument index="2" name="priority" type="int" enum="Thread.Priority" default="1" />
<description>
- Starts a new [Thread] that runs [code]method[/code] on object [code]instance[/code] with [code]userdata[/code] passed as an argument. Even if no userdata is passed, [code]method[/code] must accept one argument and it will be null. The [code]priority[/code] of the [Thread] can be changed by passing a value from the [enum Priority] enum.
+ Starts a new [Thread] that calls [code]callable[/code] with [code]userdata[/code] passed as an argument. Even if no userdata is passed, [code]method[/code] must accept one argument and it will be null. The [code]priority[/code] of the [Thread] can be changed by passing a value from the [enum Priority] enum.
Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure.
</description>
</method>
diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml
index c27d6f5667..2a0695d42e 100644
--- a/doc/classes/Translation.xml
+++ b/doc/classes/Translation.xml
@@ -11,6 +11,24 @@
<link title="Locales">https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link>
</tutorials>
<methods>
+ <method name="_get_message" qualifiers="virtual const">
+ <return type="StringName" />
+ <argument index="0" name="src_message" type="StringName" />
+ <argument index="1" name="context" type="StringName" />
+ <description>
+ Virtual method to override [method get_message].
+ </description>
+ </method>
+ <method name="_get_plural_message" qualifiers="virtual const">
+ <return type="StringName" />
+ <argument index="0" name="src_message" type="StringName" />
+ <argument index="1" name="src_plural_message" type="StringName" />
+ <argument index="2" name="n" type="int" />
+ <argument index="3" name="context" type="StringName" />
+ <description>
+ Virtual method to override [method get_plural_message].
+ </description>
+ </method>
<method name="add_message">
<return type="void" />
<argument index="0" name="src_message" type="StringName" />