diff options
Diffstat (limited to 'doc/classes')
225 files changed, 2532 insertions, 1234 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index e6901bbe27..71b0901b3d 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -66,7 +66,7 @@ <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 +77,7 @@ <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> @@ -117,15 +117,15 @@ 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. </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> @@ -232,9 +232,9 @@ <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> @@ -260,21 +260,62 @@ Cubic interpolates between two values by the factor defined in [param weight] with pre and post values. </description> </method> - <method name="db2linear"> + <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 pre and post values. See also [method lerp_angle]. + </description> + </method> + <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 pre and 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 pre and post values. + It can perform smoother interpolation than [code]cubic_interpolate()[/code] 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) [/codeblock] </description> </method> @@ -498,8 +539,8 @@ 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] @@ -519,7 +560,7 @@ 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> @@ -528,7 +569,7 @@ # "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> @@ -772,13 +813,13 @@ [/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 [/codeblock] </description> </method> @@ -959,8 +1000,8 @@ <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> @@ -1039,14 +1080,14 @@ Converts one or more arguments of any 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 value. [codeblock] var a = '{ "a": 1, "b": 2 }' - var b = str2var(a) + var b = str_to_var(a) print(b["a"]) # Prints 1 [/codeblock] </description> @@ -1057,7 +1098,7 @@ <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> @@ -1088,29 +1129,29 @@ [/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 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 later be parsed using [method str_to_var]. [codeblock] a = { "a": 1, "b": 2 } - print(var2str(a)) + print(var_to_str(a)) [/codeblock] prints [codeblock] @@ -1236,7 +1277,7 @@ </member> <member name="JavaScript" type="JavaScript" setter="" getter=""> The [JavaScript] singleton. - [b]Note:[/b] Only implemented on HTML5. + [b]Note:[/b] Only implemented on the Web platform. </member> <member name="Marshalls" type="Marshalls" setter="" getter=""> The [Marshalls] singleton. @@ -1282,16 +1323,17 @@ <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. @@ -2573,7 +2615,7 @@ </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. + 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]"no_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. @@ -2584,7 +2626,7 @@ 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). @@ -2695,7 +2737,13 @@ </constant> <constant name="PROPERTY_HINT_NODE_TYPE" value="44" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_MAX" value="45" enum="PropertyHint"> + <constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="45" enum="PropertyHint"> + Hints that a quaternion property should disable the temporary euler editor. + </constant> + <constant name="PROPERTY_HINT_PASSWORD" value="46" 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="47" enum="PropertyHint"> </constant> <constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags"> </constant> diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 2fa191faa6..e2e4e7c61d 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -139,7 +139,7 @@ <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"> diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml index 977e73e7ca..6e76df647e 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> diff --git a/doc/classes/AStar3D.xml b/doc/classes/AStar3D.xml index efce94e25d..45b1019bab 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> diff --git a/doc/classes/AStarGrid2D.xml b/doc/classes/AStarGrid2D.xml new file mode 100644 index 0000000000..ae696eb468 --- /dev/null +++ b/doc/classes/AStarGrid2D.xml @@ -0,0 +1,116 @@ +<?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> + </brief_description> + <description> + </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> + </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> + </description> + </method> + <method name="clear"> + <return type="void" /> + <description> + </description> + </method> + <method name="get_id_path"> + <return type="PackedVector2Array" /> + <param index="0" name="from_id" type="Vector2i" /> + <param index="1" name="to_id" type="Vector2i" /> + <description> + </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> + </description> + </method> + <method name="is_dirty" qualifiers="const"> + <return type="bool" /> + <description> + </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> + </description> + </method> + <method name="is_in_boundsv" qualifiers="const"> + <return type="bool" /> + <param index="0" name="id" type="Vector2i" /> + <description> + </description> + </method> + <method name="is_point_solid" qualifiers="const"> + <return type="bool" /> + <param index="0" name="id" type="Vector2i" /> + <description> + </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> + </description> + </method> + <method name="update"> + <return type="void" /> + <description> + </description> + </method> + </methods> + <members> + <member name="cell_size" type="Vector2" setter="set_cell_size" getter="get_cell_size" default="Vector2(1, 1)"> + </member> + <member name="default_heuristic" type="int" setter="set_default_heuristic" getter="get_default_heuristic" enum="AStarGrid2D.Heuristic" default="0"> + </member> + <member name="diagonal_mode" type="int" setter="set_diagonal_mode" getter="get_diagonal_mode" enum="AStarGrid2D.DiagonalMode" default="0"> + </member> + <member name="jumping_enabled" type="bool" setter="set_jumping_enabled" getter="is_jumping_enabled" default="false"> + </member> + <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)"> + </member> + <member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(0, 0)"> + </member> + </members> + <constants> + <constant name="HEURISTIC_EUCLIDEAN" value="0" enum="Heuristic"> + </constant> + <constant name="HEURISTIC_MANHATTAN" value="1" enum="Heuristic"> + </constant> + <constant name="HEURISTIC_OCTILE" value="2" enum="Heuristic"> + </constant> + <constant name="HEURISTIC_CHEBYSHEV" value="3" enum="Heuristic"> + </constant> + <constant name="HEURISTIC_MAX" value="4" enum="Heuristic"> + </constant> + <constant name="DIAGONAL_MODE_ALWAYS" value="0" enum="DiagonalMode"> + </constant> + <constant name="DIAGONAL_MODE_NEVER" value="1" enum="DiagonalMode"> + </constant> + <constant name="DIAGONAL_MODE_AT_LEAST_ONE_WALKABLE" value="2" enum="DiagonalMode"> + </constant> + <constant name="DIAGONAL_MODE_ONLY_IF_NO_OBSTACLES" value="3" enum="DiagonalMode"> + </constant> + <constant name="DIAGONAL_MODE_MAX" value="4" enum="DiagonalMode"> + </constant> + </constants> +</class> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index ac956eacba..df0fb11ac7 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -130,14 +130,6 @@ 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 +161,6 @@ <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 +174,6 @@ 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" /> @@ -349,7 +330,7 @@ <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"> @@ -619,6 +600,14 @@ <constant name="INTERPOLATION_CUBIC" value="2" enum="InterpolationType"> Cubic interpolation. </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. </constant> @@ -640,11 +629,5 @@ <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> - <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> </constants> </class> diff --git a/doc/classes/AnimationLibrary.xml b/doc/classes/AnimationLibrary.xml index 015d306b41..75fe393dbb 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, accesible 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 +62,20 @@ <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_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..b856b5f208 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -14,39 +14,39 @@ <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"> @@ -55,7 +55,7 @@ <param index="1" name="seek" type="bool" /> <param index="2" name="seek_root" 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> diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index 0badb831de..1b5a795b3c 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)) @@ -37,6 +37,9 @@ <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> 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..710dc55a4b 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -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"> diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index c61705505e..f1e40d4979 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> diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index 3c50a1ac05..14081918cf 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> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 35656dbd70..f6d926031d 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -576,14 +576,14 @@ <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/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/AudioServer.xml b/doc/classes/AudioServer.xml index 4ded906dc1..8dc80e3bdc 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -30,7 +30,7 @@ </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. </description> @@ -45,7 +45,7 @@ <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 +117,7 @@ </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> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index d2425313f7..ee28675d89 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -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. @@ -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]. @@ -398,6 +401,7 @@ </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 +417,7 @@ </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 +501,10 @@ 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. @@ -716,7 +721,7 @@ </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..d62f704528 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -87,12 +87,6 @@ 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> diff --git a/doc/classes/BitMap.xml b/doc/classes/BitMap.xml index b286a66f34..9323642274 100644 --- a/doc/classes/BitMap.xml +++ b/doc/classes/BitMap.xml @@ -46,7 +46,7 @@ <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"> @@ -58,7 +58,7 @@ </description> </method> <method name="opaque_to_polygons" qualifiers="const"> - <return type="Array" /> + <return type="PackedVector2Array[]" /> <param index="0" name="rect" type="Rect2" /> <param index="1" name="epsilon" type="float" default="2.0" /> <description> diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml index 1cd9ca0afb..e78cdfc951 100644 --- a/doc/classes/Button.xml +++ b/doc/classes/Button.xml @@ -114,7 +114,7 @@ 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. diff --git a/doc/classes/ButtonGroup.xml b/doc/classes/ButtonGroup.xml index 8bedb5a1ac..277bda2836 100644 --- a/doc/classes/ButtonGroup.xml +++ b/doc/classes/ButtonGroup.xml @@ -11,7 +11,7 @@ </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..906789d09f 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"> diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml index bb1dcd322f..6b39c08b3f 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"> @@ -123,13 +123,16 @@ 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 +154,7 @@ </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]. diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml index 6838bdeb70..1fcaf6d866 100644 --- a/doc/classes/Callable.xml +++ b/doc/classes/Callable.xml @@ -75,6 +75,10 @@ <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="get_method" qualifiers="const"> 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..a741728c14 --- /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"> + 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"> + 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"> + 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"> + 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"> + 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/CanvasItem.xml b/doc/classes/CanvasItem.xml index 1423b39e4a..d8c1af0b3c 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 sub-pixel 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" /> @@ -211,7 +229,7 @@ <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"> @@ -465,7 +483,7 @@ <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 +500,12 @@ Transformations issued by [param event]'s inputs are applied in local space instead of global space. </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" /> @@ -502,12 +526,6 @@ 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> - <method name="update"> - <return type="void" /> - <description> - Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be called on idle time to request redraw. - </description> - </method> </methods> <members> <member name="clip_children" type="bool" setter="set_clip_children" getter="is_clipping_children" default="false"> @@ -547,7 +565,8 @@ <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 +593,7 @@ 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 +620,11 @@ 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"> 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..555137ac45 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -35,11 +35,11 @@ <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"> + <member name="follow_viewport_enabled" 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> <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/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index 95612de284..2f8e1a7bb8 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -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> @@ -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..6a1975d40f 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -117,7 +117,7 @@ <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 +125,6 @@ </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> @@ -155,15 +149,21 @@ <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 +184,13 @@ <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..d39b75ae52 100644 --- a/doc/classes/CheckBox.xml +++ b/doc/classes/CheckBox.xml @@ -39,7 +39,7 @@ 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. diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml index 51b0411f4e..f49da69926 100644 --- a/doc/classes/CheckButton.xml +++ b/doc/classes/CheckButton.xml @@ -39,7 +39,7 @@ 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. diff --git a/doc/classes/ClassDB.xml b/doc/classes/ClassDB.xml index 90ce52fdb0..58a536406f 100644 --- a/doc/classes/ClassDB.xml +++ b/doc/classes/ClassDB.xml @@ -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..ca482a39e0 100644 --- a/doc/classes/CodeEdit.xml +++ b/doc/classes/CodeEdit.xml @@ -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> @@ -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. diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index 4353d97597..ee69015ae1 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> @@ -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..f10136521a 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> @@ -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..fa8fbd0d3e 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> 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/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/Control.xml b/doc/classes/Control.xml index 30d34e4f4d..71798d2574 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -154,9 +154,9 @@ <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: @@ -196,7 +196,7 @@ </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> @@ -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 overriden to customise its behaviour. 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"> @@ -1005,28 +1007,6 @@ <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> @@ -1067,7 +1047,7 @@ The node's rotation around its pivot, in radians. See [member pivot_offset] to change the pivot's position. </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. + 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/viewports/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> @@ -1092,6 +1072,28 @@ [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 [code]gui/timers/tooltip_delay_sec[/code] option in Project Settings. 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"> @@ -1145,6 +1147,7 @@ </signal> <signal name="theme_changed"> <description> + Emitted when the [constant NOTIFICATION_THEME_CHANGED] notification is sent. </description> </signal> </signals> @@ -1174,7 +1177,12 @@ 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. diff --git a/doc/classes/Curve.xml b/doc/classes/Curve.xml index ae9add995b..20b9dafd0d 100644 --- a/doc/classes/Curve.xml +++ b/doc/classes/Curve.xml @@ -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..cc4124d084 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> @@ -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" /> @@ -85,7 +92,7 @@ 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="1" name="cubic" type="bool" default="false" /> @@ -95,18 +102,11 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough). </description> </method> - <method name="interpolatef" qualifiers="const"> + <method name="samplef" qualifiers="const"> <return type="Vector2" /> <param index="0" name="fofs" type="float" /> <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]. - </description> - </method> - <method name="remove_point"> - <return type="void" /> - <param index="0" name="idx" type="int" /> - <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"> diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml index 0843453820..3e4e05f51a 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> @@ -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" /> @@ -105,7 +112,7 @@ 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="1" name="cubic" type="bool" default="false" /> @@ -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 +132,11 @@ 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"> + <method name="samplef" qualifiers="const"> <return type="Vector3" /> <param index="0" name="fofs" type="float" /> <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]. - </description> - </method> - <method name="remove_point"> - <return type="void" /> - <param index="0" name="idx" type="int" /> - <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"> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 1a811011eb..1d225aa06e 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -105,7 +105,7 @@ </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. @@ -144,165 +144,182 @@ </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 +332,7 @@ [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> @@ -347,6 +364,15 @@ [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 +391,15 @@ [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 +518,7 @@ <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 +563,26 @@ [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" /> @@ -692,7 +747,7 @@ <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] @@ -731,7 +786,7 @@ <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() @@ -828,14 +883,14 @@ </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, macOS, and Windows. </description> </method> <method name="tts_get_voices_for_language" qualifiers="const"> @@ -843,35 +898,35 @@ <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, 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, 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, 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, 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, macOS, and Windows. </description> </method> <method name="tts_set_utterance_callback"> @@ -883,7 +938,7 @@ - [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. [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, macOS, and Windows. </description> </method> <method name="tts_speak"> @@ -904,14 +959,14 @@ - [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] 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, 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, macOS, and Windows. </description> </method> <method name="virtual_keyboard_get_height" qualifiers="const"> @@ -942,7 +997,7 @@ [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"> @@ -1039,6 +1094,13 @@ <description> </description> </method> + <method name="window_get_safe_title_margins" qualifiers="const"> + <return type="Vector2i" /> + <param index="0" name="window_id" type="int" default="0" /> + <description> + Returns left and right margins 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" /> @@ -1052,6 +1114,20 @@ Returns the V-Sync mode of the given window. </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" /> @@ -1287,6 +1363,9 @@ <constant name="FEATURE_TEXT_TO_SPEECH" value="19" enum="Feature"> Display server supports text-to-speech. See [code]tts_*[/code] methods. </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]. + </constant> <constant name="MOUSE_MODE_VISIBLE" value="0" enum="MouseMode"> Makes the mouse cursor visible if it is hidden. </constant> @@ -1343,7 +1422,7 @@ </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. @@ -1417,7 +1496,11 @@ <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. </constant> - <constant name="WINDOW_FLAG_MAX" value="6" enum="WindowFlags"> + <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. + [b]Note:[/b] This flag is implemented on macOS. + </constant> + <constant name="WINDOW_FLAG_MAX" value="7" enum="WindowFlags"> </constant> <constant name="WINDOW_EVENT_MOUSE_ENTER" value="0" enum="WindowEvent"> </constant> @@ -1454,13 +1537,13 @@ Window handle: - Windows: [code]HWND[/code] for the window. - Linux: [code]X11::Window*[/code] for the window. - - MacOS: [code]NSWindow*[/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. + - macOS: [code]NSView*[/code] for the window main view. - iOS: [code]UIView*[/code] for the window main view. </constant> <constant name="TTS_UTTERANCE_STARTED" value="0" enum="TTSUtteranceEvent"> diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 3555d2fd48..f7f1d456d0 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -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> diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml index 1dd53e1394..49cd715f5e 100644 --- a/doc/classes/EditorInterface.xml +++ b/doc/classes/EditorInterface.xml @@ -101,7 +101,7 @@ </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> @@ -166,7 +166,7 @@ </description> </method> <method name="make_mesh_previews"> - <return type="Array" /> + <return type="Texture2D[]" /> <param index="0" name="meshes" type="Array" /> <param index="1" name="preview_size" type="int" /> <description> @@ -206,6 +206,13 @@ 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> diff --git a/doc/classes/EditorNode3DGizmo.xml b/doc/classes/EditorNode3DGizmo.xml index 74870f34db..9ee21fd63b 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> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index a961068b7b..fdd3807b69 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -532,7 +532,7 @@ </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> @@ -729,7 +729,7 @@ </constant> <constant name="CONTAINER_CANVAS_EDITOR_BOTTOM" value="8" enum="CustomControlContainer"> </constant> - <constant name="CONTAINER_PROPERTY_EDITOR_BOTTOM" value="9" enum="CustomControlContainer"> + <constant name="CONTAINER_INSPECTOR_BOTTOM" value="9" enum="CustomControlContainer"> </constant> <constant name="CONTAINER_PROJECT_SETTING_TAB_LEFT" value="10" enum="CustomControlContainer"> </constant> diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml index 4a6a0e7226..7bac4bf7ac 100644 --- a/doc/classes/EditorProperty.xml +++ b/doc/classes/EditorProperty.xml @@ -44,12 +44,6 @@ 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" /> @@ -111,6 +105,8 @@ <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> 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/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..56c1f6e55a 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> @@ -132,20 +132,6 @@ 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" /> @@ -479,15 +465,15 @@ </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 +495,12 @@ 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: @@ -553,6 +543,10 @@ <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> @@ -710,7 +704,7 @@ 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. @@ -866,7 +860,7 @@ </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, ...). 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/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml new file mode 100644 index 0000000000..1350e4487c --- /dev/null +++ b/doc/classes/EditorUndoRedoManager.xml @@ -0,0 +1,118 @@ +<?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> + <constants> + <constant name="GLOBAL_HISTORY" value="0" enum="SpecialHistory"> + Global history not associated with any scene, but with external resources etc. + </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..cca6a0591f 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="get_file_diff"> - <return type="Array" /> + <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="_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="Array" /> + <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_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_vcs_name"> + <method name="_get_line_diff" qualifiers="virtual"> + <return type="Array" /> + <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="Array" /> + <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="Array" /> + <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="Array" /> + <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="Array" /> + <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="Array" /> + <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..301a3e55fb 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -34,7 +34,7 @@ </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 diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 864dbd423a..0182d543e1 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> @@ -87,8 +72,11 @@ <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. diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml index ba6f4ffb89..43a941c8c8 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. diff --git a/doc/classes/FontFile.xml b/doc/classes/FontFile.xml index 0f229ea19a..df378d9d2f 100644 --- a/doc/classes/FontFile.xml +++ b/doc/classes/FontFile.xml @@ -146,7 +146,7 @@ </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 +199,7 @@ </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 +233,7 @@ </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. @@ -543,8 +543,8 @@ </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="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. diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index 606d2456c5..f41e34c43a 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -5,7 +5,7 @@ </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)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link> @@ -73,7 +73,7 @@ Particle system starts as if it had already run for this many seconds. </member> <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material"> - [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial]. + [Material] for processing particles. Can be a [ParticleProcessMaterial] or a [ShaderMaterial]. </member> <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0"> Emission lifetime randomness ratio. diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index fc7b12e64f..e7b436010e 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> 3D particle node used to create a variety of particle systems and effects. [GPUParticles3D] features an emitter that generates some number of particles at a given rate. - Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. + Use the [code]process_material[/code] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> <link title="Controlling thousands of fish with Particles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link> @@ -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. 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..392ca2cabb 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> @@ -34,7 +34,7 @@ </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 +71,7 @@ </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 +80,7 @@ </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> @@ -130,7 +130,7 @@ </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 +139,7 @@ </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 +166,7 @@ </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/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/GraphEdit.xml b/doc/classes/GraphEdit.xml index 03206fa8ca..dc093acdcd 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -149,7 +149,7 @@ </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> @@ -221,6 +221,9 @@ </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. @@ -285,7 +288,7 @@ </signal> <signal name="connection_drag_started"> <param index="0" name="from" type="String" /> - <param index="1" name="slot" type="String" /> + <param index="1" name="slot" type="int" /> <param index="2" name="is_output" type="bool" /> <description> Emitted at the beginning of a connection drag. diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml index 009c329ee2..ebd4525b19 100644 --- a/doc/classes/GraphNode.xml +++ b/doc/classes/GraphNode.xml @@ -156,7 +156,7 @@ <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 type_left]/[param type_right] is an arbitrary type of the port. Only ports with the same type values can be connected and negative values will disallow all connections to be made via user inputs. [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. @@ -208,7 +208,7 @@ <param index="0" name="idx" type="int" /> <param index="1" name="type_left" 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 idx] to [param type_left]. If the value is negative, all connections will be disallowed to be created via user inputs. </description> </method> <method name="set_slot_type_right"> @@ -216,7 +216,7 @@ <param index="0" name="idx" type="int" /> <param index="1" name="type_right" 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 idx] to [param type_right]. If the value is negative, all connections will be disallowed to be created via user inputs. </description> </method> </methods> @@ -224,6 +224,9 @@ <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 +242,9 @@ 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> diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 97178bc94d..332ce9d8f4 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -11,7 +11,7 @@ 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] 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] 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. </description> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 490b918f40..4b098bf585 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -176,7 +176,7 @@ <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"> 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/ImageTexture.xml b/doc/classes/ImageTexture.xml index c750b540a4..45cbd7ac87 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]. diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml index 7a658cb52a..e15cfcd2c0 100644 --- a/doc/classes/ImporterMesh.xml +++ b/doc/classes/ImporterMesh.xml @@ -101,7 +101,7 @@ <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 +115,7 @@ <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..56b95fc755 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -355,7 +355,7 @@ <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] This method is implemented on Android, iOS, and Web. [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. diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index ff2e6409c9..b4a276f6ac 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -14,13 +14,15 @@ 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. + State of the [kbd]Cmd[/kbd] modifier. On macOS, this is equivalent to [member meta_pressed]. On other platforms, this is equivalent to [member ctrl_pressed]. + This modifier should be preferred to [member ctrl_pressed] or [member meta_pressed] for system shortcuts, as it maintains better cross-platform compatibility. </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, and is equivalent to [member command_pressed]. + For better cross-system compatibility, use [member command_pressed] instead. </member> <member name="shift_pressed" type="bool" setter="set_shift_pressed" getter="is_shift_pressed" default="false"> State of the [kbd]Shift[/kbd] modifier. 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/JSON.xml b/doc/classes/JSON.xml index 49ebb55a52..46e46cc164 100644 --- a/doc/classes/JSON.xml +++ b/doc/classes/JSON.xml @@ -10,8 +10,7 @@ [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 @@ -25,6 +24,10 @@ 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] </description> <tutorials> </tutorials> @@ -54,9 +57,17 @@ <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. + 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="""" /> diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 21eb80155e..c838422e85 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -1,10 +1,10 @@ <?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"> <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. + The JavaScript 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 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. </description> <tutorials> diff --git a/doc/classes/JavaScriptObject.xml b/doc/classes/JavaScriptObject.xml index 5c1a37266b..e279acf5a4 100644 --- a/doc/classes/JavaScriptObject.xml +++ b/doc/classes/JavaScriptObject.xml @@ -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..615aceac53 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"> @@ -61,10 +61,6 @@ 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 +84,15 @@ 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> diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml index e4dc24d0b5..b741dc6e64 100644 --- a/doc/classes/Label3D.xml +++ b/doc/classes/Label3D.xml @@ -54,7 +54,8 @@ 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="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. @@ -86,7 +87,7 @@ 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 +139,7 @@ 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/Light3D.xml b/doc/classes/Light3D.xml index 80ff83ec46..e9ebbc0a41 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" /> @@ -67,6 +73,15 @@ 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> @@ -80,6 +95,14 @@ <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> @@ -89,8 +112,6 @@ <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"> 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> @@ -110,61 +131,64 @@ <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..dd8c7be489 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -20,6 +20,9 @@ <member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="1"> 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. 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..f8f2375a71 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> @@ -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] @@ -379,7 +379,7 @@ </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. @@ -417,7 +417,7 @@ 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. 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/Position3D.xml b/doc/classes/Marker3D.xml index d91e0fbfdf..5ad1cdf513 100644 --- a/doc/classes/Position3D.xml +++ b/doc/classes/Marker3D.xml @@ -1,5 +1,5 @@ <?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"> +<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> diff --git a/doc/classes/MenuBar.xml b/doc/classes/MenuBar.xml new file mode 100644 index 0000000000..3ef0572e9f --- /dev/null +++ b/doc/classes/MenuBar.xml @@ -0,0 +1,172 @@ +<?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="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> + <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. + </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..1f38510e83 100644 --- a/doc/classes/MenuButton.xml +++ b/doc/classes/MenuButton.xml @@ -65,7 +65,7 @@ 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. diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index 0de42b64af..d3d5a7bfaa 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> @@ -103,7 +103,7 @@ <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"> @@ -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. 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/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/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml index 30ad13ec93..bf3aff2c58 100644 --- a/doc/classes/NavigationAgent2D.xml +++ b/doc/classes/NavigationAgent2D.xml @@ -126,7 +126,7 @@ <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"> @@ -136,7 +136,7 @@ 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="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"> diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml index 22c468cb6b..7c48f0b52b 100644 --- a/doc/classes/NavigationAgent3D.xml +++ b/doc/classes/NavigationAgent3D.xml @@ -132,7 +132,7 @@ <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"> @@ -142,7 +142,7 @@ 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="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"> diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml index faf777bbc9..4c337db90f 100644 --- a/doc/classes/NavigationMeshGenerator.xml +++ b/doc/classes/NavigationMeshGenerator.xml @@ -6,7 +6,7 @@ <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> diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml index 1e096515be..87e82e7b2e 100644 --- a/doc/classes/NavigationRegion3D.xml +++ b/doc/classes/NavigationRegion3D.xml @@ -18,7 +18,7 @@ <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"> diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml index 43457e7d24..b85c1c6649 100644 --- a/doc/classes/NavigationServer2D.xml +++ b/doc/classes/NavigationServer2D.xml @@ -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> @@ -128,7 +128,7 @@ </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> @@ -150,7 +150,7 @@ </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]. @@ -198,7 +198,7 @@ </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 +206,7 @@ </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> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index e5eee4827b..5b2a8fc08b 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -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> @@ -128,7 +128,7 @@ </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> @@ -150,7 +150,7 @@ </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]. @@ -216,7 +216,7 @@ </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 +231,7 @@ </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> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index d38a724d39..87edc7de0a 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -241,7 +241,7 @@ <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> @@ -262,7 +262,7 @@ </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. @@ -856,8 +856,8 @@ <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. diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 8a8a68ec35..c8e2f1ac68 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> @@ -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" /> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index e4b5404c2c..059766656f 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -88,23 +88,6 @@ [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" /> @@ -305,7 +288,7 @@ 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 +303,7 @@ print("Android") "iOS": print("iOS") - "HTML5": + "Web": print("Web") [/gdscript] [csharp] @@ -346,7 +329,7 @@ case "iOS": GD.Print("iOS"); break; - case "HTML5": + case "Web": GD.Print("Web"); break; } @@ -371,7 +354,7 @@ <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"> @@ -431,7 +414,7 @@ <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"> @@ -502,7 +485,7 @@ <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"> @@ -534,33 +517,6 @@ [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" /> - <description> - Shows all resources currently used by the game. - </description> - </method> <method name="request_permission"> <return type="bool" /> <param index="0" name="name" type="String" /> @@ -618,7 +574,7 @@ - [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> @@ -635,7 +591,7 @@ 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. + 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 Web. </constant> <constant name="DAY_SUNDAY" value="0" enum="Weekday"> Sunday. diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index ba219d8603..3c71a02a21 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -5,7 +5,7 @@ </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. + You can construct Objects from scripting languages, using [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#. 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. @@ -43,7 +43,7 @@ </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. @@ -64,6 +64,22 @@ 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. </description> </method> + <method name="_property_can_revert" qualifiers="virtual"> + <return type="bool" /> + <param index="0" name="property" type="StringName" /> + <description> + Virtual methods that can be overridden to customize the property revert behavior in the editor. + Returns [code]true[/code] if the property identified by [code]name[/code] can be reverted to a default value. Override [method _property_get_revert] to return the actual value. + </description> + </method> + <method name="_property_get_revert" qualifiers="virtual"> + <return type="Variant" /> + <param index="0" name="property" type="StringName" /> + <description> + Virtual methods that can be overridden to customize the property revert behavior in the editor. + Returns the default value of the property identified by [code]name[/code]. [method _property_can_revert] must be overridden as well for this method to be called. + </description> + </method> <method name="_set" qualifiers="virtual"> <return type="bool" /> <param index="0" name="property" type="StringName" /> @@ -337,7 +353,7 @@ </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: @@ -367,7 +383,8 @@ <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). + 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). See also [method has_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. </description> </method> <method name="get_meta_list" qualifiers="const"> @@ -377,13 +394,13 @@ </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]. </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]). @@ -396,14 +413,14 @@ </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]. </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. </description> @@ -412,7 +429,8 @@ <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. </description> </method> <method name="has_method" qualifiers="const"> @@ -483,7 +501,8 @@ <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 a given entry 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"> @@ -546,7 +565,8 @@ <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]. + 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]. 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 and should not be edited. </description> </method> <method name="set_script"> diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml index a552a2c16c..f10c096c1b 100644 --- a/doc/classes/OptionButton.xml +++ b/doc/classes/OptionButton.xml @@ -246,7 +246,7 @@ 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. diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml index b02333667d..efb559522a 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> @@ -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"> @@ -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..97595a6984 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. @@ -48,7 +48,7 @@ [csharp] // Create the objects. var node = new Node2D(); - var body = new RigidDynamicBody2D(); + var body = new RigidBody2D(); var collision = new CollisionShape2D(); // Create the object hierarchy. @@ -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/ParticlesMaterial.xml b/doc/classes/ParticleProcessMaterial.xml index fe4caaa10c..a41207e9b3 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"> @@ -260,7 +265,7 @@ </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 +409,17 @@ <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..ba7207be8f 100644 --- a/doc/classes/PathFollow3D.xml +++ b/doc/classes/PathFollow3D.xml @@ -5,7 +5,7 @@ </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> @@ -21,15 +21,15 @@ <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 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> <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/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..9d303d80e5 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -11,8 +11,7 @@ <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"> </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. diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 2350fd4458..e8d7ac9920 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -32,7 +32,7 @@ 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]. 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). </description> </method> <method name="remove_collision_exception_with"> @@ -52,7 +52,7 @@ 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. [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). </description> </method> </methods> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 3ef7fc9030..310671274f 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -40,7 +40,7 @@ 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]. 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). [param max_collisions] allows to retrieve more than one collision result. </description> </method> @@ -70,7 +70,7 @@ 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. [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). [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..fdc3a44e9d 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">$DOCS_URL/tutorials/physics/physics_introduction.html</link> @@ -146,7 +146,7 @@ <return type="int" /> <description> Returns the number of contacts this body has with other bodies. - [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody2D.contact_monitor]. + [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor]. </description> </method> <method name="get_contact_local_normal" qualifiers="const"> diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 62eb9f6ac4..efe63e4093 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -4,7 +4,7 @@ Direct access object to a physics body in the [PhysicsServer3D]. </brief_description> <description> - Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._integrate_forces]. + Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid bodies, and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces]. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> @@ -146,7 +146,7 @@ <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"> 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/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/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index d7b5f24f4a..5ae7423a71 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -358,6 +358,13 @@ 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 +516,14 @@ 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 +568,7 @@ <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"> @@ -882,7 +897,7 @@ 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 +980,11 @@ <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. diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index c5456f7536..da9e10c420 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -338,6 +338,13 @@ 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 +512,14 @@ 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 +564,7 @@ <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"> @@ -1325,11 +1340,11 @@ <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 +1437,7 @@ 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..200065de54 100644 --- a/doc/classes/PhysicsServer3DExtension.xml +++ b/doc/classes/PhysicsServer3DExtension.xml @@ -286,6 +286,12 @@ <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" /> @@ -430,6 +436,13 @@ <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" /> diff --git a/doc/classes/PlaneMesh.xml b/doc/classes/PlaneMesh.xml index 6b3a7ed548..564b6fe743 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 behaviour 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 behvaiour of the QuadMesh in Godot 3.x. + </constant> + </constants> </class> diff --git a/doc/classes/Polygon2D.xml b/doc/classes/Polygon2D.xml index 5d5c69aadd..12f8055180 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. diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml index 26bc765ef4..00b725d5d7 100644 --- a/doc/classes/PopupMenu.xml +++ b/doc/classes/PopupMenu.xml @@ -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" /> @@ -216,6 +209,13 @@ 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"> <return type="int" /> <param index="0" name="id" type="int" /> @@ -337,6 +337,7 @@ <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" /> @@ -540,6 +541,10 @@ Emitted when an item of some [param index] is pressed or its accelerator is activated. </description> </signal> + <signal name="menu_changed"> + <description> + </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)"> @@ -566,6 +571,9 @@ <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"> </theme_item> <theme_item name="item_start_padding" data_type="constant" type="int" default="2"> 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/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml index 7046a21f68..1b9ecdbfa0 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> 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/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 9dd41d270e..ffafff0ff4 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -100,7 +100,7 @@ # `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 +129,6 @@ 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> @@ -292,6 +278,8 @@ </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] command line argument. </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. @@ -344,7 +332,7 @@ Path to logs within the project. Using an [code]user://[/code] path 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. @@ -466,7 +454,7 @@ 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. @@ -476,9 +464,6 @@ <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. - </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. </member> @@ -543,7 +528,7 @@ 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/viewports/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"> @@ -561,34 +546,34 @@ </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/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. + [b]Note:[/b] This setting is ignored on iOS, Android, and Web. </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/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="1024"> - Sets the game's main viewport width. On desktop platforms, this is also the initial window width. + <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. @@ -663,8 +648,8 @@ <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). @@ -684,6 +669,9 @@ </member> <member name="gui/theme/default_theme_scale" type="float" setter="" getter="" default="1.0"> </member> + <member name="gui/theme/lcd_subpixel_layout" type="int" setter="" getter="" default="1"> + LCD sub-pixel 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). </member> @@ -867,6 +855,7 @@ </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] command line argument. </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 +919,9 @@ </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] command line argument. + [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] command line argument. </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". @@ -1441,20 +1433,6 @@ <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> @@ -1468,13 +1446,13 @@ Default edge connection margin for 3D navigation maps. See [method NavigationServer3D.map_set_edge_connection_margin]. </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. @@ -1565,7 +1543,7 @@ 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 +1611,7 @@ 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]. @@ -1661,17 +1639,20 @@ </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"> </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"> @@ -1826,6 +1807,55 @@ <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 +1866,7 @@ 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. @@ -1896,7 +1926,7 @@ 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> @@ -1920,60 +1950,18 @@ <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> diff --git a/doc/classes/Projection.xml b/doc/classes/Projection.xml index b8f6e54d87..5690ea5e95 100644 --- a/doc/classes/Projection.xml +++ b/doc/classes/Projection.xml @@ -24,6 +24,16 @@ <description> </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> <methods> <method name="create_depth_correction" qualifiers="static"> 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 deleted file mode 100644 index d641ebaa1f..0000000000 --- a/doc/classes/QuadMesh.xml +++ /dev/null @@ -1,21 +0,0 @@ -<?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"> - <brief_description> - Class representing a square mesh. - </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. - </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> - </members> -</class> diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index 6fb5b6d181..a521af5709 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -71,7 +71,7 @@ <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] This method has an abnormally high number of floating-point errors, so methods such as [code]is_zero_approx[/code] will not work reliably. </description> </method> <method name="dot" qualifiers="const"> @@ -171,6 +171,20 @@ 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/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/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/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..718a161323 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -227,6 +227,14 @@ <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 [code]DYNAMIC_STATE_BLEND_CONSTANTS[/code] flag set. + </description> + </method> <method name="draw_list_set_push_constant"> <return type="void" /> <param index="0" name="draw_list" type="int" /> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index bd930bf93f..1366099e75 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -26,29 +26,27 @@ <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 +57,46 @@ <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 +200,16 @@ <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" /> @@ -966,7 +1000,8 @@ <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> @@ -1133,11 +1168,6 @@ <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> @@ -1406,7 +1436,7 @@ </description> </method> <method name="instance_geometry_get_shader_uniform_list" qualifiers="const"> - <return type="Array" /> + <return type="Dictionary[]" /> <param index="0" name="instance" type="RID" /> <description> </description> @@ -1581,7 +1611,7 @@ </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> @@ -1590,7 +1620,7 @@ </description> </method> <method name="instances_cull_convex" qualifiers="const"> - <return type="Array" /> + <return type="PackedInt64Array" /> <param index="0" name="convex" type="Array" /> <param index="1" name="scenario" type="RID" /> <description> @@ -1599,7 +1629,7 @@ </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 +1787,14 @@ <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 +1839,7 @@ <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 +1997,7 @@ </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 +2693,7 @@ 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" /> @@ -3198,12 +3236,20 @@ <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 anti-aliasing mode. See [enum ViewportMSAA] for options. + 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 multisample anti-aliasing mode for 3D. See [enum ViewportMSAA] for options. </description> </method> <method name="viewport_set_occlusion_culling_build_quality"> @@ -3462,6 +3508,14 @@ <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 +3828,65 @@ 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"> diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml index a84c2165f5..05bfcf3446 100644 --- a/doc/classes/ResourceFormatSaver.xml +++ b/doc/classes/ResourceFormatSaver.xml @@ -26,8 +26,8 @@ </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/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 62142fce8b..f4cbf4c442 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -480,10 +480,6 @@ <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 +516,15 @@ 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> diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidBody2D.xml index 445e6d94ea..9eedc3a24c 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> @@ -100,10 +100,17 @@ <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 +124,7 @@ 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 +137,7 @@ 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 +149,10 @@ 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 +164,7 @@ 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 +179,7 @@ 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 +191,10 @@ <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 +207,14 @@ <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 +224,11 @@ <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 +237,11 @@ <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..3ee3f25df1 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> @@ -98,16 +98,23 @@ </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 +130,11 @@ 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 +143,7 @@ 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 +155,8 @@ 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 +170,12 @@ 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 +185,7 @@ 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 +197,10 @@ <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 +213,14 @@ <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 +230,11 @@ <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 +243,11 @@ <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..417703ff01 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -113,14 +113,14 @@ </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 +215,15 @@ </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. diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 8202f9f536..40ec8ed429 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -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/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/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 92df3255b1..8d4df87b39 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -17,20 +17,6 @@ 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"> <return type="void" /> <param index="0" name="param" type="StringName" /> diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 4d7031ab86..34ca228795 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" /> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 7f2a41e00c..5a0766263a 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> @@ -80,7 +71,7 @@ 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 +81,7 @@ <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"> @@ -181,7 +172,7 @@ 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. @@ -240,7 +231,7 @@ <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 +239,7 @@ <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 +263,17 @@ 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"> diff --git a/doc/classes/SkeletonModification2DCCDIK.xml b/doc/classes/SkeletonModification2DCCDIK.xml index e37dc62131..c8fee3f94d 100644 --- a/doc/classes/SkeletonModification2DCCDIK.xml +++ b/doc/classes/SkeletonModification2DCCDIK.xml @@ -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..ff3a65fe1a 100644 --- a/doc/classes/SkeletonModification2DFABRIK.xml +++ b/doc/classes/SkeletonModification2DFABRIK.xml @@ -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/SkeletonModification2DPhysicalBones.xml b/doc/classes/SkeletonModification2DPhysicalBones.xml index 66ff160ab1..d5f46b2ea0 100644 --- a/doc/classes/SkeletonModification2DPhysicalBones.xml +++ b/doc/classes/SkeletonModification2DPhysicalBones.xml @@ -50,7 +50,7 @@ </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/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml index 207896776f..dec0fbe99f 100644 --- a/doc/classes/SkeletonModification3DCCDIK.xml +++ b/doc/classes/SkeletonModification3DCCDIK.xml @@ -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/SkeletonModificationStack3D.xml b/doc/classes/SkeletonModificationStack3D.xml index fd4a8d462a..34c7099bca 100644 --- a/doc/classes/SkeletonModificationStack3D.xml +++ b/doc/classes/SkeletonModificationStack3D.xml @@ -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/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/StaticBody2D.xml b/doc/classes/StaticBody2D.xml index e6e3559ae0..21c160b780 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 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 [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..daa71d1168 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 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 [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..4188563695 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 @GlobalScope.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 @GlobalScope.Error] code, and a data array. </description> </method> <method name="get_string"> diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index 7fe9c54e3e..9d21b91416 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerSSL.xml @@ -29,7 +29,7 @@ <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. + [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"> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index ee508cf70a..316bb923b7 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -440,7 +440,7 @@ <method name="length" qualifiers="const"> <return type="int" /> <description> - Returns the string's amount of characters. + Returns the number of characters in the string. </description> </method> <method name="lpad" qualifiers="const"> @@ -522,7 +522,7 @@ # 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: + # If `decimals` is not specified, the total number of significant digits is 14: String.num(-0.0000012345432123454321) # "-0.00000123454321" String.num(-10000.0000012345432123454321) # "-10000.0000012345" [/codeblock] @@ -566,11 +566,11 @@ Formats a number to have an exact number of [param digits] before 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]. + If the string is a path, this concatenates [param file] at the end of the string as a subpath. E.g. [code]"this/is".path_join("path") == "this/is/path"[/code]. </description> </method> <method name="repeat" qualifiers="const"> @@ -775,6 +775,12 @@ 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. </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> @@ -804,6 +810,18 @@ 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> 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/SystemFont.xml b/doc/classes/SystemFont.xml index b1b78f1705..c235843f3b 100644 --- a/doc/classes/SystemFont.xml +++ b/doc/classes/SystemFont.xml @@ -13,8 +13,8 @@ <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="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. @@ -34,6 +34,9 @@ <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> diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml index 74f258072c..302f9b329b 100644 --- a/doc/classes/TabContainer.xml +++ b/doc/classes/TabContainer.xml @@ -258,5 +258,8 @@ <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..aa7ce85f3a 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -161,7 +161,7 @@ <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"> @@ -189,7 +189,7 @@ <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 +235,7 @@ <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 +329,7 @@ <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"> @@ -444,7 +444,7 @@ <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_version" qualifiers="const"> 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/TextServer.xml b/doc/classes/TextServer.xml index c18291914f..1aec6d2c0e 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> @@ -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> @@ -349,7 +356,7 @@ </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. @@ -447,13 +454,6 @@ Returns [code]true[/code] if a Unicode [param char] is available in the font. </description> </method> - <method name="font_is_antialiased" 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. - </description> - </method> <method name="font_is_force_autohinter" qualifiers="const"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> @@ -556,12 +556,12 @@ Renders the range of characters to the font cache texture. </description> </method> - <method name="font_set_antialiased"> + <method name="font_set_antialiasing"> <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. + Sets font anti-aliasing mode. </description> </method> <method name="font_set_ascent"> @@ -942,7 +942,7 @@ <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 +993,7 @@ </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" /> @@ -1162,7 +1162,7 @@ </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 +1183,7 @@ </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. @@ -1463,7 +1463,7 @@ </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. @@ -1539,6 +1539,32 @@ </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 sub-pixel layout is determined by the value of [code]gui/theme/lcd_subpixel_layout[/code] project settings. + LCD sub-pixel 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 sub-pixel layout, LCD sub-pixel anti-aliasing is disabled. + </constant> + <constant name="FONT_LCD_SUBPIXEL_LAYOUT_HRGB" value="1" enum="FontLCDSubpixelLayout"> + Horizontal RGB sub-pixel layout. + </constant> + <constant name="FONT_LCD_SUBPIXEL_LAYOUT_HBGR" value="2" enum="FontLCDSubpixelLayout"> + Horizontal BGR sub-pixel layout. + </constant> + <constant name="FONT_LCD_SUBPIXEL_LAYOUT_VRGB" value="3" enum="FontLCDSubpixelLayout"> + Vertical RGB sub-pixel layout. + </constant> + <constant name="FONT_LCD_SUBPIXEL_LAYOUT_VBGR" value="4" enum="FontLCDSubpixelLayout"> + Vertical BGR sub-pixel layout. + </constant> <constant name="DIRECTION_AUTO" value="0" enum="Direction"> Text direction is determined based on contents and current locale. </constant> @@ -1598,6 +1624,10 @@ 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 +1636,13 @@ 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. @@ -1707,10 +1737,10 @@ 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. diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml index b288dc5416..23eb25dc10 100644 --- a/doc/classes/TextServerExtension.xml +++ b/doc/classes/TextServerExtension.xml @@ -91,6 +91,13 @@ 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_antialiasing" qualifiers="virtual 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="virtual const"> <return type="float" /> <param index="0" name="font_rid" type="RID" /> @@ -180,7 +187,7 @@ </description> </method> <method name="font_get_glyph_list" qualifiers="virtual const"> - <return type="Array" /> + <return type="PackedInt32Array" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="Vector2i" /> <description> @@ -258,7 +265,7 @@ </description> </method> <method name="font_get_kerning_list" qualifiers="virtual const"> - <return type="Array" /> + <return type="Vector2i[]" /> <param index="0" name="font_rid" type="RID" /> <param index="1" name="size" type="int" /> <description> @@ -339,7 +346,7 @@ </description> </method> <method name="font_get_size_cache_list" qualifiers="virtual 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. @@ -437,13 +444,6 @@ Returns [code]true[/code] if a Unicode [param char] is available in the font. </description> </method> - <method name="font_is_antialiased" 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"> <return type="bool" /> <param index="0" name="font_rid" type="RID" /> @@ -544,12 +544,12 @@ Renders the range of characters to the font cache texture. </description> </method> - <method name="font_set_antialiased" qualifiers="virtual"> + <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. + Sets font anti-aliasing mode. </description> </method> <method name="font_set_ascent" qualifiers="virtual"> @@ -939,7 +939,7 @@ <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. </description> </method> <method name="is_locale_right_to_left" qualifiers="virtual const"> @@ -979,7 +979,7 @@ </description> </method> <method name="parse_structured_text" qualifiers="virtual 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" /> 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/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/TileMap.xml b/doc/classes/TileMap.xml index 4266a414ce..e76c696021 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" /> @@ -253,7 +263,6 @@ <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 +285,16 @@ <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 +303,7 @@ <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 +313,7 @@ <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 +323,7 @@ <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 +332,7 @@ <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"> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 14aa72b80c..18b4f9e6f9 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -141,14 +141,6 @@ 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/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..bf66d9f12a 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -351,10 +351,11 @@ 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"> diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml index 6207477441..fdae6d205d 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"> @@ -96,12 +96,12 @@ 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"> @@ -639,7 +639,7 @@ 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/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..2197947126 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -135,6 +135,20 @@ 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" /> @@ -290,7 +304,7 @@ <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 vector rotated by [param angle] (in radians). See also [method @GlobalScope.deg_to_rad]. </description> </method> <method name="round" qualifiers="const"> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 208e9935e3..150d53845c 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -109,6 +109,20 @@ 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" /> diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml index 538cdd4138..b9f509cfe7 100644 --- a/doc/classes/Vector4.xml +++ b/doc/classes/Vector4.xml @@ -73,6 +73,20 @@ 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" /> 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..87ee26fa32 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -218,8 +218,11 @@ 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 +253,7 @@ 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 +269,8 @@ <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> 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/VisualShader.xml b/doc/classes/VisualShader.xml index 558b1086b7..a2089ae2b8 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 +206,19 @@ </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_VECTOR_2D" value="2" enum="VaryingType"> </constant> - <constant name="VARYING_TYPE_VECTOR_4D" value="3" enum="VaryingType"> + <constant name="VARYING_TYPE_VECTOR_3D" value="3" enum="VaryingType"> </constant> - <constant name="VARYING_TYPE_COLOR" value="4" enum="VaryingType"> + <constant name="VARYING_TYPE_VECTOR_4D" value="4" enum="VaryingType"> </constant> - <constant name="VARYING_TYPE_TRANSFORM" value="5" enum="VaryingType"> + <constant name="VARYING_TYPE_BOOLEAN" value="5" enum="VaryingType"> </constant> - <constant name="VARYING_TYPE_MAX" value="6" enum="VaryingType"> + <constant name="VARYING_TYPE_TRANSFORM" value="6" enum="VaryingType"> + </constant> + <constant name="VARYING_TYPE_MAX" value="7" enum="VaryingType"> </constant> <constant name="NODE_ID_INVALID" value="-1"> </constant> 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/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/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/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/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/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/Window.xml b/doc/classes/Window.xml index ce7ad1e64e..2c0a694ef9 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -342,6 +342,9 @@ 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]. @@ -448,7 +451,7 @@ </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="visibility_changed"> @@ -467,6 +470,13 @@ <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). </constant> @@ -503,7 +513,10 @@ <constant name="FLAG_POPUP" value="5" enum="Flags"> Whether the window is popup or a regular window. Set with [member popup_window]. </constant> - <constant name="FLAG_MAX" value="6" enum="Flags"> + <constant name="FLAG_EXTEND_TO_TITLE" value="6" enum="Flags"> + Window contents is expanded to the full size of the window, window title bar is transparent. + </constant> + <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/World3D.xml b/doc/classes/World3D.xml index 56a662d062..f3c7136075 100644 --- a/doc/classes/World3D.xml +++ b/doc/classes/World3D.xml @@ -10,7 +10,8 @@ <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. 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/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/XRServer.xml b/doc/classes/XRServer.xml index 7e96b33edd..48b00323d3 100644 --- a/doc/classes/XRServer.xml +++ b/doc/classes/XRServer.xml @@ -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> |