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-rw-r--r--doc/classes/@GDScript.xml28
-rw-r--r--doc/classes/@GlobalScope.xml10
-rw-r--r--doc/classes/AABB.xml2
-rw-r--r--doc/classes/ARVRController.xml2
-rw-r--r--doc/classes/ARVRInterface.xml4
-rw-r--r--doc/classes/Animation.xml13
-rw-r--r--doc/classes/AnimationNode.xml59
-rw-r--r--doc/classes/AnimationNodeAnimation.xml6
-rw-r--r--doc/classes/AnimationNodeBlendSpace2D.xml8
-rw-r--r--doc/classes/AnimationPlayer.xml12
-rw-r--r--doc/classes/AnimationTreePlayer.xml2
-rw-r--r--doc/classes/Array.xml4
-rw-r--r--doc/classes/ArrayMesh.xml19
-rw-r--r--doc/classes/AudioEffectBandLimitFilter.xml2
-rw-r--r--doc/classes/AudioEffectBandPassFilter.xml2
-rw-r--r--doc/classes/AudioEffectHighPassFilter.xml2
-rw-r--r--doc/classes/AudioEffectLowPassFilter.xml2
-rw-r--r--doc/classes/AudioEffectNotchFilter.xml2
-rw-r--r--doc/classes/AudioEffectReverb.xml4
-rw-r--r--doc/classes/AudioServer.xml4
-rw-r--r--doc/classes/AudioStream.xml2
-rw-r--r--doc/classes/AudioStreamPlayer.xml4
-rw-r--r--doc/classes/AudioStreamPlayer2D.xml4
-rw-r--r--doc/classes/AudioStreamPlayer3D.xml4
-rw-r--r--doc/classes/BakedLightmap.xml2
-rw-r--r--doc/classes/BaseButton.xml5
-rw-r--r--doc/classes/Basis.xml4
-rw-r--r--doc/classes/CPUParticles.xml10
-rw-r--r--doc/classes/CPUParticles2D.xml10
-rw-r--r--doc/classes/CanvasItem.xml6
-rw-r--r--doc/classes/CanvasItemMaterial.xml8
-rw-r--r--doc/classes/CanvasLayer.xml4
-rw-r--r--doc/classes/CheckBox.xml4
-rw-r--r--doc/classes/CheckButton.xml4
-rw-r--r--doc/classes/CollisionShape.xml4
-rw-r--r--doc/classes/CollisionShape2D.xml4
-rw-r--r--doc/classes/Color.xml58
-rw-r--r--doc/classes/ColorPicker.xml34
-rw-r--r--doc/classes/ConfigFile.xml1
-rw-r--r--doc/classes/Control.xml12
-rw-r--r--doc/classes/ConvexPolygonShape2D.xml2
-rw-r--r--doc/classes/Curve2D.xml2
-rw-r--r--doc/classes/Curve3D.xml2
-rw-r--r--doc/classes/Dictionary.xml11
-rw-r--r--doc/classes/DirectionalLight.xml2
-rw-r--r--doc/classes/Directory.xml2
-rw-r--r--doc/classes/DynamicFontData.xml3
-rw-r--r--doc/classes/EditorFileSystem.xml6
-rw-r--r--doc/classes/EditorImportPlugin.xml4
-rw-r--r--doc/classes/EditorInspector.xml8
-rw-r--r--doc/classes/EditorPlugin.xml8
-rw-r--r--doc/classes/EditorScenePostImport.xml2
-rw-r--r--doc/classes/Environment.xml9
-rw-r--r--doc/classes/Expression.xml23
-rw-r--r--doc/classes/File.xml15
-rw-r--r--doc/classes/FileDialog.xml10
-rw-r--r--doc/classes/GIProbe.xml2
-rw-r--r--doc/classes/Generic6DOFJoint.xml80
-rw-r--r--doc/classes/Gradient.xml2
-rw-r--r--doc/classes/GridContainer.xml10
-rw-r--r--doc/classes/HTTPClient.xml4
-rw-r--r--doc/classes/HTTPRequest.xml2
-rw-r--r--doc/classes/Input.xml12
-rw-r--r--doc/classes/InputEvent.xml4
-rw-r--r--doc/classes/InputEventAction.xml2
-rw-r--r--doc/classes/InputEventJoypadButton.xml2
-rw-r--r--doc/classes/InputEventJoypadMotion.xml2
-rw-r--r--doc/classes/InputEventKey.xml2
-rw-r--r--doc/classes/InputEventMouse.xml2
-rw-r--r--doc/classes/InputEventMouseButton.xml4
-rw-r--r--doc/classes/InputEventMouseMotion.xml2
-rw-r--r--doc/classes/InputEventScreenDrag.xml2
-rw-r--r--doc/classes/InputEventScreenTouch.xml2
-rw-r--r--doc/classes/InputEventWithModifiers.xml2
-rw-r--r--doc/classes/InputMap.xml2
-rw-r--r--doc/classes/ItemList.xml24
-rw-r--r--doc/classes/JavaScript.xml2
-rw-r--r--doc/classes/KinematicBody.xml14
-rw-r--r--doc/classes/KinematicBody2D.xml22
-rw-r--r--doc/classes/Label.xml2
-rw-r--r--doc/classes/LargeTexture.xml2
-rw-r--r--doc/classes/Light.xml2
-rw-r--r--doc/classes/LineEdit.xml2
-rw-r--r--doc/classes/MeshDataTool.xml57
-rw-r--r--doc/classes/MeshInstance.xml6
-rw-r--r--doc/classes/NavigationPolygon.xml33
-rw-r--r--doc/classes/NetworkedMultiplayerPeer.xml8
-rw-r--r--doc/classes/Node.xml23
-rw-r--r--doc/classes/Node2D.xml2
-rw-r--r--doc/classes/OS.xml10
-rw-r--r--doc/classes/Object.xml10
-rw-r--r--doc/classes/OmniLight.xml2
-rw-r--r--doc/classes/OrientedPathFollow.xml2
-rw-r--r--doc/classes/PHashTranslation.xml1
-rw-r--r--doc/classes/PackedScene.xml21
-rw-r--r--doc/classes/ParallaxLayer.xml1
-rw-r--r--doc/classes/Particles2D.xml6
-rw-r--r--doc/classes/ParticlesMaterial.xml5
-rw-r--r--doc/classes/PathFollow2D.xml1
-rw-r--r--doc/classes/Physics2DDirectSpaceState.xml22
-rw-r--r--doc/classes/Physics2DServer.xml36
-rw-r--r--doc/classes/PhysicsBody.xml9
-rw-r--r--doc/classes/PhysicsBody2D.xml9
-rw-r--r--doc/classes/PhysicsDirectSpaceState.xml2
-rw-r--r--doc/classes/PhysicsServer.xml28
-rw-r--r--doc/classes/Plane.xml2
-rw-r--r--doc/classes/PoolByteArray.xml2
-rw-r--r--doc/classes/ProjectSettings.xml51
-rw-r--r--doc/classes/Quat.xml4
-rw-r--r--doc/classes/RID.xml2
-rw-r--r--doc/classes/RandomNumberGenerator.xml52
-rw-r--r--doc/classes/RayCast2D.xml2
-rw-r--r--doc/classes/Rect2.xml2
-rw-r--r--doc/classes/ReflectionProbe.xml2
-rw-r--r--doc/classes/ResourceSaver.xml2
-rw-r--r--doc/classes/RichTextLabel.xml23
-rw-r--r--doc/classes/RigidBody.xml38
-rw-r--r--doc/classes/RigidBody2D.xml4
-rw-r--r--doc/classes/SceneTree.xml8
-rw-r--r--doc/classes/Script.xml2
-rw-r--r--doc/classes/ScriptCreateDialog.xml2
-rw-r--r--doc/classes/ScrollContainer.xml2
-rw-r--r--doc/classes/Shader.xml2
-rw-r--r--doc/classes/Shape.xml2
-rw-r--r--doc/classes/Shape2D.xml2
-rw-r--r--doc/classes/SkeletonIK.xml2
-rw-r--r--doc/classes/SoftBody.xml7
-rw-r--r--doc/classes/Spatial.xml2
-rw-r--r--doc/classes/SpatialMaterial.xml78
-rw-r--r--doc/classes/SpinBox.xml2
-rw-r--r--doc/classes/SplitContainer.xml6
-rw-r--r--doc/classes/SpotLight.xml2
-rw-r--r--doc/classes/StreamPeerSSL.xml4
-rw-r--r--doc/classes/StreamPeerTCP.xml3
-rw-r--r--doc/classes/String.xml1
-rw-r--r--doc/classes/StyleBoxFlat.xml33
-rw-r--r--doc/classes/SurfaceTool.xml11
-rw-r--r--doc/classes/TabContainer.xml6
-rw-r--r--doc/classes/Tabs.xml20
-rw-r--r--doc/classes/TextEdit.xml4
-rw-r--r--doc/classes/TextureProgress.xml10
-rw-r--r--doc/classes/Theme.xml6
-rw-r--r--doc/classes/TileMap.xml6
-rw-r--r--doc/classes/TileSet.xml32
-rw-r--r--doc/classes/Transform.xml4
-rw-r--r--doc/classes/Translation.xml12
-rw-r--r--doc/classes/TranslationServer.xml12
-rw-r--r--doc/classes/Tree.xml10
-rw-r--r--doc/classes/TreeItem.xml10
-rw-r--r--doc/classes/Tween.xml18
-rw-r--r--doc/classes/UndoRedo.xml3
-rw-r--r--doc/classes/Vector2.xml13
-rw-r--r--doc/classes/Vector3.xml13
-rw-r--r--doc/classes/Viewport.xml18
-rw-r--r--doc/classes/VisibilityEnabler.xml2
-rw-r--r--doc/classes/VisibilityEnabler2D.xml6
-rw-r--r--doc/classes/VisualServer.xml25
-rw-r--r--doc/classes/World.xml2
-rw-r--r--doc/classes/World2D.xml2
-rw-r--r--doc/classes/WorldEnvironment.xml2
-rw-r--r--doc/classes/YSort.xml1
-rw-r--r--doc/classes/float.xml2
162 files changed, 1194 insertions, 386 deletions
diff --git a/doc/classes/@GDScript.xml b/doc/classes/@GDScript.xml
index 7bd332a3e4..349daae6d9 100644
--- a/doc/classes/@GDScript.xml
+++ b/doc/classes/@GDScript.xml
@@ -55,7 +55,7 @@
<argument index="0" name="s" type="float">
</argument>
<description>
- Returns the absolute value of parameter [code]s[/code] (i.e. unsigned value, works for integer and float).
+ Returns the absolute value of parameter [code]s[/code] (i.e. unsigned value, works for integer and float).
[codeblock]
# a is 1
a = abs(-1)
@@ -373,7 +373,7 @@
<description>
Returns the floating-point remainder of [code]x/y[/code] that wraps equally in positive and negative.
[codeblock]
- var i = -10;
+ var i = -10
while i &lt; 0:
prints(i, fposmod(i, 10))
i += 1
@@ -745,6 +745,30 @@
[/codeblock]
</description>
</method>
+ <method name="push_error">
+ <return type="void">
+ </return>
+ <argument index="0" name="message" type="String">
+ </argument>
+ <description>
+ Pushes an error message to Godot's built-in debugger and to the OS terminal.
+ [codeblock]
+ push_error("test error") # prints "test error" to debugger and terminal as error call
+ [/codeblock]
+ </description>
+ </method>
+ <method name="push_warning">
+ <return type="void">
+ </return>
+ <argument index="0" name="message" type="String">
+ </argument>
+ <description>
+ Pushes a warning message to Godot's built-in debugger and to the OS terminal.
+ [codeblock]
+ push_warning("test warning") # prints "test warning" to debugger and terminal as warning call
+ [/codeblock]
+ </description>
+ </method>
<method name="rad2deg">
<return type="float">
</return>
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 5a53e7cb05..ba2eb35f8c 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -29,8 +29,6 @@
<member name="Geometry" type="Geometry" setter="" getter="">
[Geometry] singleton
</member>
- <member name="GodotSharp" type="GodotSharp" setter="" getter="">
- </member>
<member name="IP" type="IP" setter="" getter="">
[IP] singleton
</member>
@@ -886,8 +884,10 @@
Middle Mouse Button
</constant>
<constant name="BUTTON_XBUTTON1" value="8" enum="ButtonList">
+ Extra Mouse Button 1
</constant>
<constant name="BUTTON_XBUTTON2" value="9" enum="ButtonList">
+ Extra Mouse Button 2
</constant>
<constant name="BUTTON_WHEEL_UP" value="4" enum="ButtonList">
Mouse wheel up
@@ -911,8 +911,10 @@
Middle Mouse Button Mask
</constant>
<constant name="BUTTON_MASK_XBUTTON1" value="128" enum="ButtonList">
+ Extra Mouse Button 1 Mask
</constant>
<constant name="BUTTON_MASK_XBUTTON2" value="256" enum="ButtonList">
+ Extra Mouse Button 2 Mask
</constant>
<constant name="JOY_BUTTON_0" value="0" enum="JoystickList">
Joypad Button 0
@@ -1294,10 +1296,6 @@
</constant>
<constant name="PROPERTY_USAGE_CATEGORY" value="256" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_STORE_IF_NONZERO" value="512" enum="PropertyUsageFlags">
- </constant>
- <constant name="PROPERTY_USAGE_STORE_IF_NONONE" value="1024" enum="PropertyUsageFlags">
- </constant>
<constant name="PROPERTY_USAGE_NO_INSTANCE_STATE" value="2048" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_RESTART_IF_CHANGED" value="4096" enum="PropertyUsageFlags">
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index b9061e0b87..2e0d0c15b2 100644
--- a/doc/classes/AABB.xml
+++ b/doc/classes/AABB.xml
@@ -7,7 +7,7 @@
AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/ARVRController.xml b/doc/classes/ARVRController.xml
index 9c306c3ea4..d3d6fce537 100644
--- a/doc/classes/ARVRController.xml
+++ b/doc/classes/ARVRController.xml
@@ -6,7 +6,7 @@
<description>
This is a helper spatial node that is linked to the tracking of controllers. It also offers several handy pass throughs to the state of buttons and such on the controllers.
Controllers are linked by their id. You can create controller nodes before the controllers are available. Say your game always uses two controllers (one for each hand) you can predefine the controllers with id 1 and 2 and they will become active as soon as the controllers are identified. If you expect additional controllers to be used you should react to the signals and add ARVRController nodes to your scene.
- The position of the controller node is automatically updated by the ARVR Server. This makes this node ideal to add child nodes to visualise the controller.
+ The position of the controller node is automatically updated by the ARVR Server. This makes this node ideal to add child nodes to visualise the controller.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ARVRInterface.xml b/doc/classes/ARVRInterface.xml
index 413370ed0b..bf72902410 100644
--- a/doc/classes/ARVRInterface.xml
+++ b/doc/classes/ARVRInterface.xml
@@ -45,8 +45,8 @@
</return>
<description>
Call this to initialize this interface. The first interface that is initialized is identified as the primary interface and it will be used for rendering output.
- After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence.
- Note that you must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot such as for mobile VR.
+ After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence.
+ Note that you must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot such as for mobile VR.
If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively you can add a separate viewport node to your scene and enable AR/VR on that viewport and it will be used to output to the HMD leaving you free to do anything you like in the main window such as using a separate camera as a spectator camera or render out something completely different.
While currently not used you can activate additional interfaces, you may wish to do this if you want to track controllers from other platforms. However at this point in time only one interface can render to an HMD.
</description>
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index 74c6796b06..169fbcd5a8 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -5,10 +5,19 @@
</brief_description>
<description>
An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track.
- Animations are just data containers, and must be added to odes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back.
+ [codeblock]
+ # This creates an animation that makes the node "Enemy" move to the right by
+ # 100 pixels in 1 second.
+ var animation = Animation.new()
+ var track_index = animation.add_track(Animation.TYPE_VALUE)
+ animation.track_set_path(track_index, "Enemy:position.x")
+ animation.track_insert_key(track_index, 0.0, 0)
+ animation.track_insert_key(track_index, 0.5, 100)
+ [/codeblock]
+ Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/animation/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml
index d9bad150df..0f16c5e4a9 100644
--- a/doc/classes/AnimationNode.xml
+++ b/doc/classes/AnimationNode.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationNode" inherits="Resource" category="Core" version="3.1">
<brief_description>
+ Base resource for [AnimationTree] nodes.
</brief_description>
<description>
+ Base resource for [AnimationTree] nodes. In general it's not used directly but you can create custom ones with custom blending formulas.
+ Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
</description>
<tutorials>
</tutorials>
@@ -15,6 +18,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Add an input to the node. This is only useful for nodes created for use in an [AnimationNodeBlendTree]
</description>
</method>
<method name="blend_animation">
@@ -31,6 +35,7 @@
<argument index="4" name="blend" type="float">
</argument>
<description>
+ Blend an animation by "blend" amount (name must be valid in the linked [AnimationPlayer]). A time and delta mas be passed, as well as whether seek happened.
</description>
</method>
<method name="blend_input">
@@ -49,6 +54,7 @@
<argument index="5" name="optimize" type="bool" default="true">
</argument>
<description>
+ Blend an input. This is only useful for nodes created for an AnimationBlendTree. Time is a delta, unless "seek" is true, in which case it is absolute. A filter mode may be optionally passed.
</description>
</method>
<method name="blend_node">
@@ -69,18 +75,37 @@
<argument index="6" name="optimize" type="bool" default="true">
</argument>
<description>
+ Blend another animaiton node (in case this node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your node for addition.
</description>
</method>
<method name="get_caption" qualifiers="virtual">
<return type="String">
</return>
<description>
+ Get the text caption for this node (used by some editors)
+ </description>
+ </method>
+ <method name="get_child_by_name" qualifiers="virtual">
+ <return type="Object">
+ </return>
+ <argument index="0" name="name" type="String">
+ </argument>
+ <description>
+ Get the a child node by index (used by editors inheriting from [AnimationRootNode]).
+ </description>
+ </method>
+ <method name="get_child_nodes" qualifiers="virtual">
+ <return type="Dictionary">
+ </return>
+ <description>
+ Get all children nodes, in order as a name:node dictionary. Only useful when inheriting [AnimationRootNode].
</description>
</method>
<method name="get_input_count" qualifiers="const">
<return type="int">
</return>
<description>
+ Amount of inputs in this node, only useful for nodes that go into [AnimationBlendTree].
</description>
</method>
<method name="get_input_name">
@@ -89,6 +114,7 @@
<argument index="0" name="input" type="int">
</argument>
<description>
+ Get the name of an input by index.
</description>
</method>
<method name="get_parameter" qualifiers="const">
@@ -97,12 +123,31 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Get the value of a 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_default_value" qualifiers="virtual">
+ <return type="Variant">
+ </return>
+ <argument index="0" name="name" type="String">
+ </argument>
+ <description>
+ Get the default value of a 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">
+ <return type="Array">
+ </return>
+ <description>
+ Get 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 [Object.get_property_list]
</description>
</method>
<method name="has_filter" qualifiers="virtual">
<return type="String">
</return>
<description>
+ Return true whether you want the blend tree editor to display filter editing on this node.
</description>
</method>
<method name="is_path_filtered" qualifiers="const">
@@ -111,6 +156,7 @@
<argument index="0" name="path" type="NodePath">
</argument>
<description>
+ Return true wether a given path is filtered.
</description>
</method>
<method name="process" qualifiers="virtual">
@@ -121,6 +167,10 @@
<argument index="1" name="seek" type="bool">
</argument>
<description>
+ Called when a custom node is processed. The argument "time" is relative, unless "seek" is true (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 returns the time left for the current animation to finish (if unsure, just pass the value from the main blend being called).
</description>
</method>
<method name="remove_input">
@@ -129,6 +179,7 @@
<argument index="0" name="index" type="int">
</argument>
<description>
+ Remove an input, call this only when inactive.
</description>
</method>
<method name="set_filter_path">
@@ -139,6 +190,7 @@
<argument index="1" name="enable" type="bool">
</argument>
<description>
+ Add/Remove a path for the filter.
</description>
</method>
<method name="set_parameter">
@@ -149,16 +201,19 @@
<argument index="1" name="value" type="Variant">
</argument>
<description>
+ Set a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.
</description>
</method>
</methods>
<members>
<member name="filter_enabled" type="bool" setter="set_filter_enabled" getter="is_filter_enabled">
+ Return whether filtering is enabled.
</member>
</members>
<signals>
<signal name="removed_from_graph">
<description>
+ Called when the node was removed from the graph.
</description>
</signal>
<signal name="tree_changed">
@@ -168,12 +223,16 @@
</signals>
<constants>
<constant name="FILTER_IGNORE" value="0" enum="FilterAction">
+ Do not use filtering.
</constant>
<constant name="FILTER_PASS" value="1" enum="FilterAction">
+ Paths matching the filter will be allowed to pass.
</constant>
<constant name="FILTER_STOP" value="2" enum="FilterAction">
+ Paths matching the filter will be discarded.
</constant>
<constant name="FILTER_BLEND" value="3" enum="FilterAction">
+ Paths matching the filter will be blended (by the blend value).
</constant>
</constants>
</class>
diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml
index 22f5e0838e..de8e918f68 100644
--- a/doc/classes/AnimationNodeAnimation.xml
+++ b/doc/classes/AnimationNodeAnimation.xml
@@ -9,12 +9,6 @@
<demos>
</demos>
<methods>
- <method name="get_playback_time" qualifiers="const">
- <return type="float">
- </return>
- <description>
- </description>
- </method>
</methods>
<members>
<member name="animation" type="String" setter="set_animation" getter="get_animation">
diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml
index 39d780b6ef..55e27fc331 100644
--- a/doc/classes/AnimationNodeBlendSpace2D.xml
+++ b/doc/classes/AnimationNodeBlendSpace2D.xml
@@ -113,6 +113,8 @@
<members>
<member name="auto_triangles" type="bool" setter="set_auto_triangles" getter="get_auto_triangles">
</member>
+ <member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="AnimationNodeBlendSpace2D.BlendMode">
+ </member>
<member name="max_space" type="Vector2" setter="set_max_space" getter="get_max_space">
</member>
<member name="min_space" type="Vector2" setter="set_min_space" getter="get_min_space">
@@ -125,5 +127,11 @@
</member>
</members>
<constants>
+ <constant name="BLEND_MODE_INTERPOLATED" value="0" enum="BlendMode">
+ </constant>
+ <constant name="BLEND_MODE_DISCRETE" value="1" enum="BlendMode">
+ </constant>
+ <constant name="BLEND_MODE_DISCRETE_CARRY" value="2" enum="BlendMode">
+ </constant>
</constants>
</class>
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index 6dc91a234a..499da4b8a3 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -7,8 +7,8 @@
An animation player is used for general purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/animations.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/animation/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
</tutorials>
<demos>
</demos>
@@ -110,6 +110,12 @@
Get the actual playing speed of current animation or 0 if not playing. This speed is the [code]playback_speed[/code] property multiplied by [code]custom_speed[/code] argument specified when calling the [code]play[/code] method.
</description>
</method>
+ <method name="get_queue">
+ <return type="PoolStringArray">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="has_animation" qualifiers="const">
<return type="bool">
</return>
@@ -238,7 +244,7 @@
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. Default value: [code]0[/code].
</member>
<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationPlayer.AnimationProcessMode">
- The process notification in which to update animations. Default value: [enum ANIMATION_PROCESS_IDLE].
+ The process notification in which to update animations. Default value: [code]ANIMATION_PROCESS_IDLE[/code].
</member>
<member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale">
The speed scaling ratio. For instance, if this value is 1 then the animation plays at normal speed. If it's 0.5 then it plays at half speed. If it's 2 then it plays at double speed. Default value: [code]1[/code].
diff --git a/doc/classes/AnimationTreePlayer.xml b/doc/classes/AnimationTreePlayer.xml
index 8c32d5f6a3..a081c64f6d 100644
--- a/doc/classes/AnimationTreePlayer.xml
+++ b/doc/classes/AnimationTreePlayer.xml
@@ -618,7 +618,7 @@
Once set, Animation nodes can be added to the AnimationTreePlayer.
</member>
<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationTreePlayer.AnimationProcessMode">
- The thread in which to update animations. Default value: [enum ANIMATION_PROCESS_IDLE].
+ The thread in which to update animations. Default value: [code]ANIMATION_PROCESS_IDLE[/code].
</member>
</members>
<constants>
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 3bd621799a..b013b3c4ae 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -120,7 +120,7 @@
<argument index="3" name="before" type="bool" default="True">
</argument>
<description>
- Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search and a custom comparison method. Optionally, a before specifier can be passed. If false, the returned index comes after all existing entries of the value in the array. The custom method receives two arguments (an element from the array and the value searched for) and must return true if the first argument is less than the second, and return false otherwise. Note that calling bsearch on an unsorted array results in unexpected behavior.
+ Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search and a custom comparison method. Optionally, a before specifier can be passed. If false, the returned index comes after all existing entries of the value in the array. The custom method receives two arguments (an element from the array and the value searched for) and must return true if the first argument is less than the second, and return false otherwise. Note that calling bsearch on an unsorted array results in unexpected behavior.
</description>
</method>
<method name="clear">
@@ -321,7 +321,7 @@
static func sort(a, b):
if a[0] &lt; b[0]:
return true
- return false
+ return false
var my_items = [[5, "Potato"], [9, "Rice"], [4, "Tomato"]]
my_items.sort_custom(MyCustomSorter, "sort")
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index 453f28fe5a..7806cf4ce4 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -3,6 +3,23 @@
<brief_description>
</brief_description>
<description>
+ The [code]ArrayMesh[/code] is used to construct a [Mesh] by specifying the attributes as arrays. The most basic example is the creation of a single triangle
+ [codeblock]
+ var vertices = PoolVector3Array()
+ vertices.push_back(Vector3(0,1,0))
+ vertices.push_back(Vector3(1,0,0))
+ vertices.push_back(Vector3(0,0,1))
+ # Initialize the ArrayMesh.
+ var arr_mesh = ArrayMesh.new()
+ var arrays = []
+ arrays.resize(ArrayMesh.ARRAY_MAX)
+ arrays[ArrayMesh.ARRAY_VERTEX] = vertices
+ # Create the Mesh.
+ arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
+ var m = MeshInstance.new()
+ m.mesh = arr_mesh
+ [/codeblock]
+ The [code]MeshInstance[/code] is ready to be added to the SceneTree to be shown.
</description>
<tutorials>
</tutorials>
@@ -30,7 +47,7 @@
</argument>
<description>
Creates a new surface.
- Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See [Mesh] for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). [method get_surface_count] will become the surf_idx for this new surface.
+ Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See [Mesh] for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface.
The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [code]ARRAY_INDEX[/code] if it is used.
Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices.
Godot uses clockwise winding order for front faces of triangle primitive modes.
diff --git a/doc/classes/AudioEffectBandLimitFilter.xml b/doc/classes/AudioEffectBandLimitFilter.xml
index 9eba806ad5..c9ddbd5b9a 100644
--- a/doc/classes/AudioEffectBandLimitFilter.xml
+++ b/doc/classes/AudioEffectBandLimitFilter.xml
@@ -4,7 +4,7 @@
Adds a band limit filter to the Audio Bus.
</brief_description>
<description>
- Limits the frequencies in a range around the [member cutoff_hz] and allows frequencies outside of this range to pass.
+ Limits the frequencies in a range around the [member AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to pass.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/AudioEffectBandPassFilter.xml b/doc/classes/AudioEffectBandPassFilter.xml
index 11aab3e86d..7f4c9f4632 100644
--- a/doc/classes/AudioEffectBandPassFilter.xml
+++ b/doc/classes/AudioEffectBandPassFilter.xml
@@ -4,7 +4,7 @@
Adds a band pass filter to the Audio Bus.
</brief_description>
<description>
- Attenuates the frequencies inside of a range around the [member cutoff_hz] and cuts frequencies outside of this band.
+ Attenuates the frequencies inside of a range around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/AudioEffectHighPassFilter.xml b/doc/classes/AudioEffectHighPassFilter.xml
index 3d487fc783..6c97199cb9 100644
--- a/doc/classes/AudioEffectHighPassFilter.xml
+++ b/doc/classes/AudioEffectHighPassFilter.xml
@@ -4,7 +4,7 @@
Adds a high pass filter to the Audio Bus.
</brief_description>
<description>
- Cuts frequencies lower than the [member cutoff_hz] and allows higher frequencies to pass.
+ Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and allows higher frequencies to pass.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/AudioEffectLowPassFilter.xml b/doc/classes/AudioEffectLowPassFilter.xml
index 3facd8b665..7048a56e6c 100644
--- a/doc/classes/AudioEffectLowPassFilter.xml
+++ b/doc/classes/AudioEffectLowPassFilter.xml
@@ -4,7 +4,7 @@
Adds a low pass filter to the Audio Bus.
</brief_description>
<description>
- Cuts frequencies higher than the [member cutoff_hz] and allows lower frequencies to pass.
+ Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and allows lower frequencies to pass.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/AudioEffectNotchFilter.xml b/doc/classes/AudioEffectNotchFilter.xml
index 741931f262..0378934890 100644
--- a/doc/classes/AudioEffectNotchFilter.xml
+++ b/doc/classes/AudioEffectNotchFilter.xml
@@ -4,7 +4,7 @@
Adds a notch filter to the Audio Bus.
</brief_description>
<description>
- Attenuates frequencies in a narrow band around the [member cutoff_hz] and cuts frequencies outside of this range.
+ Attenuates frequencies in a narrow band around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/AudioEffectReverb.xml b/doc/classes/AudioEffectReverb.xml
index fb2009105d..008c644466 100644
--- a/doc/classes/AudioEffectReverb.xml
+++ b/doc/classes/AudioEffectReverb.xml
@@ -15,7 +15,7 @@
</methods>
<members>
<member name="damping" type="float" setter="set_damping" getter="get_damping">
- Widens or narrows the stereo image of the reverb tail. 1 means fully widens. Value can range from 0 to 1. Default value: [code]1[/code].
+ Defines how reflective the imaginary room's walls are. Value can range from 0 to 1. Default value: [code]1[/code].
</member>
<member name="dry" type="float" setter="set_dry" getter="get_dry">
Output percent of original sound. At 0, only modified sound is outputted. Value can range from 0 to 1. Default value: [code]1[/code].
@@ -33,7 +33,7 @@
Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1. Default value: [code]0.8[/code].
</member>
<member name="spread" type="float" setter="set_spread" getter="get_spread">
- Defines how reflective the imaginary room's walls are. Value can range from 0 to 1. Default value: [code]1[/code].
+ Widens or narrows the stereo image of the reverb tail. 1 means fully widens. Value can range from 0 to 1. Default value: [code]1[/code].
</member>
<member name="wet" type="float" setter="set_wet" getter="get_wet">
Output percent of modified sound. At 0, only original sound is outputted. Value can range from 0 to 1. Default value: [code]0.5[/code].
diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml
index 37756bcfd8..3ae5454e65 100644
--- a/doc/classes/AudioServer.xml
+++ b/doc/classes/AudioServer.xml
@@ -7,7 +7,7 @@
AudioServer is a low level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/audio/audio_buses.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
</tutorials>
<demos>
</demos>
@@ -385,6 +385,8 @@
<constant name="SPEAKER_MODE_STEREO" value="0" enum="SpeakerMode">
Two or fewer speakers are detected.
</constant>
+ <constant name="SPEAKER_SURROUND_31" value="1" enum="SpeakerMode">
+ </constant>
<constant name="SPEAKER_SURROUND_51" value="2" enum="SpeakerMode">
A 5.1 channel surround setup detected.
</constant>
diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml
index 753a506058..96ce53b14f 100644
--- a/doc/classes/AudioStream.xml
+++ b/doc/classes/AudioStream.xml
@@ -7,7 +7,7 @@
Base class for audio streams. Audio streams are used for music playback, or other types of streamed sounds that don't fit or require more flexibility than a [Sample].
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml
index 26d0b1a83d..be4e4f137a 100644
--- a/doc/classes/AudioStreamPlayer.xml
+++ b/doc/classes/AudioStreamPlayer.xml
@@ -7,8 +7,8 @@
Plays background audio.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/latest/learning/features/audio/index.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html</link>
+ <link>https://docs.godotengine.org/en/latest/learning/features/audio/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml
index 5cc87e0e7a..3b81894c14 100644
--- a/doc/classes/AudioStreamPlayer2D.xml
+++ b/doc/classes/AudioStreamPlayer2D.xml
@@ -7,8 +7,8 @@
Plays audio that dampens with distance from screen center.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/latest/learning/features/audio/index.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html</link>
+ <link>https://docs.godotengine.org/en/latest/learning/features/audio/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index e61515ffc0..5841f1f6dc 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -7,8 +7,8 @@
Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/latest/learning/features/audio/index.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html</link>
+ <link>https://docs.godotengine.org/en/latest/learning/features/audio/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml
index 966b6dd7c4..8e27dc8d5d 100644
--- a/doc/classes/BakedLightmap.xml
+++ b/doc/classes/BakedLightmap.xml
@@ -7,7 +7,7 @@
Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/baked_lightmaps.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/baked_lightmaps.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml
index 3ff8634010..9c0459511c 100644
--- a/doc/classes/BaseButton.xml
+++ b/doc/classes/BaseButton.xml
@@ -65,6 +65,9 @@
<member name="shortcut" type="ShortCut" setter="set_shortcut" getter="get_shortcut">
[Shortcut] associated to the button.
</member>
+ <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled">
+ If [code]true[/code] the button will add information about its shortcut in the tooltip.
+ </member>
<member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode">
If [code]true[/code] the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.
</member>
@@ -106,6 +109,8 @@
<constant name="DRAW_DISABLED" value="3" enum="DrawMode">
The state of buttons are disabled.
</constant>
+ <constant name="DRAW_HOVER_PRESSED" value="4" enum="DrawMode">
+ </constant>
<constant name="ACTION_MODE_BUTTON_PRESS" value="0" enum="ActionMode">
Require just a press to consider the button clicked.
</constant>
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index fe8debe1a9..95f6346321 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -8,8 +8,8 @@
For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S).
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
- <link>http://docs.godotengine.org/en/latest/tutorials/math/rotations.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/math/rotations.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/CPUParticles.xml b/doc/classes/CPUParticles.xml
index 9d3dc5d70a..2073ca0664 100644
--- a/doc/classes/CPUParticles.xml
+++ b/doc/classes/CPUParticles.xml
@@ -39,8 +39,6 @@
</member>
<member name="angular_velocity_random" type="float" setter="set_param_randomness" getter="get_param_randomness">
</member>
- <member name="anim_loop" type="bool" setter="set_particle_flag" getter="get_particle_flag">
- </member>
<member name="anim_offset" type="float" setter="set_param" getter="get_param">
</member>
<member name="anim_offset_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
@@ -129,11 +127,11 @@
</member>
<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio">
</member>
- <member name="scale" type="float" setter="set_param" getter="get_param">
+ <member name="scale_amount" type="float" setter="set_param" getter="get_param">
</member>
- <member name="scale_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
+ <member name="scale_amount_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
</member>
- <member name="scale_random" type="float" setter="set_param_randomness" getter="get_param_randomness">
+ <member name="scale_amount_random" type="float" setter="set_param_randomness" getter="get_param_randomness">
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale">
</member>
@@ -181,7 +179,7 @@
</constant>
<constant name="FLAG_ROTATE_Y" value="1" enum="Flags">
</constant>
- <constant name="FLAG_MAX" value="4" enum="Flags">
+ <constant name="FLAG_MAX" value="3" enum="Flags">
</constant>
<constant name="EMISSION_SHAPE_POINT" value="0" enum="EmissionShape">
</constant>
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index 6d115e2650..12a176589c 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -39,8 +39,6 @@
</member>
<member name="angular_velocity_random" type="float" setter="set_param_randomness" getter="get_param_randomness">
</member>
- <member name="anim_loop" type="bool" setter="set_particle_flag" getter="get_particle_flag">
- </member>
<member name="anim_offset" type="float" setter="set_param" getter="get_param">
</member>
<member name="anim_offset_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
@@ -125,11 +123,11 @@
</member>
<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio">
</member>
- <member name="scale" type="float" setter="set_param" getter="get_param">
+ <member name="scale_amount" type="float" setter="set_param" getter="get_param">
</member>
- <member name="scale_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
+ <member name="scale_amount_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
</member>
- <member name="scale_random" type="float" setter="set_param_randomness" getter="get_param_randomness">
+ <member name="scale_amount_random" type="float" setter="set_param_randomness" getter="get_param_randomness">
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale">
</member>
@@ -177,7 +175,7 @@
</constant>
<constant name="FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="Flags">
</constant>
- <constant name="FLAG_MAX" value="2" enum="Flags">
+ <constant name="FLAG_MAX" value="1" enum="Flags">
</constant>
<constant name="EMISSION_SHAPE_POINT" value="0" enum="EmissionShape">
</constant>
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index 60f097f3f9..63f82fe2bd 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -11,8 +11,8 @@
Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
</tutorials>
<demos>
</demos>
@@ -135,7 +135,7 @@
<method name="draw_multimesh">
<return type="void">
</return>
- <argument index="0" name="mesh" type="Mesh">
+ <argument index="0" name="mesh" type="MultiMesh">
</argument>
<argument index="1" name="texture" type="Texture">
</argument>
diff --git a/doc/classes/CanvasItemMaterial.xml b/doc/classes/CanvasItemMaterial.xml
index fe7194dcfe..69d873f446 100644
--- a/doc/classes/CanvasItemMaterial.xml
+++ b/doc/classes/CanvasItemMaterial.xml
@@ -19,6 +19,14 @@
<member name="light_mode" type="int" setter="set_light_mode" getter="get_light_mode" enum="CanvasItemMaterial.LightMode">
The manner in which material reacts to lighting.
</member>
+ <member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
+ </member>
+ <member name="particles_anim_loop" type="bool" setter="set_particles_anim_loop" getter="get_particles_anim_loop">
+ </member>
+ <member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames">
+ </member>
+ <member name="particles_animation" type="bool" setter="set_particles_animation" getter="get_particles_animation">
+ </member>
</members>
<constants>
<constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">
diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml
index d4412e15c9..c39b47ab07 100644
--- a/doc/classes/CanvasLayer.xml
+++ b/doc/classes/CanvasLayer.xml
@@ -7,8 +7,8 @@
Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [code]CanvasLayer[/code] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [code]CanvasLayer[/code] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/2d/canvas_layers.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml
index fb2cf64d98..a2a7cf85e8 100644
--- a/doc/classes/CheckBox.xml
+++ b/doc/classes/CheckBox.xml
@@ -31,10 +31,14 @@
</theme_item>
<theme_item name="font_color_hover" type="Color">
</theme_item>
+ <theme_item name="font_color_hover_pressed" type="Color">
+ </theme_item>
<theme_item name="font_color_pressed" type="Color">
</theme_item>
<theme_item name="hover" type="StyleBox">
</theme_item>
+ <theme_item name="hover_pressed" type="StyleBox">
+ </theme_item>
<theme_item name="hseparation" type="int">
</theme_item>
<theme_item name="normal" type="StyleBox">
diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml
index deba9a17b6..24875017fe 100644
--- a/doc/classes/CheckButton.xml
+++ b/doc/classes/CheckButton.xml
@@ -29,10 +29,14 @@
</theme_item>
<theme_item name="font_color_hover" type="Color">
</theme_item>
+ <theme_item name="font_color_hover_pressed" type="Color">
+ </theme_item>
<theme_item name="font_color_pressed" type="Color">
</theme_item>
<theme_item name="hover" type="StyleBox">
</theme_item>
+ <theme_item name="hover_pressed" type="StyleBox">
+ </theme_item>
<theme_item name="hseparation" type="int">
</theme_item>
<theme_item name="normal" type="StyleBox">
diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml
index 682c9340df..740a6b7ab1 100644
--- a/doc/classes/CollisionShape.xml
+++ b/doc/classes/CollisionShape.xml
@@ -4,10 +4,10 @@
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 [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape.
+ 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 [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml
index 3312fad99c..d3c616ee3d 100644
--- a/doc/classes/CollisionShape2D.xml
+++ b/doc/classes/CollisionShape2D.xml
@@ -4,10 +4,10 @@
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 get_shape] to get the actual shape.
+ 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.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index b66239181a..82a10fbaa4 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -4,8 +4,8 @@
Color in RGBA format with some support for ARGB format.
</brief_description>
<description>
- A color is represented as red, green and blue (r,g,b) components. Additionally, "a" represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some methods (such as set_modulate(color)) may accept values &gt; 1.
- You can also create a color from standardised color names with Color.ColorN (e.g. Color.green) or [method @GDScript.ColorN].
+ A color is represented by red, green, and blue [code](r, g, b)[/code] components. Additionally, [code]a[/code] represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may accept values &gt; 1.
+ You can also create a color from standardized color names by using [method @GDScript.ColorN].
</description>
<tutorials>
</tutorials>
@@ -25,7 +25,7 @@
[code]"#ff00ff"[/code] - RGB format with '#'
[code]"ff00ff"[/code] - RGB format
[codeblock]
- # The following code creates the same color of an RGBA(178, 217, 10, 255)
+ # Each of the following creates the same color RGBA(178, 217, 10, 255)
var c1 = Color("#ffb2d90a") # ARGB format with '#'
var c2 = Color("ffb2d90a") # ARGB format
var c3 = Color("#b2d90a") # RGB format with '#'
@@ -41,7 +41,7 @@
<description>
Constructs a color from a 32-bit integer (each byte represents a component of the RGBA profile).
[codeblock]
- var c = Color(274) # a color of an RGBA(0, 0, 1, 18)
+ var c = Color(274) # Equivalent to RGBA(0, 0, 1, 18)
[/codeblock]
</description>
</method>
@@ -55,9 +55,9 @@
<argument index="2" name="b" type="float">
</argument>
<description>
- Constructs a color from an RGB profile using values between 0 and 1 (float). Alpha will always be 1.
+ Constructs a color from an RGB profile using values between 0 and 1. Alpha will always be 1.
[codeblock]
- var c = Color(0.2, 1.0, .7) # a color of an RGBA(51, 255, 178, 255)
+ var c = Color(0.2, 1.0, .7) # Equivalent to RGBA(51, 255, 178, 255)
[/codeblock]
</description>
</method>
@@ -73,9 +73,9 @@
<argument index="3" name="a" type="float">
</argument>
<description>
- Constructs a color from an RGBA profile using values between 0 and 1 (float).
+ Constructs a color from an RGBA profile using values between 0 and 1.
[codeblock]
- var c = Color(0.2, 1.0, .7, .8) # a color of an RGBA(51, 255, 178, 204)
+ var c = Color(0.2, 1.0, .7, .8) # Equivalent to RGBA(51, 255, 178, 204)
[/codeblock]
</description>
</method>
@@ -85,7 +85,7 @@
<argument index="0" name="over" type="Color">
</argument>
<description>
- Returns a new color resulting from blending this color over another color. If the color is opaque, the result would also be opaque. The other color could then take a range of values with different alpha values.
+ Returns a new color resulting from blending this color over another. If the color is opaque, the result is also opaque. The second color may have a range of alpha values.
[codeblock]
var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%
var fg = Color(1.0, 0.0, 0.0, .5) # Red with alpha of 50%
@@ -100,7 +100,7 @@
Returns the most contrasting color.
[codeblock]
var c = Color(.3, .4, .9)
- var contrastedColor = c.contrasted() # a color of an RGBA(204, 229, 102, 255)
+ var contrastedColor = c.contrasted() # Equivalent to RGBA(204, 229, 102, 255)
[/codeblock]
</description>
</method>
@@ -131,7 +131,7 @@
<description>
Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and [code]v[/code] are values between 0 and 1.
[codeblock]
- var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8)
+ var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8)
[/codeblock]
</description>
</method>
@@ -139,8 +139,8 @@
<return type="float">
</return>
<description>
- Returns the color's grayscale.
- The gray is calculated by (r + g + b) / 3.
+ Returns the color's grayscale representation.
+ The gray is calculated by [code](r + g + b) / 3[/code].
[codeblock]
var c = Color(0.2, 0.45, 0.82)
var gray = c.gray() # a value of 0.466667
@@ -151,7 +151,7 @@
<return type="Color">
</return>
<description>
- Returns the inverted color (1-r, 1-g, 1-b, 1-a).
+ Returns the inverted color [code](1 - r, 1 - g, 1 - b, 1 - a)[/code].
[codeblock]
var c = Color(.3, .4, .9)
var invertedColor = c.inverted() # a color of an RGBA(178, 153, 26, 255)
@@ -179,7 +179,7 @@
<argument index="1" name="t" type="float">
</argument>
<description>
- Returns the color of the linear interpolation with another color. The value t is between 0 and 1 (float).
+ Returns the linear interpolation with another color. The value t is between 0 and 1.
[codeblock]
var c1 = Color(1.0, 0.0, 0.0)
var c2 = Color(0.0, 1.0, 0.0)
@@ -238,7 +238,7 @@
</argument>
<description>
Returns the color's HTML hexadecimal color string in ARGB format (ex: [code]ff34f822[/code]).
- Optionally flag 'false' to not include alpha in hexadecimal string.
+ Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string.
[codeblock]
var c = Color(1, 1, 1, .5)
var s1 = c.to_html() # Results "7fffffff"
@@ -250,7 +250,7 @@
<return type="int">
</return>
<description>
- Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is the format that Godot uses by default.
+ Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is Godot's default format.
[codeblock]
var c = Color(1, .5, .2)
print(c.to_rgba32()) # Prints 4286526463
@@ -261,7 +261,7 @@
<return type="int">
</return>
<description>
- Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is the format that Godot uses by default.
+ Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is Godot's default format.
[codeblock]
var c = Color(1, .5, .2)
print(c.to_rgba64()) # Prints -140736629309441
@@ -271,37 +271,37 @@
</methods>
<members>
<member name="a" type="float" setter="" getter="">
- Alpha (0 to 1)
+ Alpha value (range 0 to 1).
</member>
<member name="a8" type="int" setter="" getter="">
- Alpha (0 to 255)
+ Alpha value (range 0 to 255).
</member>
<member name="b" type="float" setter="" getter="">
- Blue (0 to 1)
+ Blue value (range 0 to 1).
</member>
<member name="b8" type="int" setter="" getter="">
- Blue (0 to 255)
+ Blue value (range 0 to 255).
</member>
<member name="g" type="float" setter="" getter="">
- Green (0 to 1)
+ Green value (range 0 to 1).
</member>
<member name="g8" type="int" setter="" getter="">
- Green (0 to 255)
+ Green value (range 0 to 255).
</member>
<member name="h" type="float" setter="" getter="">
- Hue (0 to 1)
+ HSV hue value (range 0 to 1).
</member>
<member name="r" type="float" setter="" getter="">
- Red (0 to 1)
+ Red value (range 0 to 1).
</member>
<member name="r8" type="int" setter="" getter="">
- Red (0 to 255)
+ Red value (range 0 to 255).
</member>
<member name="s" type="float" setter="" getter="">
- Saturation (0 to 1)
+ HSV saturation value (range 0 to 1).
</member>
<member name="v" type="float" setter="" getter="">
- Value (0 to 1)
+ HSV value (range 0 to 1).
</member>
</members>
<constants>
diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml
index 554e6b5632..2659fd8a39 100644
--- a/doc/classes/ColorPicker.xml
+++ b/doc/classes/ColorPicker.xml
@@ -20,6 +20,22 @@
Adds the given color to a list of color presets. The presets are displayed in the color picker and the user will be able to select them. Note: the presets list is only for [i]this[/i] color picker.
</description>
</method>
+ <method name="erase_preset">
+ <return type="void">
+ </return>
+ <argument index="0" name="color" type="Color">
+ </argument>
+ <description>
+ Remove the given color from the list of color presets of this color picker.
+ </description>
+ </method>
+ <method name="get_presets">
+ <return type="PoolColorArray">
+ </return>
+ <description>
+ Return the list of colors in the presets of the color picker.
+ </description>
+ </method>
</methods>
<members>
<member name="color" type="Color" setter="set_pick_color" getter="get_pick_color">
@@ -44,6 +60,24 @@
</description>
</signal>
</signals>
+ <signals>
+ <signal name="preset_added">
+ <argument index="0" name="color" type="Color">
+ </argument>
+ <description>
+ Emitted when a preset is added.
+ </description>
+ </signal>
+ </signals>
+ <signals>
+ <signal name="preset_removed">
+ <argument index="0" name="color" type="Color">
+ </argument>
+ <description>
+ Emitted when a preset is removed.
+ </description>
+ </signal>
+ </signals>
<constants>
</constants>
<theme_items>
diff --git a/doc/classes/ConfigFile.xml b/doc/classes/ConfigFile.xml
index a4709c1c86..703043294b 100644
--- a/doc/classes/ConfigFile.xml
+++ b/doc/classes/ConfigFile.xml
@@ -25,6 +25,7 @@
# Save the changes by overwriting the previous file
config.save("user://settings.cfg")
[/codeblock]
+ Keep in mind that section and property names can't contain spaces. Anything after a space will be ignored on save and on load.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 05b2c2704e..76a475e49d 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -13,8 +13,8 @@
[Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/gui/index.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
</tutorials>
<demos>
</demos>
@@ -76,7 +76,7 @@
<argument index="1" name="constant" type="int">
</argument>
<description>
- Overrides an integer constant in the [member theme] resource the node uses. If the [code]constant[/code] is invalid, Godot clears the override. See [member Theme.INVALID_CONSTANT] for more information.
+ Overrides an integer constant in the [member theme] resource the node uses. If the [code]constant[/code] is invalid, Godot clears the override.
</description>
</method>
<method name="add_font_override">
@@ -229,9 +229,9 @@
extends Control
func get_drag_data(position):
- var mydata = make_data()
- set_drag_preview(make_preview(mydata))
- return mydata
+ var mydata = make_data()
+ set_drag_preview(make_preview(mydata))
+ return mydata
[/codeblock]
</description>
</method>
diff --git a/doc/classes/ConvexPolygonShape2D.xml b/doc/classes/ConvexPolygonShape2D.xml
index 6b31149c2f..8210e7dc9c 100644
--- a/doc/classes/ConvexPolygonShape2D.xml
+++ b/doc/classes/ConvexPolygonShape2D.xml
@@ -18,7 +18,7 @@
<argument index="0" name="point_cloud" type="PoolVector2Array">
</argument>
<description>
- Currently, this method does nothing.
+ Based on the set of points provided, this creates and assigns the [member points] property using the convex hull algorithm. Removing all unneeded points. See [method Geometry.convex_hull_2d] for details.
</description>
</method>
</methods>
diff --git a/doc/classes/Curve2D.xml b/doc/classes/Curve2D.xml
index 26de8be42c..ab9b27542c 100644
--- a/doc/classes/Curve2D.xml
+++ b/doc/classes/Curve2D.xml
@@ -111,7 +111,7 @@
<argument index="1" name="t" type="float">
</argument>
<description>
- Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 &gt;= t &lt;=1) give strange, but predictable results.
+ Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 &gt;= t &lt;=1) give strange, but predictable results.
If "idx" is out of bounds it is truncated to the first or last vertex, and "t" is ignored. If the curve has no points, the function sends an error to the console, and returns (0, 0).
</description>
</method>
diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml
index 1355c74faf..c3ee309f0b 100644
--- a/doc/classes/Curve3D.xml
+++ b/doc/classes/Curve3D.xml
@@ -135,7 +135,7 @@
<argument index="1" name="t" type="float">
</argument>
<description>
- Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 &gt;= t &lt;=1) give strange, but predictable results.
+ Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 &gt;= t &lt;=1) give strange, but predictable results.
If "idx" is out of bounds it is truncated to the first or last vertex, and "t" is ignored. If the curve has no points, the function sends an error to the console, and returns (0, 0, 0).
</description>
</method>
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index 06c996e13e..a9e2a38dcf 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -41,6 +41,17 @@
Erase a dictionary key/value pair by key.
</description>
</method>
+ <method name="get">
+ <return type="Variant">
+ </return>
+ <argument index="0" name="key" type="Variant">
+ </argument>
+ <argument index="1" name="default" type="Variant" default="Null">
+ </argument>
+ <description>
+ Returns the current value for the specified key in the [code]Dictionary[/code]. If the key does not exist, the method returns the value of the optional default argument, or Null if it is omitted.
+ </description>
+ </method>
<method name="has">
<return type="bool">
</return>
diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml
index 2dc522083d..86c8f2f03a 100644
--- a/doc/classes/DirectionalLight.xml
+++ b/doc/classes/DirectionalLight.xml
@@ -7,7 +7,7 @@
A directional light is a type of [Light] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used do determine light direction.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml
index d8ad208fa7..57301f954f 100644
--- a/doc/classes/Directory.xml
+++ b/doc/classes/Directory.xml
@@ -23,7 +23,7 @@
[/codeblock]
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html</link>
+ <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/DynamicFontData.xml b/doc/classes/DynamicFontData.xml
index 7b34d02316..5fcccf7db9 100644
--- a/doc/classes/DynamicFontData.xml
+++ b/doc/classes/DynamicFontData.xml
@@ -13,6 +13,9 @@
<methods>
</methods>
<members>
+ <member name="antialiased" type="bool" setter="set_antialiased" getter="is_antialiased">
+ Controls whether the font should be rendered with anti-aliasing.
+ </member>
<member name="font_path" type="String" setter="set_font_path" getter="get_font_path">
The path to the vector font file.
</member>
diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml
index 5a8b506f9e..91e5bd81c3 100644
--- a/doc/classes/EditorFileSystem.xml
+++ b/doc/classes/EditorFileSystem.xml
@@ -93,6 +93,12 @@
Remitted if a resource is reimported.
</description>
</signal>
+ <signal name="resources_reload">
+ <argument index="0" name="resources" type="PoolStringArray">
+ </argument>
+ <description>
+ </description>
+ </signal>
<signal name="sources_changed">
<argument index="0" name="exist" type="bool">
</argument>
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index fdc204605e..24201c39b9 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -41,7 +41,7 @@
return FAILED
var mesh = Mesh.new()
- # Fill the Mesh with data read in 'file', left as exercise to the reader
+ # Fill the Mesh with data read in 'file', left as exercise to the reader
var filename = save_path + "." + get_save_extension()
ResourceSaver.save(filename, mesh)
@@ -49,7 +49,7 @@
[/codeblock]
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/plugins/editor/import_plugins.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml
index a2a39fc8b6..5601f9b5ae 100644
--- a/doc/classes/EditorInspector.xml
+++ b/doc/classes/EditorInspector.xml
@@ -41,6 +41,14 @@
<description>
</description>
</signal>
+ <signal name="property_toggled">
+ <argument index="0" name="property" type="String">
+ </argument>
+ <argument index="1" name="checked" type="bool">
+ </argument>
+ <description>
+ </description>
+ </signal>
<signal name="resource_selected">
<argument index="0" name="res" type="Object">
</argument>
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index ac139f18c9..feaa24b0ab 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -7,7 +7,7 @@
Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. Also see [EditorScript] to add functions to the editor.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/development/plugins/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/development/plugins/index.html</link>
</tutorials>
<demos>
</demos>
@@ -453,7 +453,7 @@
<argument index="0" name="screen_name" type="String">
</argument>
<description>
- Emitted when user change the workspace (2D, 3D, Script, AssetLib). Also works with custom screens defined by plugins.
+ Emitted when user changes the workspace (2D, 3D, Script, AssetLib). Also works with custom screens defined by plugins.
</description>
</signal>
<signal name="resource_saved">
@@ -466,14 +466,14 @@
<argument index="0" name="scene_root" type="Node">
</argument>
<description>
- Emitted when user change scene. The argument is a root node of freshly opened scene.
+ Emitted when the scene is changed in the editor. The argument will return the root node of the scene that has just become active. If this scene is new and empty, the argument will be null.
</description>
</signal>
<signal name="scene_closed">
<argument index="0" name="filepath" type="String">
</argument>
<description>
- Emitted when user close scene. The argument is file path to a closed scene.
+ Emitted when user closes a scene. The argument is file path to a closed scene.
</description>
</signal>
</signals>
diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml
index 76c105dd25..0c5de68d98 100644
--- a/doc/classes/EditorScenePostImport.xml
+++ b/doc/classes/EditorScenePostImport.xml
@@ -26,7 +26,7 @@
[/codeblock]
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
+ <link>https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 566322e6c5..80281a603a 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
Resource for environment nodes (like [WorldEnvironment]) that define multiple environment operations (such as background [Sky] or [Color], ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is:
-
- DOF Blur
- Motion Blur
- Bloom
@@ -13,8 +12,8 @@
- Adjustments
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/high_dynamic_range.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link>
</tutorials>
<demos>
</demos>
@@ -120,6 +119,8 @@
<member name="fog_depth_enabled" type="bool" setter="set_fog_depth_enabled" getter="is_fog_depth_enabled">
Enables the fog depth.
</member>
+ <member name="fog_depth_end" type="float" setter="set_fog_depth_end" getter="get_fog_depth_end">
+ </member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled">
Enables the fog. Needs fog_height_enabled and/or for_depth_enabled to actually display fog.
</member>
@@ -158,6 +159,8 @@
<member name="glow_enabled" type="bool" setter="set_glow_enabled" getter="is_glow_enabled">
Enables glow rendering.
</member>
+ <member name="glow_hdr_luminance_cap" type="float" setter="set_glow_hdr_luminance_cap" getter="get_glow_hdr_luminance_cap">
+ </member>
<member name="glow_hdr_scale" type="float" setter="set_glow_hdr_bleed_scale" getter="get_glow_hdr_bleed_scale">
Bleed scale of the HDR glow.
</member>
diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml
index d5b831a61a..c5f71fe55e 100644
--- a/doc/classes/Expression.xml
+++ b/doc/classes/Expression.xml
@@ -1,8 +1,27 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Expression" inherits="Reference" category="Core" version="3.1">
<brief_description>
+ A class that stores an expression you can execute.
</brief_description>
<description>
+ An expression can be made of any arithmetic operation, built-in math function call, method call of a passed instance, or built-in type construction call.
+ An example expression text using the built-in math functions could be [code]sqrt(pow(3,2) + pow(4,2))[/code].
+ In the following example we use a [LineEdit] node to write our expression and show the result.
+ [codeblock]
+ onready var expression = Expression.new()
+
+ func _ready():
+ $LineEdit.connect("text_entered", self, "_on_text_entered")
+
+ func _on_text_entered(command):
+ var error = expression.parse(command, [])
+ if error != OK:
+ print(get_error_text())
+ return
+ var result = expression.execute([], null, true)
+ if not expression.has_execute_failed():
+ $LineEdit.text = str(result)
+ [/codeblock]
</description>
<tutorials>
</tutorials>
@@ -19,18 +38,21 @@
<argument index="2" name="show_error" type="bool" default="true">
</argument>
<description>
+ Executes the expression that was previously parsed by [method parse] and returns the result. Before you use the returned object, you should check if the method failed by calling [method has_execute_failed].
</description>
</method>
<method name="get_error_text" qualifiers="const">
<return type="String">
</return>
<description>
+ Returns the error text if [method parse] has failed.
</description>
</method>
<method name="has_execute_failed" qualifiers="const">
<return type="bool">
</return>
<description>
+ Returns [code]true[/code] if [method execute] has failed.
</description>
</method>
<method name="parse">
@@ -41,6 +63,7 @@
<argument index="1" name="input_names" type="PoolStringArray" default="PoolStringArray( )">
</argument>
<description>
+ Parses the expression and returns a [enum @GlobalScope.Error].
</description>
</method>
</methods>
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index 20054ac9dc..058bb09090 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -22,7 +22,7 @@
[/codeblock]
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html</link>
+ <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
</tutorials>
<demos>
</demos>
@@ -100,7 +100,7 @@
<argument index="0" name="delim" type="String" default="&quot;,&quot;">
</argument>
<description>
- Returns the next value of the file in CSV (Comma Separated Values) format. You can pass a different delimiter to use other than the default "," (comma).
+ Returns the next value of the file in CSV (Comma Separated Values) format. You can pass a different delimiter to use other than the default "," (comma), it should be one character long.
</description>
</method>
<method name="get_double" qualifiers="const">
@@ -327,6 +327,17 @@
Stores the given array of bytes in the file.
</description>
</method>
+ <method name="store_csv_line">
+ <return type="void">
+ </return>
+ <argument index="0" name="values" type="PoolStringArray">
+ </argument>
+ <argument index="1" name="delim" type="String" default="&quot;,&quot;">
+ </argument>
+ <description>
+ Store the given [PoolStringArray] in the file as a line formatted in the CSV (Comma Separated Values) format. You can pass a different delimiter to use other than the default "," (comma), it should be one character long.
+ </description>
+ </method>
<method name="store_double">
<return type="void">
</return>
diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml
index 247228d265..29aa26b67f 100644
--- a/doc/classes/FileDialog.xml
+++ b/doc/classes/FileDialog.xml
@@ -17,7 +17,7 @@
<argument index="0" name="filter" type="String">
</argument>
<description>
- Add a custom filter. Filter format is: "mask ; description", example (C++): dialog-&gt;add_filter("*.png ; PNG Images");
+ Add a custom filter. Example: [code]add_filter("*.png ; PNG Images")[/code]
</description>
</method>
<method name="clear_filters">
@@ -31,12 +31,14 @@
<return type="void">
</return>
<description>
+ Clear currently selected items in the dialog.
</description>
</method>
<method name="get_line_edit">
<return type="LineEdit">
</return>
<description>
+ Returns the LineEdit for the selected file.
</description>
</method>
<method name="get_vbox">
@@ -56,6 +58,7 @@
</methods>
<members>
<member name="access" type="int" setter="set_access" getter="get_access" enum="FileDialog.Access">
+ The file system access scope. See enum [code]Access[/code] constants.
</member>
<member name="current_dir" type="String" setter="set_current_dir" getter="get_current_dir">
The current working directory of the file dialog.
@@ -67,13 +70,16 @@
The currently selected file path of the file dialog.
</member>
<member name="filters" type="PoolStringArray" setter="set_filters" getter="get_filters">
+ Set file type filters. This example shows only .png and .gd files [code]set_filters(PoolStringArray(["*.png ; PNG Images","*.gd ; GD Script"]))[/code].
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="FileDialog.Mode">
+ Set dialog to open or save mode, changes selection behavior. See enum [code]Mode[/code] constants.
</member>
<member name="mode_overrides_title" type="bool" setter="set_mode_overrides_title" getter="is_mode_overriding_title">
- If [code]true[/code], changing the [code]mode[/code] property will set the window title accordingly (e. g. setting mode to [code]MODE_OPEN_FILE[/code] will change the window title to "Open a File").
+ If [code]true[/code], changing the [code]Mode[/code] property will set the window title accordingly (e. g. setting mode to [code]MODE_OPEN_FILE[/code] will change the window title to "Open a File").
</member>
<member name="show_hidden_files" type="bool" setter="set_show_hidden_files" getter="is_showing_hidden_files">
+ If [code]true[/code], the dialog will show hidden files.
</member>
</members>
<signals>
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index 77dea73564..5fb0ccc33d 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -5,7 +5,7 @@
<description>
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/gi_probes.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Generic6DOFJoint.xml b/doc/classes/Generic6DOFJoint.xml
index 0863ead4ec..b6ac69e257 100644
--- a/doc/classes/Generic6DOFJoint.xml
+++ b/doc/classes/Generic6DOFJoint.xml
@@ -113,6 +113,30 @@
<member name="angular_motor_z/target_velocity" type="float" setter="set_param_z" getter="get_param_z">
Target speed for the motor at the z-axis.
</member>
+ <member name="angular_spring_x/damping" type="float" setter="set_param_x" getter="get_param_x">
+ </member>
+ <member name="angular_spring_x/enabled" type="bool" setter="set_flag_x" getter="get_flag_x">
+ </member>
+ <member name="angular_spring_x/equilibrium_point" type="float" setter="set_param_x" getter="get_param_x">
+ </member>
+ <member name="angular_spring_x/stiffness" type="float" setter="set_param_x" getter="get_param_x">
+ </member>
+ <member name="angular_spring_y/damping" type="float" setter="set_param_y" getter="get_param_y">
+ </member>
+ <member name="angular_spring_y/enabled" type="bool" setter="set_flag_y" getter="get_flag_y">
+ </member>
+ <member name="angular_spring_y/equilibrium_point" type="float" setter="set_param_y" getter="get_param_y">
+ </member>
+ <member name="angular_spring_y/stiffness" type="float" setter="set_param_y" getter="get_param_y">
+ </member>
+ <member name="angular_spring_z/damping" type="float" setter="set_param_z" getter="get_param_z">
+ </member>
+ <member name="angular_spring_z/enabled" type="bool" setter="set_flag_z" getter="get_flag_z">
+ </member>
+ <member name="angular_spring_z/equilibrium_point" type="float" setter="set_param_z" getter="get_param_z">
+ </member>
+ <member name="angular_spring_z/stiffness" type="float" setter="set_param_z" getter="get_param_z">
+ </member>
<member name="linear_limit_x/damping" type="float" setter="set_param_x" getter="get_param_x">
The amount of damping that happens at the x-motion.
</member>
@@ -194,6 +218,32 @@
<member name="linear_motor_z/target_velocity" type="float" setter="set_param_z" getter="get_param_z">
The speed that the linear motor will attempt to reach on the z-axis.
</member>
+ <member name="linear_spring_x/damping" type="float" setter="set_param_x" getter="get_param_x">
+ </member>
+ <member name="linear_spring_x/enabled" type="bool" setter="set_flag_x" getter="get_flag_x">
+ </member>
+ <member name="linear_spring_x/equilibrium_point" type="float" setter="set_param_x" getter="get_param_x">
+ </member>
+ <member name="linear_spring_x/stiffness" type="float" setter="set_param_x" getter="get_param_x">
+ </member>
+ <member name="linear_spring_y/damping" type="float" setter="set_param_y" getter="get_param_y">
+ </member>
+ <member name="linear_spring_y/enabled" type="bool" setter="set_flag_y" getter="get_flag_y">
+ </member>
+ <member name="linear_spring_y/equilibrium_point" type="float" setter="set_param_y" getter="get_param_y">
+ </member>
+ <member name="linear_spring_y/stiffness" type="float" setter="set_param_y" getter="get_param_y">
+ </member>
+ <member name="linear_spring_z/damping" type="float" setter="set_param_z" getter="get_param_z">
+ </member>
+ <member name="linear_spring_z/enabled" type="bool" setter="set_flag_z" getter="get_flag_z">
+ </member>
+ <member name="linear_spring_z/equilibrium_point" type="float" setter="set_param_z" getter="get_param_z">
+ </member>
+ <member name="linear_spring_z/stiffness" type="float" setter="set_param_z" getter="get_param_z">
+ </member>
+ <member name="precision" type="int" setter="set_precision" getter="get_precision">
+ </member>
</members>
<constants>
<constant name="PARAM_LINEAR_LOWER_LIMIT" value="0" enum="Param">
@@ -217,34 +267,34 @@
<constant name="PARAM_LINEAR_MOTOR_FORCE_LIMIT" value="6" enum="Param">
The maximum force the linear motor will apply while trying to reach the velocity target.
</constant>
- <constant name="PARAM_ANGULAR_LOWER_LIMIT" value="7" enum="Param">
+ <constant name="PARAM_ANGULAR_LOWER_LIMIT" value="10" enum="Param">
The minimum rotation in negative direction to break loose and rotate around the axes.
</constant>
- <constant name="PARAM_ANGULAR_UPPER_LIMIT" value="8" enum="Param">
+ <constant name="PARAM_ANGULAR_UPPER_LIMIT" value="11" enum="Param">
The minimum rotation in positive direction to break loose and rotate around the axes.
</constant>
- <constant name="PARAM_ANGULAR_LIMIT_SOFTNESS" value="9" enum="Param">
+ <constant name="PARAM_ANGULAR_LIMIT_SOFTNESS" value="12" enum="Param">
The speed of all rotations across the axes.
</constant>
- <constant name="PARAM_ANGULAR_DAMPING" value="10" enum="Param">
+ <constant name="PARAM_ANGULAR_DAMPING" value="13" enum="Param">
The amount of rotational damping across the axes. The lower, the more dampening occurs.
</constant>
- <constant name="PARAM_ANGULAR_RESTITUTION" value="11" enum="Param">
+ <constant name="PARAM_ANGULAR_RESTITUTION" value="14" enum="Param">
The amount of rotational restitution across the axes. The lower, the more restitution occurs.
</constant>
- <constant name="PARAM_ANGULAR_FORCE_LIMIT" value="12" enum="Param">
+ <constant name="PARAM_ANGULAR_FORCE_LIMIT" value="15" enum="Param">
The maximum amount of force that can occur, when rotating around the axes.
</constant>
- <constant name="PARAM_ANGULAR_ERP" value="13" enum="Param">
+ <constant name="PARAM_ANGULAR_ERP" value="16" enum="Param">
When rotating across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
</constant>
- <constant name="PARAM_ANGULAR_MOTOR_TARGET_VELOCITY" value="14" enum="Param">
+ <constant name="PARAM_ANGULAR_MOTOR_TARGET_VELOCITY" value="17" enum="Param">
Target speed for the motor at the axes.
</constant>
- <constant name="PARAM_ANGULAR_MOTOR_FORCE_LIMIT" value="15" enum="Param">
+ <constant name="PARAM_ANGULAR_MOTOR_FORCE_LIMIT" value="18" enum="Param">
Maximum acceleration for the motor at the axes.
</constant>
- <constant name="PARAM_MAX" value="16" enum="Param">
+ <constant name="PARAM_MAX" value="22" enum="Param">
End flag of PARAM_* constants, used internally.
</constant>
<constant name="FLAG_ENABLE_LINEAR_LIMIT" value="0" enum="Flag">
@@ -253,12 +303,16 @@
<constant name="FLAG_ENABLE_ANGULAR_LIMIT" value="1" enum="Flag">
If [code]set[/code] there is rotational motion possible.
</constant>
- <constant name="FLAG_ENABLE_MOTOR" value="2" enum="Flag">
+ <constant name="FLAG_ENABLE_LINEAR_SPRING" value="3" enum="Flag">
+ </constant>
+ <constant name="FLAG_ENABLE_ANGULAR_SPRING" value="2" enum="Flag">
+ </constant>
+ <constant name="FLAG_ENABLE_MOTOR" value="4" enum="Flag">
If [code]set[/code] there is a rotational motor across these axes.
</constant>
- <constant name="FLAG_ENABLE_LINEAR_MOTOR" value="3" enum="Flag">
+ <constant name="FLAG_ENABLE_LINEAR_MOTOR" value="5" enum="Flag">
</constant>
- <constant name="FLAG_MAX" value="4" enum="Flag">
+ <constant name="FLAG_MAX" value="6" enum="Flag">
End flag of FLAG_* constants, used internally.
</constant>
</constants>
diff --git a/doc/classes/Gradient.xml b/doc/classes/Gradient.xml
index df4a507b65..bf3f125e48 100644
--- a/doc/classes/Gradient.xml
+++ b/doc/classes/Gradient.xml
@@ -4,7 +4,7 @@
Color interpolator node.
</brief_description>
<description>
- Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset offset 0 and the other (white) at the ramp higher offset 1.
+ Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color 3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset 0 and the other (white) at the ramp higher offset 1.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/GridContainer.xml b/doc/classes/GridContainer.xml
index 8a8a9a2d24..346ab9d357 100644
--- a/doc/classes/GridContainer.xml
+++ b/doc/classes/GridContainer.xml
@@ -11,16 +11,6 @@
<demos>
</demos>
<methods>
- <method name="get_child_control_at_cell">
- <return type="Control">
- </return>
- <argument index="0" name="row" type="int">
- </argument>
- <argument index="1" name="column" type="int">
- </argument>
- <description>
- </description>
- </method>
</methods>
<members>
<member name="columns" type="int" setter="set_columns" getter="get_columns">
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index 08e2f649a0..2f21505757 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -10,8 +10,8 @@
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).
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/networking/http_client_class.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index c5bb10a23a..3916eb2b5b 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -8,7 +8,7 @@
Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index d9929b3d31..724e6a078d 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -7,7 +7,7 @@
A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the Project Settings / Input Map tab. Or be set with [InputMap].
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link>
</tutorials>
<demos>
</demos>
@@ -17,8 +17,11 @@
</return>
<argument index="0" name="action" type="String">
</argument>
+ <argument index="1" name="strength" type="float" default="1.0">
+ </argument>
<description>
This will simulate pressing the specified action.
+ The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.
</description>
</method>
<method name="action_release">
@@ -55,6 +58,7 @@
<argument index="0" name="action" type="String">
</argument>
<description>
+ Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1.
</description>
</method>
<method name="get_connected_joypads">
@@ -95,6 +99,7 @@
<argument index="0" name="axis" type="String">
</argument>
<description>
+ Returns the index of the provided axis name.
</description>
</method>
<method name="get_joy_axis_string">
@@ -103,6 +108,7 @@
<argument index="0" name="axis_index" type="int">
</argument>
<description>
+ Receives a [code]JOY_AXIS_*[/code] Enum and returns its equivalent name as a string.
</description>
</method>
<method name="get_joy_button_index_from_string">
@@ -111,6 +117,7 @@
<argument index="0" name="button" type="String">
</argument>
<description>
+ Returns the index of the provided button name.
</description>
</method>
<method name="get_joy_button_string">
@@ -119,6 +126,7 @@
<argument index="0" name="button_index" type="int">
</argument>
<description>
+ Receives a [code]JOY_BUTTON_*[/code] Enum and returns its equivalent name as a string.
</description>
</method>
<method name="get_joy_guid" qualifiers="const">
@@ -386,7 +394,7 @@
Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item.
</constant>
<constant name="CURSOR_CROSS" value="3" enum="CursorShape">
- Cross cursor. Typically appears over regions in which a drawing operation can be performance or for selections.
+ Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections.
</constant>
<constant name="CURSOR_WAIT" value="4" enum="CursorShape">
Wait cursor. Indicates that the application is busy performing an operation.
diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml
index 993d62d188..c880823aee 100644
--- a/doc/classes/InputEvent.xml
+++ b/doc/classes/InputEvent.xml
@@ -7,8 +7,8 @@
Base class of all sort of input event. See [method Node._input].
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml
index 16000231cb..8a10dc6ab9 100644
--- a/doc/classes/InputEventAction.xml
+++ b/doc/classes/InputEventAction.xml
@@ -7,7 +7,7 @@
Contains a generic action which can be targeted from several type of inputs. Actions can be created from the project settings menu [code]Project &gt; Project Settings &gt; Input Map[/code]. See [method Node._input].
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#actions</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml
index adaeae685e..18e33c2131 100644
--- a/doc/classes/InputEventJoypadButton.xml
+++ b/doc/classes/InputEventJoypadButton.xml
@@ -7,7 +7,7 @@
Input event type for gamepad buttons. For joysticks see [InputEventJoypadMotion].
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml
index f86aec4ce0..0c73f53158 100644
--- a/doc/classes/InputEventJoypadMotion.xml
+++ b/doc/classes/InputEventJoypadMotion.xml
@@ -7,7 +7,7 @@
Stores information about joystick motions. One [code]InputEventJoypadMotion[/code] represents one axis at a time.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml
index a013ee6266..0118fda2df 100644
--- a/doc/classes/InputEventKey.xml
+++ b/doc/classes/InputEventKey.xml
@@ -7,7 +7,7 @@
Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml
index 06de96890a..27e8d17407 100644
--- a/doc/classes/InputEventMouse.xml
+++ b/doc/classes/InputEventMouse.xml
@@ -7,7 +7,7 @@
Stores general mouse events information.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml
index 50641dceed..1342c7bf7e 100644
--- a/doc/classes/InputEventMouseButton.xml
+++ b/doc/classes/InputEventMouseButton.xml
@@ -7,7 +7,7 @@
Contains mouse click information. See [method Node._input].
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
</tutorials>
<demos>
</demos>
@@ -18,7 +18,7 @@
Mouse button identifier, one of the BUTTON_* or BUTTON_WHEEL_* constants in [@GlobalScope].
</member>
<member name="doubleclick" type="bool" setter="set_doubleclick" getter="is_doubleclick">
- If [code]true[/code] the mouse button's state is a double-click. If [code]false[/code] the mouse button's state is released.
+ If [code]true[/code] the mouse button's state is a double-click.
</member>
<member name="factor" type="float" setter="set_factor" getter="get_factor">
Magnitude. Amount (or delta) of the event. Used for scroll events, indicates scroll amount (vertically or horizontally). Only supported on some platforms, sensitivity varies by platform. May be 0 if not supported.
diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml
index 05e3e79d26..f7f6358910 100644
--- a/doc/classes/InputEventMouseMotion.xml
+++ b/doc/classes/InputEventMouseMotion.xml
@@ -7,7 +7,7 @@
Contains mouse motion information. Supports relative, absolute positions and speed. See [method Node._input].
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml
index f777d90ccb..a320c0a028 100644
--- a/doc/classes/InputEventScreenDrag.xml
+++ b/doc/classes/InputEventScreenDrag.xml
@@ -8,7 +8,7 @@
Contains screen drag information. See [method Node._input].
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml
index 39cd0a9657..55f04cdd94 100644
--- a/doc/classes/InputEventScreenTouch.xml
+++ b/doc/classes/InputEventScreenTouch.xml
@@ -8,7 +8,7 @@
Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml
index 9c1814fedd..fcf2fd545e 100644
--- a/doc/classes/InputEventWithModifiers.xml
+++ b/doc/classes/InputEventWithModifiers.xml
@@ -7,7 +7,7 @@
Contains keys events information with modifiers support like [code]SHIFT[/code] or [code]ALT[/code]. See [method Node._input].
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml
index 7fd1d7e8ac..8c25f851db 100644
--- a/doc/classes/InputMap.xml
+++ b/doc/classes/InputMap.xml
@@ -7,7 +7,7 @@
Manages all [InputEventAction] which can be created/modified from the project settings menu [code]Project &gt; Project Settings &gt; Input Map[/code] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#inputmap</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 4723cf8ee4..0b8ede92d5 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -33,7 +33,7 @@
<argument index="2" name="selectable" type="bool" default="true">
</argument>
<description>
- Adds an item to the item list with specified text. Specify an icon of null for a list item with no icon.
+ Adds an item to the item list with specified text. Specify an icon of null for a list item with no icon.
If selectable is true the list item will be selectable.
</description>
</method>
@@ -166,6 +166,14 @@
Returns whether or not the item at the specified index is disabled
</description>
</method>
+ <method name="is_item_icon_transposed" qualifiers="const">
+ <return type="bool">
+ </return>
+ <argument index="0" name="idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="is_item_selectable" qualifiers="const">
<return type="bool">
</return>
@@ -222,7 +230,7 @@
</argument>
<description>
Select the item at the specified index.
- Note: This method does not trigger the item selection signal.
+ Note: This method does not trigger the item selection signal.
</description>
</method>
<method name="set_item_custom_bg_color">
@@ -289,6 +297,16 @@
<description>
</description>
</method>
+ <method name="set_item_icon_transposed">
+ <return type="void">
+ </return>
+ <argument index="0" name="idx" type="int">
+ </argument>
+ <argument index="1" name="rect" type="bool">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="set_item_metadata">
<return type="void">
</return>
@@ -412,6 +430,7 @@
Fired when specified list item has been selected via right mouse clicking.
The click position is also provided to allow appropriate popup of context menus
at the correct location.
+ [member allow_rmb_select] must be enabled.
</description>
</signal>
<signal name="item_selected">
@@ -419,6 +438,7 @@
</argument>
<description>
Fired when specified item has been selected.
+ [member allow_reselect] must be enabled to reselect an item.
</description>
</signal>
<signal name="multi_selected">
diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml
index 17588717c2..fa3aaed684 100644
--- a/doc/classes/JavaScript.xml
+++ b/doc/classes/JavaScript.xml
@@ -7,7 +7,7 @@
The JavaScript singleton is implemented only in HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
+ <link>https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index 17310ab4dc..df8fb251ba 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -9,7 +9,7 @@
Kinematic Characters: KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/kinematic_character_2d.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
</tutorials>
<demos>
</demos>
@@ -69,7 +69,7 @@
</argument>
<description>
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision], which contains information about the collision.
- If [code]test_only[/code] is [code]true[/true], the body does not move but the would-be collision information is given.
+ If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
</description>
</method>
<method name="move_and_slide">
@@ -106,13 +106,13 @@
</argument>
<argument index="2" name="floor_normal" type="Vector3" default="Vector3( 0, 0, 0 )">
</argument>
- <argument index="3" name="infinite_inertia" type="bool" default="true">
+ <argument index="3" name="stop_on_slope" type="bool" default="false">
</argument>
- <argument index="4" name="stop_on_slope" type="bool" default="false">
+ <argument index="4" name="max_slides" type="int" default="4">
</argument>
- <argument index="5" name="max_bounces" type="int" default="4">
+ <argument index="5" name="floor_max_angle" type="float" default="0.785398">
</argument>
- <argument index="6" name="floor_max_angle" type="float" default="0.785398">
+ <argument index="6" name="infinite_inertia" type="bool" default="true">
</argument>
<description>
Moves the body while keeping it attached to slopes. Similar to [method move_and_slide].
@@ -126,7 +126,7 @@
</argument>
<argument index="1" name="rel_vec" type="Vector3">
</argument>
- <argument index="2" name="infinite_inertia" type="bool">
+ <argument index="2" name="infinite_inertia" type="bool" default="true">
</argument>
<description>
Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index e48660a889..8a644447ca 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -79,20 +79,20 @@
</argument>
<argument index="1" name="floor_normal" type="Vector2" default="Vector2( 0, 0 )">
</argument>
- <argument index="2" name="infinite_inertia" type="bool" default="true">
+ <argument index="2" name="stop_on_slope" type="bool" default="false">
</argument>
- <argument index="3" name="stop_on_slope" type="bool" default="false">
+ <argument index="3" name="max_slides" type="int" default="4">
</argument>
- <argument index="4" name="max_bounces" type="int" default="4">
+ <argument index="4" name="floor_max_angle" type="float" default="0.785398">
</argument>
- <argument index="5" name="floor_max_angle" type="float" default="0.785398">
+ <argument index="5" name="infinite_inertia" type="bool" default="true">
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
[code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/code] — this is done by the method.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
[i]TODO: Update for stop_on_slope argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
- If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops.
+ If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision].
</description>
@@ -106,17 +106,17 @@
</argument>
<argument index="2" name="floor_normal" type="Vector2" default="Vector2( 0, 0 )">
</argument>
- <argument index="3" name="infinite_inertia" type="bool" default="true">
+ <argument index="3" name="stop_on_slope" type="bool" default="false">
</argument>
- <argument index="4" name="stop_on_slope" type="bool" default="false">
+ <argument index="4" name="max_slides" type="int" default="4">
</argument>
- <argument index="5" name="max_bounces" type="int" default="4">
+ <argument index="5" name="floor_max_angle" type="float" default="0.785398">
</argument>
- <argument index="6" name="floor_max_angle" type="float" default="0.785398">
+ <argument index="6" name="infinite_inertia" type="bool" default="true">
</argument>
<description>
Moves the body while keeping it attached to slopes. Similar to [method move_and_slide].
- As long as the [code]snap[/code] vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting[code]snap[/code] to[code](0, 0)[/code] or by using [method move_and_slide] instead.
+ As long as the [code]snap[/code] vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting [code]snap[/code] to [code](0, 0)[/code] or by using [method move_and_slide] instead.
</description>
</method>
<method name="test_move">
@@ -126,7 +126,7 @@
</argument>
<argument index="1" name="rel_vec" type="Vector2">
</argument>
- <argument index="2" name="infinite_inertia" type="bool">
+ <argument index="2" name="infinite_inertia" type="bool" default="true">
</argument>
<description>
Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml
index 1e78a196b1..90547b7c2f 100644
--- a/doc/classes/Label.xml
+++ b/doc/classes/Label.xml
@@ -30,7 +30,7 @@
<return type="int">
</return>
<description>
- Returns the total length of the text.
+ Returns the total number of printable characters in the text (excluding spaces and newlines).
</description>
</method>
<method name="get_visible_line_count" qualifiers="const">
diff --git a/doc/classes/LargeTexture.xml b/doc/classes/LargeTexture.xml
index 763b38f49e..9526604e6d 100644
--- a/doc/classes/LargeTexture.xml
+++ b/doc/classes/LargeTexture.xml
@@ -74,7 +74,7 @@
<argument index="1" name="texture" type="Texture">
</argument>
<description>
- Sets the [Texture] of the piece with index "idx" to "ofs".
+ Sets the [Texture] of the piece with index "idx" to "texture".
</description>
</method>
<method name="set_size">
diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml
index 04191136a8..cf873e5b28 100644
--- a/doc/classes/Light.xml
+++ b/doc/classes/Light.xml
@@ -7,7 +7,7 @@
Light is the abstract base class for light nodes, so it shouldn't be used directly (It can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml
index c244b8b7a7..f842dd8311 100644
--- a/doc/classes/LineEdit.xml
+++ b/doc/classes/LineEdit.xml
@@ -89,6 +89,7 @@
The cursor's position inside the [code]LineEdit[/code]. When set, the text may scroll to accommodate it.
</member>
<member name="clear_button_enabled" type="bool" setter="set_clear_button_enabled" getter="is_clear_button_enabled">
+ If [code]true[/code] the [code]LineEdit[/code] will show a clear button if [code]text[/code] is not empty.
</member>
<member name="context_menu_enabled" type="bool" setter="set_context_menu_enabled" getter="is_context_menu_enabled">
If [code]true[/code] the context menu will appear when right clicked.
@@ -169,6 +170,7 @@
Undoes the previous action.
</constant>
<constant name="MENU_REDO" value="6" enum="MenuItems">
+ Reverse the last undo action.
</constant>
<constant name="MENU_MAX" value="7" enum="MenuItems">
</constant>
diff --git a/doc/classes/MeshDataTool.xml b/doc/classes/MeshDataTool.xml
index 43d94004a8..c90dba1561 100644
--- a/doc/classes/MeshDataTool.xml
+++ b/doc/classes/MeshDataTool.xml
@@ -1,8 +1,22 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MeshDataTool" inherits="Reference" category="Core" version="3.1">
<brief_description>
+ Helper tool to access and edit [Mesh] data.
</brief_description>
<description>
+ The MeshDataTool provides access to individual vertices in a [Mesh]. It allows users to read and edit vertex data of meshes. It also creates an array of faces and edges.
+ To use the MeshDataTool, load a mesh with [method create_from_surface]. When you are finished editing the data commit the data to a mesh with [method commit_to_surface].
+ Below is an example of how the MeshDataTool may be used.
+ [codeblock]
+ var mdt = MeshDataTool.new()
+ mdt.create_from_surface(mesh, 0)
+ for i in range(mdt.get_vertex_count()):
+ var vertex = mdt.get_vertex(i)
+ ...
+ mdt.set_vertex(i, vertex)
+ mesh.surface_remove(0)
+ mdt.commit_to_surface(mesh)
+ [/codeblock]
</description>
<tutorials>
</tutorials>
@@ -13,6 +27,7 @@
<return type="void">
</return>
<description>
+ Clears all data currently in MeshDataTool.
</description>
</method>
<method name="commit_to_surface">
@@ -21,6 +36,7 @@
<argument index="0" name="mesh" type="ArrayMesh">
</argument>
<description>
+ Adds a new surface to specified [Mesh] with edited data.
</description>
</method>
<method name="create_from_surface">
@@ -31,12 +47,15 @@
<argument index="1" name="surface" type="int">
</argument>
<description>
+ Uses specified surface of given [Mesh] to populate data for MeshDataTool.
+ Requires [Mesh] with primitive type [code]PRIMITIVE_TRIANGLES[/code].
</description>
</method>
<method name="get_edge_count" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the number of edges in this [Mesh].
</description>
</method>
<method name="get_edge_faces" qualifiers="const">
@@ -45,6 +64,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns array of faces that touch given edge.
</description>
</method>
<method name="get_edge_meta" qualifiers="const">
@@ -53,6 +73,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns meta information assigned to given edge.
</description>
</method>
<method name="get_edge_vertex" qualifiers="const">
@@ -63,12 +84,15 @@
<argument index="1" name="vertex" type="int">
</argument>
<description>
+ Returns index of specified vertex connected to given edge.
+ Vertex argument can only be 0 or 1 because edges are comprised of two vertices.
</description>
</method>
<method name="get_face_count" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the number of faces in this [Mesh].
</description>
</method>
<method name="get_face_edge" qualifiers="const">
@@ -79,6 +103,8 @@
<argument index="1" name="edge" type="int">
</argument>
<description>
+ Returns specified edge associated with given face.
+ Edge argument must 2 or less because a face only has three edges.
</description>
</method>
<method name="get_face_meta" qualifiers="const">
@@ -87,6 +113,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns meta data associated with given face.
</description>
</method>
<method name="get_face_normal" qualifiers="const">
@@ -95,6 +122,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Calculates and returns face normal of given face.
</description>
</method>
<method name="get_face_vertex" qualifiers="const">
@@ -105,18 +133,23 @@
<argument index="1" name="vertex" type="int">
</argument>
<description>
+ Returns specified vertex of given face.
+ Vertex argument must be 2 or less because faces contain three vertices.
</description>
</method>
<method name="get_format" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns format of [Mesh]. Format is an integer made up of [Mesh] format flags combined together. For example, a mesh containing both vertices and normals would return a format of [code]3[/code] because [code]ARRAY_FORMAT_VERTEX[/code] is [code]1[/code] and [code]ARRAY_FORMAT_NORMAL[/code] is [code]2[/code].
+ For list of format flags see [ArrayMesh].
</description>
</method>
<method name="get_material" qualifiers="const">
<return type="Material">
</return>
<description>
+ Returns material assigned to the [Mesh].
</description>
</method>
<method name="get_vertex" qualifiers="const">
@@ -125,6 +158,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns the vertex at given index.
</description>
</method>
<method name="get_vertex_bones" qualifiers="const">
@@ -133,6 +167,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns the bones of the given vertex.
</description>
</method>
<method name="get_vertex_color" qualifiers="const">
@@ -141,12 +176,14 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns the color of the given vertex.
</description>
</method>
<method name="get_vertex_count" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the total number of vertices in [Mesh].
</description>
</method>
<method name="get_vertex_edges" qualifiers="const">
@@ -155,6 +192,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns array of edges that share given vertex.
</description>
</method>
<method name="get_vertex_faces" qualifiers="const">
@@ -163,6 +201,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns array of faces that share given vertex.
</description>
</method>
<method name="get_vertex_meta" qualifiers="const">
@@ -171,6 +210,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns meta data associated with given vertex.
</description>
</method>
<method name="get_vertex_normal" qualifiers="const">
@@ -179,6 +219,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns normal of given vertex.
</description>
</method>
<method name="get_vertex_tangent" qualifiers="const">
@@ -187,6 +228,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns tangent of given vertex.
</description>
</method>
<method name="get_vertex_uv" qualifiers="const">
@@ -195,6 +237,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns UV of given vertex.
</description>
</method>
<method name="get_vertex_uv2" qualifiers="const">
@@ -203,6 +246,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns UV2 of given vertex.
</description>
</method>
<method name="get_vertex_weights" qualifiers="const">
@@ -211,6 +255,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns bone weights of given vertex.
</description>
</method>
<method name="set_edge_meta">
@@ -221,6 +266,7 @@
<argument index="1" name="meta" type="Variant">
</argument>
<description>
+ Sets the meta data of given edge.
</description>
</method>
<method name="set_face_meta">
@@ -231,6 +277,7 @@
<argument index="1" name="meta" type="Variant">
</argument>
<description>
+ Sets the meta data of given face.
</description>
</method>
<method name="set_material">
@@ -239,6 +286,7 @@
<argument index="0" name="material" type="Material">
</argument>
<description>
+ Sets the material to be used by newly constructed [Mesh].
</description>
</method>
<method name="set_vertex">
@@ -249,6 +297,7 @@
<argument index="1" name="vertex" type="Vector3">
</argument>
<description>
+ Sets the position of given vertex.
</description>
</method>
<method name="set_vertex_bones">
@@ -259,6 +308,7 @@
<argument index="1" name="bones" type="PoolIntArray">
</argument>
<description>
+ Sets the bones of given vertex.
</description>
</method>
<method name="set_vertex_color">
@@ -269,6 +319,7 @@
<argument index="1" name="color" type="Color">
</argument>
<description>
+ Sets the color of given vertex.
</description>
</method>
<method name="set_vertex_meta">
@@ -279,6 +330,7 @@
<argument index="1" name="meta" type="Variant">
</argument>
<description>
+ Sets the meta data associated with given vertex.
</description>
</method>
<method name="set_vertex_normal">
@@ -289,6 +341,7 @@
<argument index="1" name="normal" type="Vector3">
</argument>
<description>
+ Sets the normal of given vertex.
</description>
</method>
<method name="set_vertex_tangent">
@@ -299,6 +352,7 @@
<argument index="1" name="tangent" type="Plane">
</argument>
<description>
+ Sets the tangent of given vertex.
</description>
</method>
<method name="set_vertex_uv">
@@ -309,6 +363,7 @@
<argument index="1" name="uv" type="Vector2">
</argument>
<description>
+ Sets the UV of given vertex.
</description>
</method>
<method name="set_vertex_uv2">
@@ -319,6 +374,7 @@
<argument index="1" name="uv2" type="Vector2">
</argument>
<description>
+ Sets the UV2 of given vertex.
</description>
</method>
<method name="set_vertex_weights">
@@ -329,6 +385,7 @@
<argument index="1" name="weights" type="PoolRealArray">
</argument>
<description>
+ Sets the bone weights of given vertex.
</description>
</method>
</methods>
diff --git a/doc/classes/MeshInstance.xml b/doc/classes/MeshInstance.xml
index ef42726ca9..bcc9a7cad9 100644
--- a/doc/classes/MeshInstance.xml
+++ b/doc/classes/MeshInstance.xml
@@ -41,6 +41,12 @@
Returns the [Material] for a surface of the [Mesh] resource.
</description>
</method>
+ <method name="get_surface_material_count" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="set_surface_material">
<return type="void">
</return>
diff --git a/doc/classes/NavigationPolygon.xml b/doc/classes/NavigationPolygon.xml
index b29e19e5d8..4ede80b98c 100644
--- a/doc/classes/NavigationPolygon.xml
+++ b/doc/classes/NavigationPolygon.xml
@@ -1,8 +1,27 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationPolygon" inherits="Resource" category="Core" version="3.1">
<brief_description>
+ A node that has methods to draw outlines or use indices of vertices to create navigation polygons.
</brief_description>
<description>
+ There are two ways to create polygons. Either by using the [method add_outline] method or using the [method add_polygon] method.
+ Using [method add_outline]:
+ [code]
+ var polygon = NavigationPolygon.new()
+ var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
+ polygon.add_outline(outline)
+ polygon.make_polygons_from_outlines()
+ $NavigationPolygonInstance.navpoly = polygon
+ [/code]
+ Using [method add_polygon] and indices of the vertices array.
+ [code]
+ var polygon = NavigationPolygon.new()
+ var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
+ polygon.set_vertices(vertices)
+ var indices = PoolIntArray(0, 3, 1)
+ polygon.add_polygon(indices)
+ $NavigationPolygonInstance.navpoly = polygon
+ [/code]
</description>
<tutorials>
</tutorials>
@@ -15,6 +34,7 @@
<argument index="0" name="outline" type="PoolVector2Array">
</argument>
<description>
+ Appends a [PoolVector2Array] that contains the vertices of an outline to the internal array that contains all the outlines. You have to call [method make_polygons_from_outlines] in order for this array to be converted to polygons that the engine will use.
</description>
</method>
<method name="add_outline_at_index">
@@ -25,6 +45,7 @@
<argument index="1" name="index" type="int">
</argument>
<description>
+ Adds a [PoolVector2Array] that contains the vertices of an outline to the internal array that contains all the outlines at a fixed position. You have to call [method make_polygons_from_outlines] in order for this array to be converted to polygons that the engine will use.
</description>
</method>
<method name="add_polygon">
@@ -33,18 +54,21 @@
<argument index="0" name="polygon" type="PoolIntArray">
</argument>
<description>
+ Adds a polygon using the indices of the vertices you get when calling [method get_vertices].
</description>
</method>
<method name="clear_outlines">
<return type="void">
</return>
<description>
+ Clears the array of the outlines, but it doesn't clear the vertices and the polygons that were created by them.
</description>
</method>
<method name="clear_polygons">
<return type="void">
</return>
<description>
+ Clears the array of polygons, but it doesn't clear the array of outlines and vertices.
</description>
</method>
<method name="get_outline" qualifiers="const">
@@ -53,12 +77,14 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns a [PoolVector2Array] containing the vertices of an outline that was created in the editor or by script.
</description>
</method>
<method name="get_outline_count" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the number of outlines that were created in the editor or by script.
</description>
</method>
<method name="get_polygon">
@@ -67,24 +93,28 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Returns a [PoolIntArray] containing the indices of the vertices of a created polygon.
</description>
</method>
<method name="get_polygon_count" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the count of all polygons.
</description>
</method>
<method name="get_vertices" qualifiers="const">
<return type="PoolVector2Array">
</return>
<description>
+ Returns a [PoolVector2Array] containing all the vertices being used to create the polygons.
</description>
</method>
<method name="make_polygons_from_outlines">
<return type="void">
</return>
<description>
+ Creates polygons from the outlines added in the editor or by script.
</description>
</method>
<method name="remove_outline">
@@ -93,6 +123,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Removes an outline created in the editor or by script. You have to call [method make_polygons_from_outlines] for the polygons to update.
</description>
</method>
<method name="set_outline">
@@ -103,6 +134,7 @@
<argument index="1" name="outline" type="PoolVector2Array">
</argument>
<description>
+ Changes an outline created in the editor or by script. You have to call [method make_polygons_from_outlines] for the polygons to update.
</description>
</method>
<method name="set_vertices">
@@ -111,6 +143,7 @@
<argument index="0" name="vertices" type="PoolVector2Array">
</argument>
<description>
+ Sets the vertices that can be then indexed to create polygons with the [method add_polygon] method.
</description>
</method>
</methods>
diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml
index e878b3a746..990f928b25 100644
--- a/doc/classes/NetworkedMultiplayerPeer.xml
+++ b/doc/classes/NetworkedMultiplayerPeer.xml
@@ -7,7 +7,7 @@
Manages the connection to network peers. Assigns unique IDs to each client connected to the server.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
</tutorials>
<demos>
</demos>
@@ -92,13 +92,13 @@
</signals>
<constants>
<constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
- Packets are sent via unordered UDP packets.
+ Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [code]TRANSFER_MODE_UNRELIABLE_ORDERED[/code]. Use for non-critical data, and always consider whether the order matters.
</constant>
<constant name="TRANSFER_MODE_UNRELIABLE_ORDERED" value="1" enum="TransferMode">
- Packets are sent via ordered UDP packets.
+ Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [code]TRANSFER_MODE_RELIABLE[/code]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.
</constant>
<constant name="TRANSFER_MODE_RELIABLE" value="2" enum="TransferMode">
- Packets are sent via TCP packets.
+ Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly.
</constant>
<constant name="CONNECTION_DISCONNECTED" value="0" enum="ConnectionStatus">
The ongoing connection disconnected.
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 90e9436307..dcdb6d0500 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -12,12 +12,12 @@
[b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with [method set_owner]. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
- Finally, when a node is freed with [method free] or [method queue_free], it will also free all its children.
+ Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree].
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call Godot will use its [NodePath] (make sure node names are the same on all peers). Also take a look at the high-level networking tutorial and corresponding demos.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scenes_and_nodes.html</link>
+ <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link>
</tutorials>
<demos>
</demos>
@@ -176,6 +176,16 @@
</argument>
<description>
Finds a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case sensitive, but '*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names.
+ If [code]owned[/code] is [code]true[/code], this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through script, because those scenes don't have an owner.
+ </description>
+ </method>
+ <method name="find_parent" qualifiers="const">
+ <return type="Node">
+ </return>
+ <argument index="0" name="mask" type="String">
+ </argument>
+ <description>
+ Finds the first parent of the current node whose name matches [code]mask[/code] as in [method String.match] (i.e. case sensitive, but '*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names.
</description>
</method>
<method name="get_child" qualifiers="const">
@@ -266,15 +276,6 @@
Returns the parent node of the current node, or an empty [code]Node[/code] if the node lacks a parent.
</description>
</method>
- <method name="find_parent" qualifiers="const">
- <return type="Node">
- </return>
- <argument index="0" name="mask" type="String">
- </argument>
- <description>
- Finds the first parent of the current node whose name matches [code]mask[/code] as in [method String.match] (i.e. case sensitive, but '*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names.
- </description>
- </method>
<method name="get_path" qualifiers="const">
<return type="NodePath">
</return>
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index 13eabeca17..e955f6bb7d 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -7,7 +7,7 @@
A 2D game object, with a position, rotation and scale. All 2D physics nodes and sprites inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control on the node's render order.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index c41084f853..e218949757 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -101,7 +101,7 @@
</argument>
<description>
Execute the file at the given path with the arguments passed as an array of strings. Platform path resolution will take place. The resolved file must exist and be executable.
- The arguments are used in the given order and separated by a space, so [code]OS.execute('ping', ['-c', '3', 'godotengine.org'])[/code] will resolve to [code]ping -c 3 godotengine.org[/code] in the system's shell.
+ The arguments are used in the given order and separated by a space, so [code]OS.execute('ping', ['-w', '3', 'godotengine.org'], false)[/code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's shell.
This method has slightly different behaviour based on whether the [code]blocking[/code] mode is enabled.
When [code]blocking[/code] is enabled, the Godot thread will pause its execution while waiting for the process to terminate. The shell output of the process will be written to the [code]output[/code] array as a single string. When the process terminates, the Godot thread will resume execution.
When [code]blocking[/code] is disabled, the Godot thread will continue while the new process runs. It is not possible to retrieve the shell output in non-blocking mode, so [code]output[/code] will be empty.
@@ -556,6 +556,13 @@
Note that this method can also be used to kill processes that were not spawned by the game.
</description>
</method>
+ <method name="move_window_to_foreground">
+ <return type="void">
+ </return>
+ <description>
+ Moves the window to the front.
+ </description>
+ </method>
<method name="native_video_is_playing">
<return type="bool">
</return>
@@ -583,6 +590,7 @@
</argument>
<description>
Plays native video from the specified path, at the given volume and with audio and subtitle tracks.
+ Note: This method is only implemented on Android and iOS, and the current Android implementation does not support the [code]volume[/code], [code]audio_track[/code] and [code]subtitle_track[/code] options.
</description>
</method>
<method name="native_video_stop">
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index fcd105d66b..86de830d56 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -348,6 +348,16 @@
If set to true, signal emission is blocked.
</description>
</method>
+ <method name="set_deferred">
+ <return type="void">
+ </return>
+ <argument index="0" name="property" type="String">
+ </argument>
+ <argument index="1" name="value" type="Variant">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="set_indexed">
<return type="void">
</return>
diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml
index 5ed058bb06..8d67cb626b 100644
--- a/doc/classes/OmniLight.xml
+++ b/doc/classes/OmniLight.xml
@@ -7,7 +7,7 @@
An Omnidirectional light is a type of [Light] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/OrientedPathFollow.xml b/doc/classes/OrientedPathFollow.xml
index 85d60936ad..bc6af4711b 100644
--- a/doc/classes/OrientedPathFollow.xml
+++ b/doc/classes/OrientedPathFollow.xml
@@ -4,7 +4,7 @@
Oriented point sampler for a [Path].
</brief_description>
<description>
- This node behaves like [PathFollow], except it uses its parent [Path] up vector information to enforce orientation.
+ This node behaves like [PathFollow], except it uses its parent [Path] up vector information to enforce orientation.
Make sure to check if the curve of this node's parent [Path] has up vectors enabled. See [PathFollow] and [Curve3D] for further information.
</description>
<tutorials>
diff --git a/doc/classes/PHashTranslation.xml b/doc/classes/PHashTranslation.xml
index 18c72a0576..e5745375b0 100644
--- a/doc/classes/PHashTranslation.xml
+++ b/doc/classes/PHashTranslation.xml
@@ -17,6 +17,7 @@
<argument index="0" name="from" type="Translation">
</argument>
<description>
+ Generates and sets an optimized translation from the given [Translation] resource.
</description>
</method>
</methods>
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index 8d810bc9c4..7dea004b90 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -6,12 +6,25 @@
<description>
A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
Can be used to save a node to a file. When saving, the node as well as all the node it owns get saved (see [code]owner[/code] property on [Node]). Note that the node doesn't need to own itself.
- Example of saving a node:
+ Example of saving a node with different owners: The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
[codeblock]
+ # create the objects
+ var node = Node2D.new()
+ var rigid = RigidBody2D.new()
+ var collision = CollisionShape2D.new()
+
+ # create the object hierarchy
+ rigid.add_child(collision)
+ node.add_child(rigid)
+
+ # change owner of rigid, but not of collision
+ rigid.set_owner(node)
+
var scene = PackedScene.new()
- var result = scene.pack(child)
+ # only node and rigid are now packed
+ var result = scene.pack(node)
if result == OK:
- ResourceSaver.save("res://path/name.scn", scene) // or user://...
+ ResourceSaver.save("res://path/name.scn", scene) # or user://...
[/codeblock]
</description>
<tutorials>
@@ -39,7 +52,7 @@
<argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0">
</argument>
<description>
- Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers the [enum Object.NOTIFICATION_INSTANCED] notification on the root node.
+ Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers [Node]'s [code]NOTIFICATION_INSTANCED[/code] notification on the root node.
</description>
</method>
<method name="pack">
diff --git a/doc/classes/ParallaxLayer.xml b/doc/classes/ParallaxLayer.xml
index 662a15e043..e6ea166282 100644
--- a/doc/classes/ParallaxLayer.xml
+++ b/doc/classes/ParallaxLayer.xml
@@ -6,6 +6,7 @@
<description>
A ParallaxLayer must be the child of a [ParallaxBackground] node. Each ParallaxLayer can be set to move at different speeds relative to the camera movement or the [member ParallaxBackground.scroll_offset] value.
This node's children will be affected by its scroll offset.
+ Note that any changes to this node's position and scale made after it enters the scene will be ignored.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Particles2D.xml b/doc/classes/Particles2D.xml
index f872552a49..6416e409a3 100644
--- a/doc/classes/Particles2D.xml
+++ b/doc/classes/Particles2D.xml
@@ -42,9 +42,6 @@
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta">
</member>
- <member name="h_frames" type="int" setter="set_h_frames" getter="get_h_frames">
- Number of horizontal frames in [code]texture[/code].
- </member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime">
Amount of time each particle will exist. Default value: [code]1[/code].
</member>
@@ -71,9 +68,6 @@
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
Particle texture. If [code]null[/code] particles will be squares.
</member>
- <member name="v_frames" type="int" setter="set_v_frames" getter="get_v_frames">
- Number of vertical frames in [code]texture[/code].
- </member>
<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect">
Editor visibility helper.
</member>
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index 354b98485e..2904d4c578 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -32,9 +32,6 @@
<member name="angular_velocity_random" type="float" setter="set_param_randomness" getter="get_param_randomness">
Angular velocity randomness ratio. Default value: [code]0[/code].
</member>
- <member name="anim_loop" type="bool" setter="set_flag" getter="get_flag">
- If [code]true[/code] animation will loop. Default value: [code]false[/code].
- </member>
<member name="anim_offset" type="float" setter="set_param" getter="get_param">
Particle animation offset.
</member>
@@ -216,7 +213,7 @@
<constant name="FLAG_ROTATE_Y" value="1" enum="Flags">
Use with [method set_flag] to set [member flag_rotate_y]
</constant>
- <constant name="FLAG_MAX" value="4" enum="Flags">
+ <constant name="FLAG_MAX" value="3" enum="Flags">
</constant>
<constant name="EMISSION_SHAPE_POINT" value="0" enum="EmissionShape">
All particles will be emitted from a single point.
diff --git a/doc/classes/PathFollow2D.xml b/doc/classes/PathFollow2D.xml
index f9940dab2f..515c921d0d 100644
--- a/doc/classes/PathFollow2D.xml
+++ b/doc/classes/PathFollow2D.xml
@@ -23,6 +23,7 @@
The node's offset along the curve.
</member>
<member name="lookahead" type="float" setter="set_lookahead" getter="get_lookahead">
+ How far to look ahead of the curve to calculate the tangent if the node is rotating. E.g. shorter lookaheads will lead to faster rotations. Default value: [code]4[/code].
</member>
<member name="loop" type="bool" setter="set_loop" getter="has_loop">
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.
diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml
index aa54d9a11a..81db70f435 100644
--- a/doc/classes/Physics2DDirectSpaceState.xml
+++ b/doc/classes/Physics2DDirectSpaceState.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<demos>
</demos>
@@ -75,6 +75,26 @@
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
</description>
</method>
+ <method name="intersect_point_on_canvas">
+ <return type="Array">
+ </return>
+ <argument index="0" name="point" type="Vector2">
+ </argument>
+ <argument index="1" name="canvas_instance_id" type="int">
+ </argument>
+ <argument index="2" name="max_results" type="int" default="32">
+ </argument>
+ <argument index="3" name="exclude" type="Array" default="[ ]">
+ </argument>
+ <argument index="4" name="collision_layer" type="int" default="2147483647">
+ </argument>
+ <argument index="5" name="collide_with_bodies" type="bool" default="true">
+ </argument>
+ <argument index="6" name="collide_with_areas" type="bool" default="false">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="intersect_ray">
<return type="Dictionary">
</return>
diff --git a/doc/classes/Physics2DServer.xml b/doc/classes/Physics2DServer.xml
index a473de4ce8..84e15d3b26 100644
--- a/doc/classes/Physics2DServer.xml
+++ b/doc/classes/Physics2DServer.xml
@@ -24,6 +24,16 @@
Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
</description>
</method>
+ <method name="area_attach_canvas_instance_id">
+ <return type="void">
+ </return>
+ <argument index="0" name="area" type="RID">
+ </argument>
+ <argument index="1" name="id" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="area_attach_object_instance_id">
<return type="void">
</return>
@@ -51,6 +61,14 @@
Creates an [Area2D].
</description>
</method>
+ <method name="area_get_canvas_instance_id" qualifiers="const">
+ <return type="int">
+ </return>
+ <argument index="0" name="area" type="RID">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="area_get_object_instance_id" qualifiers="const">
<return type="int">
</return>
@@ -377,6 +395,16 @@
<description>
</description>
</method>
+ <method name="body_attach_canvas_instance_id">
+ <return type="void">
+ </return>
+ <argument index="0" name="body" type="RID">
+ </argument>
+ <argument index="1" name="id" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="body_attach_object_instance_id">
<return type="void">
</return>
@@ -404,6 +432,14 @@
Creates a physics body. The first parameter can be any value from constants BODY_MODE*, for the type of body created. Additionally, the body can be created in sleeping state to save processing time.
</description>
</method>
+ <method name="body_get_canvas_instance_id" qualifiers="const">
+ <return type="int">
+ </return>
+ <argument index="0" name="body" type="RID">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="body_get_collision_layer" qualifiers="const">
<return type="int">
</return>
diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml
index af00027ed3..2658732f84 100644
--- a/doc/classes/PhysicsBody.xml
+++ b/doc/classes/PhysicsBody.xml
@@ -7,7 +7,7 @@
PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<demos>
</demos>
@@ -21,6 +21,13 @@
Adds a body to the list of bodies that this body can't collide with.
</description>
</method>
+ <method name="get_collision_exceptions">
+ <return type="Array">
+ </return>
+ <description>
+ Returns an array of nodes that were added as collision exceptions for this body.
+ </description>
+ </method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index 4278979049..f848b6df70 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -7,7 +7,7 @@
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<demos>
</demos>
@@ -21,6 +21,13 @@
Adds a body to the list of bodies that this body can't collide with.
</description>
</method>
+ <method name="get_collision_exceptions">
+ <return type="Array">
+ </return>
+ <description>
+ Returns an array of nodes that were added as collision exceptions for this body.
+ </description>
+ </method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml
index 1fd00fa21c..350a9ed3ce 100644
--- a/doc/classes/PhysicsDirectSpaceState.xml
+++ b/doc/classes/PhysicsDirectSpaceState.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/PhysicsServer.xml b/doc/classes/PhysicsServer.xml
index 88a104cb11..7dfc8e66d4 100644
--- a/doc/classes/PhysicsServer.xml
+++ b/doc/classes/PhysicsServer.xml
@@ -1260,7 +1260,7 @@
The higher, the stronger.
</constant>
<constant name="PIN_JOINT_IMPULSE_CLAMP" value="2" enum="PinJointParam">
- If above 0, this value is the maximum value for an impulse that this Joint puts on it's ends.
+ If above 0, this value is the maximum value for an impulse that this Joint puts on its ends.
</constant>
<constant name="HINGE_JOINT_BIAS" value="0" enum="HingeJointParam">
The speed with which the two bodies get pulled together when they move in different directions.
@@ -1401,31 +1401,31 @@
<constant name="G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT" value="6" enum="G6DOFJointAxisParam">
The maximum force that the linear motor can apply while trying to reach the target velocity.
</constant>
- <constant name="G6DOF_JOINT_ANGULAR_LOWER_LIMIT" value="7" enum="G6DOFJointAxisParam">
+ <constant name="G6DOF_JOINT_ANGULAR_LOWER_LIMIT" value="10" enum="G6DOFJointAxisParam">
The minimum rotation in negative direction to break loose and rotate around the axes.
</constant>
- <constant name="G6DOF_JOINT_ANGULAR_UPPER_LIMIT" value="8" enum="G6DOFJointAxisParam">
+ <constant name="G6DOF_JOINT_ANGULAR_UPPER_LIMIT" value="11" enum="G6DOFJointAxisParam">
The minimum rotation in positive direction to break loose and rotate around the axes.
</constant>
- <constant name="G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS" value="9" enum="G6DOFJointAxisParam">
+ <constant name="G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS" value="12" enum="G6DOFJointAxisParam">
A factor that gets multiplied onto all rotations across the axes.
</constant>
- <constant name="G6DOF_JOINT_ANGULAR_DAMPING" value="10" enum="G6DOFJointAxisParam">
+ <constant name="G6DOF_JOINT_ANGULAR_DAMPING" value="13" enum="G6DOFJointAxisParam">
The amount of rotational damping across the axes. The lower, the more dampening occurs.
</constant>
- <constant name="G6DOF_JOINT_ANGULAR_RESTITUTION" value="11" enum="G6DOFJointAxisParam">
+ <constant name="G6DOF_JOINT_ANGULAR_RESTITUTION" value="14" enum="G6DOFJointAxisParam">
The amount of rotational restitution across the axes. The lower, the more restitution occurs.
</constant>
- <constant name="G6DOF_JOINT_ANGULAR_FORCE_LIMIT" value="12" enum="G6DOFJointAxisParam">
+ <constant name="G6DOF_JOINT_ANGULAR_FORCE_LIMIT" value="15" enum="G6DOFJointAxisParam">
The maximum amount of force that can occur, when rotating around the axes.
</constant>
- <constant name="G6DOF_JOINT_ANGULAR_ERP" value="13" enum="G6DOFJointAxisParam">
+ <constant name="G6DOF_JOINT_ANGULAR_ERP" value="16" enum="G6DOFJointAxisParam">
When correcting the crossing of limits in rotation across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
</constant>
- <constant name="G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY" value="14" enum="G6DOFJointAxisParam">
+ <constant name="G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY" value="17" enum="G6DOFJointAxisParam">
Target speed for the motor at the axes.
</constant>
- <constant name="G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT" value="15" enum="G6DOFJointAxisParam">
+ <constant name="G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT" value="18" enum="G6DOFJointAxisParam">
Maximum acceleration for the motor at the axes.
</constant>
<constant name="G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT" value="0" enum="G6DOFJointAxisFlag">
@@ -1434,10 +1434,10 @@
<constant name="G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT" value="1" enum="G6DOFJointAxisFlag">
If [code]set[/code] there is rotational motion possible.
</constant>
- <constant name="G6DOF_JOINT_FLAG_ENABLE_MOTOR" value="2" enum="G6DOFJointAxisFlag">
+ <constant name="G6DOF_JOINT_FLAG_ENABLE_MOTOR" value="4" enum="G6DOFJointAxisFlag">
If [code]set[/code] there is a rotational motor across these axes.
</constant>
- <constant name="G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR" value="3" enum="G6DOFJointAxisFlag">
+ <constant name="G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR" value="5" enum="G6DOFJointAxisFlag">
If [code]set[/code] there is a linear motor on this axis that targets a specific velocity.
</constant>
<constant name="SHAPE_PLANE" value="0" enum="ShapeType">
@@ -1518,9 +1518,7 @@
<constant name="BODY_MODE_RIGID" value="2" enum="BodyMode">
Constant for rigid bodies.
</constant>
- <constant name="BODY_MODE_SOFT" value="3" enum="BodyMode">
- </constant>
- <constant name="BODY_MODE_CHARACTER" value="4" enum="BodyMode">
+ <constant name="BODY_MODE_CHARACTER" value="3" enum="BodyMode">
Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics.
</constant>
<constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter">
diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml
index 3d5eada066..a57659abda 100644
--- a/doc/classes/Plane.xml
+++ b/doc/classes/Plane.xml
@@ -7,7 +7,7 @@
Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/PoolByteArray.xml b/doc/classes/PoolByteArray.xml
index 765e68a623..ae722b1053 100644
--- a/doc/classes/PoolByteArray.xml
+++ b/doc/classes/PoolByteArray.xml
@@ -129,7 +129,7 @@
<argument index="1" name="to" type="int">
</argument>
<description>
- Returns the slice of the [code]PoolByteArray[/code] between indices (inclusive) as a new [code]PoolByteArray[/code]. Any negative index is considered to be from the end of the array.
+ Returns the slice of the [code]PoolByteArray[/code] between indices (inclusive) as a new [code]PoolByteArray[/code]. Any negative index is considered to be from the end of the array.
</description>
</method>
</methods>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index c05d6bc849..7a9918237f 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -83,6 +83,8 @@
<argument index="0" name="pack" type="String">
</argument>
<description>
+ Loads the contents of the .pck or .zip file specified by [code]pack[/code] into the resource filesystem (res://). Returns true on success.
+ Note: If a file from [code]pack[/code] shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from [code]pack[/code].
</description>
</method>
<method name="localize_path" qualifiers="const">
@@ -100,6 +102,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns true if the specified property exists and its initial value differs from the current value.
</description>
</method>
<method name="property_get_revert">
@@ -108,12 +111,14 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns the initial value of the specified property. Returns null if the property does not exist.
</description>
</method>
<method name="save">
<return type="int" enum="Error">
</return>
<description>
+ Saves the configuration to the project.godot file.
</description>
</method>
<method name="save_custom">
@@ -122,6 +127,7 @@
<argument index="0" name="file" type="String">
</argument>
<description>
+ Saves the configuration to a custom file.
</description>
</method>
<method name="set_initial_value">
@@ -176,7 +182,7 @@
Name of the project. It is used from both project manager and by the exporters. Overriding this as name.locale allows setting it in multiple languages.
</member>
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="">
- Allow the project to save to it's own custom user dir (in AppData on windows or ~/.config on unixes). This setting only works for desktop exporters. A name must be set in the "custom_user_dir_name" setting for this to take effect.
+ Allow the project to save to its own custom user dir (in AppData on windows or ~/.config on unixes). This setting only works for desktop exporters. A name must be set in the "custom_user_dir_name" setting for this to take effect.
</member>
<member name="application/run/disable_stderr" type="bool" setter="" getter="">
Disable printing to stderr on exported build.
@@ -226,6 +232,8 @@
</member>
<member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="">
</member>
+ <member name="debug/gdscript/completion/autocomplete_setters_and_getters" type="bool" setter="" getter="">
+ </member>
<member name="debug/gdscript/warnings/constant_used_as_function" type="bool" setter="" getter="">
</member>
<member name="debug/gdscript/warnings/deprecated_keyword" type="bool" setter="" getter="">
@@ -368,7 +376,7 @@
<member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="">
Timer setting for incremental search in Tree, IntemList, etc. controls.
</member>
- <member name="gui/timers/text_edit_idle_detect_sec" type="int" setter="" getter="">
+ <member name="gui/timers/text_edit_idle_detect_sec" type="float" setter="" getter="">
Timer for detecting idle in the editor.
</member>
<member name="input/ui_accept" type="Dictionary" setter="" getter="">
@@ -580,14 +588,6 @@
<member name="memory/limits/multithreaded_server/rid_pool_prealloc" type="int" setter="" getter="">
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="">
- </member>
- <member name="mono/debugger_agent/wait_for_debugger" type="bool" setter="" getter="">
- </member>
- <member name="mono/debugger_agent/wait_timeout" type="int" setter="" getter="">
- </member>
- <member name="mono/export/include_scripts_content" type="bool" setter="" getter="">
- </member>
<member name="network/limits/debugger_stdout/max_chars_per_second" type="int" setter="" getter="">
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.
</member>
@@ -600,8 +600,21 @@
<member name="network/limits/packet_peer_stream/max_buffer_po2" type="int" setter="" getter="">
Default size of packet peer stream for deserializing godot data. Over this size, data is dropped.
</member>
- <member name="network/remote_fs/max_pages" type="int" setter="" getter="">
- Maximum amount of pages used for remote filesystem (used by debugging).
+ <member name="network/limits/websocket_client/max_in_buffer_kb" type="int" setter="" getter="">
+ </member>
+ <member name="network/limits/websocket_client/max_in_packets" type="int" setter="" getter="">
+ </member>
+ <member name="network/limits/websocket_client/max_out_buffer_kb" type="int" setter="" getter="">
+ </member>
+ <member name="network/limits/websocket_client/max_out_packets" type="int" setter="" getter="">
+ </member>
+ <member name="network/limits/websocket_server/max_in_buffer_kb" type="int" setter="" getter="">
+ </member>
+ <member name="network/limits/websocket_server/max_in_packets" type="int" setter="" getter="">
+ </member>
+ <member name="network/limits/websocket_server/max_out_buffer_kb" type="int" setter="" getter="">
+ </member>
+ <member name="network/limits/websocket_server/max_out_packets" type="int" setter="" getter="">
</member>
<member name="network/remote_fs/page_read_ahead" type="int" setter="" getter="">
Amount of read ahead used by remote filesystem. Improves latency.
@@ -648,7 +661,7 @@
<member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="">
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not mesh themselves.
</member>
- <member name="rendering/limits/time/time_rollover_secs" type="int" setter="" getter="">
+ <member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="">
Shaders have a time variable that constantly increases. At some point it needs to be rolled back to zero to avoid numerical errors on shader animations. This setting specifies when.
</member>
<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="">
@@ -687,12 +700,20 @@
<member name="rendering/quality/reflections/high_quality_ggx.mobile" type="bool" setter="" getter="">
</member>
<member name="rendering/quality/reflections/texture_array_reflections" type="bool" setter="" getter="">
- For reflection probes and panorama backgrounds (sky), use a texure array instead of mipmaps. This reduces jitter noise on reflections, but costs more performance and memory.
+ For reflection probes and panorama backgrounds (sky), use a texture array instead of mipmaps. This reduces jitter noise on reflections, but costs more performance and memory.
</member>
<member name="rendering/quality/reflections/texture_array_reflections.mobile" type="bool" setter="" getter="">
</member>
+ <member name="rendering/quality/shading/force_blinn_over_ggx" type="bool" setter="" getter="">
+ </member>
+ <member name="rendering/quality/shading/force_blinn_over_ggx.mobile" type="bool" setter="" getter="">
+ </member>
+ <member name="rendering/quality/shading/force_lambert_over_burley" type="bool" setter="" getter="">
+ </member>
+ <member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="">
+ </member>
<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="">
- Force vertex shading for all rendering. This can increase performance a lot, but also reduces quality inmensely. Can work to optimize on very low end mobile.
+ Force vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can work to optimize on very low end mobile.
</member>
<member name="rendering/quality/shading/force_vertex_shading.mobile" type="bool" setter="" getter="">
</member>
diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml
index 67631bbc92..468839dfba 100644
--- a/doc/classes/Quat.xml
+++ b/doc/classes/Quat.xml
@@ -9,8 +9,8 @@
Quaternions need to be (re)normalized.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
- <link>http://docs.godotengine.org/en/latest/tutorials/math/rotations.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/math/rotations.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/RID.xml b/doc/classes/RID.xml
index 9eb1462542..a289b68c9a 100644
--- a/doc/classes/RID.xml
+++ b/doc/classes/RID.xml
@@ -4,7 +4,7 @@
Handle for a [Resource]'s unique ID.
</brief_description>
<description>
- The RID type is used to access the unique integer ID of a resource. They are opaque, so they do not grant access to the associated resource by themselves. They are used by and with the low-level Server classes such as [VisualServer].
+ The RID type is used to access the unique integer ID of a resource. They are opaque, so they do not grant access to the associated resource by themselves. They are used by and with the low-level Server classes such as [VisualServer].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml
new file mode 100644
index 0000000000..aee9654561
--- /dev/null
+++ b/doc/classes/RandomNumberGenerator.xml
@@ -0,0 +1,52 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="RandomNumberGenerator" inherits="Reference" category="Core" version="3.1">
+ <brief_description>
+ A class for generation pseudo-random numbers.
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <demos>
+ </demos>
+ <methods>
+ <method name="rand_range">
+ <return type="float">
+ </return>
+ <argument index="0" name="from" type="float">
+ </argument>
+ <argument index="1" name="to" type="float">
+ </argument>
+ <description>
+ Generates pseudo-random float between [code]from[/code] and [code]to[/code].
+ </description>
+ </method>
+ <method name="randf">
+ <return type="float">
+ </return>
+ <description>
+ Generates pseudo-random float between '0.0' and '1.0'.
+ </description>
+ </method>
+ <method name="randi">
+ <return type="int">
+ </return>
+ <description>
+ Generates pseudo-random 32-bit integer between '0' and '4294967295'.
+ </description>
+ </method>
+ <method name="randomize">
+ <return type="void">
+ </return>
+ <description>
+ Setups a time-based seed to generator.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="seed" type="int" setter="set_seed" getter="get_seed">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml
index e4d1ecb7f8..afb80f2f6e 100644
--- a/doc/classes/RayCast2D.xml
+++ b/doc/classes/RayCast2D.xml
@@ -44,7 +44,7 @@
<return type="void">
</return>
<description>
- Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. Note: [code]enabled == true[/code] is not required for this to work.
+ Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. Note: [code]enabled == true[/code] is not required for this to work.
</description>
</method>
<method name="get_collider" qualifiers="const">
diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml
index 1eea940da9..1392e53f8d 100644
--- a/doc/classes/Rect2.xml
+++ b/doc/classes/Rect2.xml
@@ -7,7 +7,7 @@
Rect2 consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index a9a897ebaf..7662f72eca 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -5,7 +5,7 @@
<description>
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/reflection_probes.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/ResourceSaver.xml b/doc/classes/ResourceSaver.xml
index bf3ea95bce..f388667891 100644
--- a/doc/classes/ResourceSaver.xml
+++ b/doc/classes/ResourceSaver.xml
@@ -47,5 +47,7 @@
</constant>
<constant name="FLAG_COMPRESS" value="32" enum="SaverFlags">
</constant>
+ <constant name="FLAG_REPLACE_SUBRESOURCE_PATHS" value="64" enum="SaverFlags">
+ </constant>
</constants>
</class>
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index 618f2f42b2..145ce7537b 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -8,7 +8,7 @@
Note that assignments to [member bbcode_text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member bbcode_text] will erase previous edits made from other manual sources such as [method append_bbcode] and the [code]push_*[/code] / [method pop] methods.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/gui/bbcode_in_richtextlabel.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
</tutorials>
<demos>
</demos>
@@ -111,7 +111,7 @@
<argument index="0" name="align" type="int" enum="RichTextLabel.Align">
</argument>
<description>
- Adds a [code][right][/code] tag to the tag stack.
+ Adds an alignment tag based on the given [code]align[/code] value. See [enum Align] for possible values.
</description>
</method>
<method name="push_cell">
@@ -166,6 +166,13 @@
Adds a meta tag to the tag stack. Similar to the bbcode [code][url=something]{text}[/url][/code], but supports non-[String] metadata types.
</description>
</method>
+ <method name="push_strikethrough">
+ <return type="void">
+ </return>
+ <description>
+ Adds a [code][s][/code] tag to the tag stack.
+ </description>
+ </method>
<method name="push_table">
<return type="void">
</return>
@@ -304,15 +311,17 @@
</constant>
<constant name="ITEM_UNDERLINE" value="6" enum="ItemType">
</constant>
- <constant name="ITEM_ALIGN" value="7" enum="ItemType">
+ <constant name="ITEM_STRIKETHROUGH" value="7" enum="ItemType">
+ </constant>
+ <constant name="ITEM_ALIGN" value="8" enum="ItemType">
</constant>
- <constant name="ITEM_INDENT" value="8" enum="ItemType">
+ <constant name="ITEM_INDENT" value="9" enum="ItemType">
</constant>
- <constant name="ITEM_LIST" value="9" enum="ItemType">
+ <constant name="ITEM_LIST" value="10" enum="ItemType">
</constant>
- <constant name="ITEM_TABLE" value="10" enum="ItemType">
+ <constant name="ITEM_TABLE" value="11" enum="ItemType">
</constant>
- <constant name="ITEM_META" value="11" enum="ItemType">
+ <constant name="ITEM_META" value="12" enum="ItemType">
</constant>
</constants>
<theme_items>
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index eea1e0321b..4ff332402b 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -10,7 +10,7 @@
If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<demos>
</demos>
@@ -60,8 +60,8 @@
<argument index="0" name="impulse" type="Vector3">
</argument>
<description>
- Applies a single directional impulse without affecting rotation.
- This is equivalent to ``apply_impulse(Vector3(0,0,0), impulse)``.
+ Applies a directional impulse without affecting rotation.
+ This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code].
</description>
</method>
<method name="apply_impulse">
@@ -72,7 +72,7 @@
<argument index="1" name="impulse" type="Vector3">
</argument>
<description>
- Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the object's origin.
+ Applies a positioned impulse which will be affected by the body mass and shape. This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the object's origin.
</description>
</method>
<method name="apply_torque_impulse">
@@ -81,7 +81,7 @@
<argument index="0" name="impulse" type="Vector3">
</argument>
<description>
- Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the passed in vector.
+ Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the passed in vector.
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
@@ -97,7 +97,7 @@
<argument index="0" name="axis_velocity" type="Vector3">
</argument>
<description>
- Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
+ Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
</description>
</method>
</methods>
@@ -109,16 +109,22 @@
RigidBody's rotational velocity.
</member>
<member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's rotation in the x-axis.
</member>
<member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's rotation in the y-axis.
</member>
<member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's rotation in the z-axis.
</member>
<member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's movement in the x-axis.
</member>
<member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's movement in the x-axis.
</member>
<member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's movement in the x-axis.
</member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
RigidBody's bounciness.
@@ -127,7 +133,7 @@
If [code]true[/code] the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used.
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled">
- If true, the RigidBody will emit signals when it collides with another RigidBody.
+ If [code]true[/code] the RigidBody will emit signals when it collides with another RigidBody.
</member>
<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported">
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.
@@ -140,19 +146,19 @@
If [code]true[/code] internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
</member>
<member name="friction" type="float" setter="set_friction" getter="get_friction">
- The body friction, from 0 (frictionless) to 1 (max friction).
+ The body's friction, from 0 (frictionless) to 1 (max friction).
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale">
This is multiplied by the global 3D gravity setting found in "Project &gt; Project Settings &gt; Physics &gt; 3d" to produce RigidBody's gravity. E.g. 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="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp">
- RigidBody's linear damp. Default value: -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
+ The body's linear damp. Default value: -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity">
- RigidBody's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
+ The body's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass">
- RigidBody's mass.
+ The body's mass.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody.Mode">
The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER.
@@ -160,10 +166,10 @@
<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
</member>
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping">
- If [code]true[/code] RigidBody is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
+ If [code]true[/code] the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
</member>
<member name="weight" type="float" setter="set_weight" getter="get_weight">
- RigidBody's weight based on its mass and the global 3D gravity. Global values are set in "Project &gt; Project Settings &gt; Physics &gt; 3d".
+ The body's weight based on its mass and the global 3D gravity. Global values are set in "Project &gt; Project Settings &gt; Physics &gt; 3d".
</member>
</members>
<signals>
@@ -217,16 +223,16 @@
</signals>
<constants>
<constant name="MODE_RIGID" value="0" enum="Mode">
- Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
+ Rigid body mode. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
</constant>
<constant name="MODE_STATIC" value="1" enum="Mode">
Static mode. The body behaves like a [StaticBody], and can only move by user code.
</constant>
<constant name="MODE_CHARACTER" value="2" enum="Mode">
- Character body. This behaves like a rigid body, but can not rotate.
+ Character body mode. This behaves like a rigid body, but can not rotate.
</constant>
<constant name="MODE_KINEMATIC" value="3" enum="Mode">
- Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
+ Kinematic body mode. The body behaves like a [KinematicBody], and can only move by user code.
</constant>
</constants>
</class>
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 1f6b3934c2..079440ab8b 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -29,6 +29,7 @@
<argument index="0" name="force" type="Vector2">
</argument>
<description>
+ Adds a constant directional force without affecting rotation.
</description>
</method>
<method name="add_force">
@@ -48,6 +49,7 @@
<argument index="0" name="torque" type="float">
</argument>
<description>
+ Adds a constant rotational force.
</description>
</method>
<method name="apply_central_impulse">
@@ -56,6 +58,7 @@
<argument index="0" name="impulse" type="Vector2">
</argument>
<description>
+ Applies a directional impulse without affecting rotation.
</description>
</method>
<method name="apply_impulse">
@@ -75,6 +78,7 @@
<argument index="0" name="torque" type="float">
</argument>
<description>
+ Applies a rotational impulse to the body.
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 1985845552..dd94ee66d2 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -7,8 +7,8 @@
As one of the most important classes, the [code]SceneTree[/code] manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded. You can also use the SceneTree to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. a "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scene_tree.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/viewports/multiple_resolutions.html</link>
+ <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link>
</tutorials>
<demos>
</demos>
@@ -278,6 +278,10 @@
</member>
<member name="paused" type="bool" setter="set_pause" getter="is_paused">
If [code]true[/code] the SceneTree is paused.
+ Doing so will have the following behavior:
+ * 2D and 3D physics will be stopped.
+ * _process and _physics_process will not be called anymore in nodes.
+ * _input and _input_event will not be called anymore either.
</member>
<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
If [code]true[/code] the SceneTree's [member network_peer] refuses new incoming connections.
diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml
index 128d7475cc..ec1d544c03 100644
--- a/doc/classes/Script.xml
+++ b/doc/classes/Script.xml
@@ -8,7 +8,7 @@
The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scripting.html</link>
+ <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/ScriptCreateDialog.xml b/doc/classes/ScriptCreateDialog.xml
index 3de068dbcb..67ce9a8e87 100644
--- a/doc/classes/ScriptCreateDialog.xml
+++ b/doc/classes/ScriptCreateDialog.xml
@@ -24,6 +24,8 @@
</argument>
<argument index="1" name="path" type="String">
</argument>
+ <argument index="2" name="built_in_enabled" type="bool" default="true">
+ </argument>
<description>
Prefills required fields to configure the ScriptCreateDialog for use.
</description>
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index 02f58a88cb..d310561233 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -4,7 +4,7 @@
A helper node for displaying scrollable elements (e.g. lists).
</brief_description>
<description>
- A ScrollContainer node with a [Control] child and scrollbar child ([HScrollbar], [VScrollBar], or both) will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the minimum_size of the Control relative to the ScrollContainer. Works great with a [Panel] control. You can set EXPAND on children size flags, so they will upscale to ScrollContainer size if ScrollContainer size is bigger (scroll is invisible for chosen dimension).
+ A ScrollContainer node with a [Control] child and scrollbar child ([HScrollbar], [VScrollBar], or both) will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the minimum_size of the Control relative to the ScrollContainer. Works great with a [Panel] control. You can set EXPAND on children size flags, so they will upscale to ScrollContainer size if ScrollContainer size is bigger (scroll is invisible for chosen dimension).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml
index 7f9a124683..dd6a023af4 100644
--- a/doc/classes/Shader.xml
+++ b/doc/classes/Shader.xml
@@ -7,7 +7,7 @@
This class allows you to define a custom shader program that can be used for various materials to render objects.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/shading/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml
index bc1a429418..6e51d3156f 100644
--- a/doc/classes/Shape.xml
+++ b/doc/classes/Shape.xml
@@ -7,7 +7,7 @@
Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody] or [Area] objects.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml
index 2772538cec..96b8a77d9e 100644
--- a/doc/classes/Shape2D.xml
+++ b/doc/classes/Shape2D.xml
@@ -7,7 +7,7 @@
Base class for all 2D Shapes. All 2D shape types inherit from this.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/SkeletonIK.xml b/doc/classes/SkeletonIK.xml
index 50246f1b18..e720ff8f52 100644
--- a/doc/classes/SkeletonIK.xml
+++ b/doc/classes/SkeletonIK.xml
@@ -45,6 +45,8 @@
</member>
<member name="min_distance" type="float" setter="set_min_distance" getter="get_min_distance">
</member>
+ <member name="override_tip_basis" type="bool" setter="set_override_tip_basis" getter="is_override_tip_basis">
+ </member>
<member name="root_bone" type="String" setter="set_root_bone" getter="get_root_bone">
</member>
<member name="target" type="Transform" setter="set_target_transform" getter="get_target_transform">
diff --git a/doc/classes/SoftBody.xml b/doc/classes/SoftBody.xml
index 196d29fc60..6c3929d65b 100644
--- a/doc/classes/SoftBody.xml
+++ b/doc/classes/SoftBody.xml
@@ -20,6 +20,13 @@
Adds a body to the list of bodies that this body can't collide with.
</description>
</method>
+ <method name="get_collision_exceptions">
+ <return type="Array">
+ </return>
+ <description>
+ Returns an array of nodes that were added as collision exceptions for this body.
+ </description>
+ </method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml
index 7fd7b5deed..6f9d779737 100644
--- a/doc/classes/Spatial.xml
+++ b/doc/classes/Spatial.xml
@@ -8,7 +8,7 @@
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the Spatial object is set as top level. Affine operations in this coordinate system correspond to direct affine operations on the Spatial's transform. The word local below refers to this coordinate system. The coordinate system that is attached to the Spatial object itself is referred to as object-local coordinate system.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/introduction_to_3d.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml
index 354c6686bb..3503505999 100644
--- a/doc/classes/SpatialMaterial.xml
+++ b/doc/classes/SpatialMaterial.xml
@@ -1,11 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpatialMaterial" inherits="Material" category="Core" version="3.1">
<brief_description>
+ Default 3D rendering material.
</brief_description>
<description>
+ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/spatial_material.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link>
</tutorials>
<demos>
</demos>
@@ -13,16 +15,20 @@
</methods>
<members>
<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo">
+ The material's base color.
</member>
<member name="albedo_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy">
+ The strength of the anisotropy effect.
</member>
<member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Default value: [code]false[/code].
</member>
<member name="anisotropy_flowmap" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] ambient occlusion is enabled.
</member>
<member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect">
</member>
@@ -35,6 +41,7 @@
<member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat">
</member>
<member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] clearcoat rendering is enabled. Adds a secondary transparent pass to the material. Default value: [code]false[/code].
</member>
<member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss">
</member>
@@ -43,6 +50,11 @@
<member name="depth_deep_parallax" type="bool" setter="set_depth_deep_parallax" getter="is_depth_deep_parallax_enabled">
</member>
<member name="depth_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] Depth mapping is enabled. See also [member normal_enabled].
+ </member>
+ <member name="depth_flip_binormal" type="bool" setter="set_depth_deep_parallax_flip_binormal" getter="get_depth_deep_parallax_flip_binormal">
+ </member>
+ <member name="depth_flip_tangent" type="bool" setter="set_depth_deep_parallax_flip_tangent" getter="get_depth_deep_parallax_flip_tangent">
</member>
<member name="depth_max_layers" type="int" setter="set_depth_deep_parallax_max_layers" getter="get_depth_deep_parallax_max_layers">
</member>
@@ -71,10 +83,13 @@
<member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="SpatialMaterial.DistanceFadeMode">
</member>
<member name="emission" type="Color" setter="set_emission" getter="get_emission">
+ The emitted light's color. See [member emission_enabled].
</member>
<member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] the body emits light.
</member>
<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy">
+ The emitted light's strength. See [member emission_enabled].
</member>
<member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag">
</member>
@@ -85,36 +100,49 @@
<member name="flags_albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="flags_disable_ambient_light" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the object receives no ambient light. Default value: [code]false[/code].
</member>
<member name="flags_do_not_receive_shadows" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the object receives no shadow that would otherwise be cast onto it. Default value: [code]false[/code].
</member>
<member name="flags_ensure_correct_normals" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="flags_fixed_size" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the object is rendered at the same size regardless of distance. Default value: [code]false[/code].
</member>
<member name="flags_no_depth_test" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] depth testing is disabled and the object will be drawn in render order.
</member>
<member name="flags_transparent" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] transparency is enabled on the body. Default value: [code]false[/code]. See also [member params_blend_mode].
</member>
<member name="flags_unshaded" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the object is unaffected by lighting. Default value: [code]false[/code].
</member>
<member name="flags_use_point_size" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] render point size can be changed. Note: this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member params_point_size].
</member>
<member name="flags_vertex_lighting" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices. Default value: [code]false[/code].
</member>
<member name="flags_world_triplanar" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar]. Default value: [code]false[/code].
</member>
<member name="metallic" type="float" setter="set_metallic" getter="get_metallic">
+ The reflectivity of the object's surface. The higher the value the more light is reflected.
</member>
<member name="metallic_specular" type="float" setter="set_specular" getter="get_specular">
+ General reflectivity amount. Note: unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness].
</member>
<member name="metallic_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="metallic_texture_channel" type="int" setter="set_metallic_texture_channel" getter="get_metallic_texture_channel" enum="SpatialMaterial.TextureChannel">
</member>
<member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] normal mapping is enabled.
</member>
<member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale">
+ The strength of the normal map's effect.
</member>
<member name="normal_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
@@ -123,40 +151,55 @@
<member name="params_billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="params_billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="SpatialMaterial.BillboardMode">
+ Controls how the object faces the camera. See [enum BillboardMode].
</member>
<member name="params_blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="SpatialMaterial.BlendMode">
+ The material's blend mode. Note that values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode].
</member>
<member name="params_cull_mode" type="int" setter="set_cull_mode" getter="get_cull_mode" enum="SpatialMaterial.CullMode">
+ Which side of the object is not drawn when backfaces are rendered. See [enum CullMode].
</member>
<member name="params_depth_draw_mode" type="int" setter="set_depth_draw_mode" getter="get_depth_draw_mode" enum="SpatialMaterial.DepthDrawMode">
+ Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member flags_transparent].
</member>
<member name="params_diffuse_mode" type="int" setter="set_diffuse_mode" getter="get_diffuse_mode" enum="SpatialMaterial.DiffuseMode">
+ The algorithm used for diffuse light scattering. See [enum DiffuseMode].
</member>
<member name="params_grow" type="bool" setter="set_grow_enabled" getter="is_grow_enabled">
+ If [code]true[/code] enables the vertex grow setting. See [member params_grow_amount].
</member>
<member name="params_grow_amount" type="float" setter="set_grow" getter="get_grow">
+ Grows object vertices in the direction of their normals.
</member>
<member name="params_line_width" type="float" setter="set_line_width" getter="get_line_width">
</member>
<member name="params_point_size" type="float" setter="set_point_size" getter="get_point_size">
+ The point size in pixels. See [member flags_use_point_size].
</member>
<member name="params_specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="SpatialMaterial.SpecularMode">
+ The method for rendering the specular blob. See [enum SpecularMode].
</member>
<member name="params_use_alpha_scissor" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
+ The number of horizontal frames in the particle spritesheet. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode].
</member>
- <member name="particles_anim_loop" type="int" setter="set_particles_anim_loop" getter="get_particles_anim_loop">
+ <member name="particles_anim_loop" type="bool" setter="set_particles_anim_loop" getter="get_particles_anim_loop">
+ If [code]true[/code] particle animations are looped. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode].
</member>
<member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames">
+ The number of vertical frames in the particle spritesheet. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode].
</member>
<member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance">
</member>
<member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled">
+ If [code]true[/code] the proximity and distance fade effect is enabled. Default value: [code]false[/code].
</member>
<member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] the refraction effect is enabled. Distorts transparency based on light from behind the object. Default value: [code]false[/code].
</member>
<member name="refraction_scale" type="float" setter="set_refraction" getter="get_refraction">
+ The strength of the refraction effect.
</member>
<member name="refraction_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
@@ -165,26 +208,33 @@
<member name="rim" type="float" setter="set_rim" getter="get_rim">
</member>
<member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] rim effect is enabled. Default value: [code]false[/code].
</member>
<member name="rim_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint">
+ The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best.
</member>
<member name="roughness" type="float" setter="set_roughness" getter="get_roughness">
+ Surface reflection. A value of [code]0[/code] represents a perfect mirror while a value of [code]1[/code] completely blurs the reflection. See also [member metallic].
</member>
<member name="roughness_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="SpatialMaterial.TextureChannel">
</member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
</member>
<member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength">
+ The strength of the subsurface scattering effect.
</member>
<member name="subsurf_scatter_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="transmission" type="Color" setter="set_transmission" getter="get_transmission">
+ The color used by the transmission effect. Represents the light passing through an object.
</member>
<member name="transmission_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] the transmission effect is enabled. Default value: [code]false[/code].
</member>
<member name="transmission_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
@@ -205,8 +255,10 @@
<member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness">
</member>
<member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the model's vertex colors are processed as sRGB mode. Default value: [code]false[/code].
</member>
<member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the vertex color is used as albedo color. Default value: [code]false[/code].
</member>
</members>
<constants>
@@ -275,6 +327,7 @@
<constant name="FEATURE_MAX" value="12" enum="Feature">
</constant>
<constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">
+ Default blend mode.
</constant>
<constant name="BLEND_MODE_ADD" value="1" enum="BlendMode">
</constant>
@@ -283,18 +336,25 @@
<constant name="BLEND_MODE_MUL" value="3" enum="BlendMode">
</constant>
<constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode">
+ Default depth draw mode. Depth is drawn only for opaque objects.
</constant>
<constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode">
+ Depth draw is calculated for both opaque and transparent objects.
</constant>
<constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode">
+ No depth draw.
</constant>
<constant name="DEPTH_DRAW_ALPHA_OPAQUE_PREPASS" value="3" enum="DepthDrawMode">
+ For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn.
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
+ Default cull mode. The back of the object is culled when not visible.
</constant>
<constant name="CULL_FRONT" value="1" enum="CullMode">
+ The front of the object is culled when not visible.
</constant>
<constant name="CULL_DISABLED" value="2" enum="CullMode">
+ No culling is performed.
</constant>
<constant name="FLAG_UNSHADED" value="0" enum="Flags">
</constant>
@@ -335,32 +395,46 @@
<constant name="FLAG_MAX" value="18" enum="Flags">
</constant>
<constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode">
+ Default diffuse scattering algorithm.
</constant>
<constant name="DIFFUSE_LAMBERT" value="1" enum="DiffuseMode">
+ Diffuse scattering ignores roughness.
</constant>
<constant name="DIFFUSE_LAMBERT_WRAP" value="2" enum="DiffuseMode">
+ Extends Lambert to cover more than 90 degrees when roughness increases.
</constant>
<constant name="DIFFUSE_OREN_NAYAR" value="3" enum="DiffuseMode">
+ Attempts to use roughness to emulate microsurfacing.
</constant>
<constant name="DIFFUSE_TOON" value="4" enum="DiffuseMode">
+ Uses a hard cut for lighting, with smoothing affected by roughness.
</constant>
<constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode">
+ Default specular blob.
</constant>
<constant name="SPECULAR_BLINN" value="1" enum="SpecularMode">
+ Older specular algorithm, included for compatibility.
</constant>
<constant name="SPECULAR_PHONG" value="2" enum="SpecularMode">
+ Older specular algorithm, included for compatibility.
</constant>
<constant name="SPECULAR_TOON" value="3" enum="SpecularMode">
+ Toon blob which changes size based on roughness.
</constant>
<constant name="SPECULAR_DISABLED" value="4" enum="SpecularMode">
+ No specular blob.
</constant>
<constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode">
+ Default value.
</constant>
<constant name="BILLBOARD_ENABLED" value="1" enum="BillboardMode">
+ The object's z-axis will always face the camera.
</constant>
<constant name="BILLBOARD_FIXED_Y" value="2" enum="BillboardMode">
+ The object's x-axis will always face the camera.
</constant>
<constant name="BILLBOARD_PARTICLES" value="3" enum="BillboardMode">
+ Used for particle systems. Enables particle animation options.
</constant>
<constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel">
</constant>
diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml
index 0fcd5bbaf5..5087cf355a 100644
--- a/doc/classes/SpinBox.xml
+++ b/doc/classes/SpinBox.xml
@@ -19,6 +19,8 @@
</method>
</methods>
<members>
+ <member name="align" type="int" setter="set_align" getter="get_align" enum="LineEdit.Align">
+ </member>
<member name="editable" type="bool" setter="set_editable" getter="is_editable">
</member>
<member name="prefix" type="String" setter="set_prefix" getter="get_prefix">
diff --git a/doc/classes/SplitContainer.xml b/doc/classes/SplitContainer.xml
index d56da68448..6370c40aba 100644
--- a/doc/classes/SplitContainer.xml
+++ b/doc/classes/SplitContainer.xml
@@ -11,6 +11,12 @@
<demos>
</demos>
<methods>
+ <method name="clamp_split_offset">
+ <return type="void">
+ </return>
+ <description>
+ </description>
+ </method>
</methods>
<members>
<member name="collapsed" type="bool" setter="set_collapsed" getter="is_collapsed">
diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml
index 1f81e9e5c2..11f914aac2 100644
--- a/doc/classes/SpotLight.xml
+++ b/doc/classes/SpotLight.xml
@@ -7,7 +7,7 @@
A SpotLight light is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. TODO: Image of a spotlight.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml
index cf8769d22b..40a4e04a80 100644
--- a/doc/classes/StreamPeerSSL.xml
+++ b/doc/classes/StreamPeerSSL.xml
@@ -7,7 +7,7 @@
SSL Stream peer. This object can be used to connect to SSL servers.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<demos>
</demos>
@@ -63,6 +63,8 @@
<constant name="STATUS_DISCONNECTED" value="0" enum="Status">
A status representing a [code]StreamPeerSSL[/code] that is disconnected.
</constant>
+ <constant name="STATUS_HANDSHAKING" value="1" enum="Status">
+ </constant>
<constant name="STATUS_CONNECTED" value="2" enum="Status">
A status representing a [code]StreamPeerSSL[/code] that is connected to a host.
</constant>
diff --git a/doc/classes/StreamPeerTCP.xml b/doc/classes/StreamPeerTCP.xml
index 664ffc60c3..9a0fceddab 100644
--- a/doc/classes/StreamPeerTCP.xml
+++ b/doc/classes/StreamPeerTCP.xml
@@ -4,7 +4,7 @@
TCP Stream peer.
</brief_description>
<description>
- TCP Stream peer. This object can be used to connect to TCP servers, or also is returned by a tcp server.
+ TCP Stream peer. This object can be used to connect to TCP servers, or also is returned by a TCP server.
</description>
<tutorials>
</tutorials>
@@ -54,6 +54,7 @@
<return type="bool">
</return>
<description>
+ Returns [code]true[/code] if this peer is currently connected to a host, [code]false[code] otherwise.
</description>
</method>
<method name="set_no_delay">
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index d404c32b38..536165487d 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -671,6 +671,7 @@
<return type="PoolByteArray">
</return>
<description>
+ Returns the SHA-256 hash of the string as an array of bytes.
</description>
</method>
<method name="sha256_text">
diff --git a/doc/classes/StyleBoxFlat.xml b/doc/classes/StyleBoxFlat.xml
index 641d6214a4..bf544d2b78 100644
--- a/doc/classes/StyleBoxFlat.xml
+++ b/doc/classes/StyleBoxFlat.xml
@@ -5,22 +5,21 @@
</brief_description>
<description>
This stylebox can be used to achieve all kinds of looks without the need of a texture. Those properties are customizable:
- - Color
- - Border width (individual width for each border)
- - Rounded corners (individual radius for each corner)
- - Shadow
- About corner radius:
- Setting corner radius to high values is allowed. As soon as corners would overlap the stylebox will switch to a relative system. Example:
- [codeblock]
- height = 30
- corner_radius_top_left = 50
- corner_radius_bottom_left = 100
- [/codeblock]
- The relative system now would take the 1:2 ratio of the two left corners to calculate the actual corner width. Both corners added will [b]never[/b] be more than the height. Result:
- [codeblock]
- corner_radius_top_left: 10
- corner_radius_bottom_left: 20
- [/codeblock]
+ - Color
+ - Border width (individual width for each border)
+ - Rounded corners (individual radius for each corner)
+ - Shadow
+ Setting corner radius to high values is allowed. As soon as corners would overlap the stylebox will switch to a relative system. Example:
+ [codeblock]
+ height = 30
+ corner_radius_top_left = 50
+ corner_radius_bottom_left = 100
+ [/codeblock]
+ The relative system now would take the 1:2 ratio of the two left corners to calculate the actual corner width. Both corners added will [b]never[/b] be more than the height. Result:
+ [codeblock]
+ corner_radius_top_left: 10
+ corner_radius_bottom_left: 20
+ [/codeblock]
</description>
<tutorials>
</tutorials>
@@ -117,7 +116,7 @@
<member name="corner_detail" type="int" setter="set_corner_detail" getter="get_corner_detail">
This sets the amount of vertices used for each corner. Higher values result in rounder corners but take more processing power to compute. When choosing a value you should take the corner radius ([method set_corner_radius]) into account.
For corner radius smaller than 10: 4-5 should be enough
- For corner radius smaller than 30: 8-12 should be enough ...
+ For corner radius smaller than 30: 8-12 should be enough
</member>
<member name="corner_radius_bottom_left" type="int" setter="set_corner_radius" getter="get_corner_radius">
The corner radius of the bottom left corner. When set to 0 the corner is not rounded.
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index deda7bc292..2e5d5d81c9 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -14,6 +14,7 @@
[/codeblock]
The [code]SurfaceTool[/code] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calls to [method add_uv] or [method add_color] then the last values would be used.
It is very important that vertex attributes are passed [b]before[/b] the call to [method add_vertex], failure to do this will result in an error when committing the vertex information to a mesh.
+ Additionally, the attributes used before the first vertex is added determine the format of the mesh. For example if you only add UVs to the first vertex, you cannot add color to any of the subsequent vertices.
</description>
<tutorials>
</tutorials>
@@ -26,7 +27,7 @@
<argument index="0" name="bones" type="PoolIntArray">
</argument>
<description>
- Add an array of bones for the next Vertex to use.
+ Add an array of bones for the next Vertex to use. Array must contain 4 integers.
</description>
</method>
<method name="add_color">
@@ -99,6 +100,7 @@
</argument>
<description>
Insert a triangle fan made of array data into [Mesh] being constructed.
+ Requires primitive type be set to [code]PRIMITIVE_TRIANGLES[/code].
</description>
</method>
<method name="add_uv">
@@ -134,7 +136,7 @@
<argument index="0" name="weights" type="PoolRealArray">
</argument>
<description>
- Specify weight value for next Vertex to use.
+ Specify weight values for next Vertex to use. Array must contain 4 values.
</description>
</method>
<method name="append_from">
@@ -147,6 +149,7 @@
<argument index="2" name="transform" type="Transform">
</argument>
<description>
+ Append vertices from a given [Mesh] surface onto the current vertex array with specified [Transform].
</description>
</method>
<method name="begin">
@@ -184,6 +187,7 @@
<argument index="1" name="surface" type="int">
</argument>
<description>
+ Creates a vertex array from an existing [Mesh].
</description>
</method>
<method name="deindex">
@@ -201,12 +205,15 @@
<description>
Generates normals from Vertices so you do not have to do it manually.
Setting "flip" [code]true[/code] inverts resulting normals.
+ Requires primitive type to be set to [code]PRIMITIVE_TRIANGLES[/code].
</description>
</method>
<method name="generate_tangents">
<return type="void">
</return>
<description>
+ Generates a tangent vector for each vertex.
+ Requires that each vertex have UVs and normals set already.
</description>
</method>
<method name="index">
diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index 5acfd6194e..f17c10b31e 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -82,6 +82,7 @@
<return type="int">
</return>
<description>
+ Returns the [code]TabContainer[/code] rearrange group id.
</description>
</method>
<method name="set_popup">
@@ -132,6 +133,7 @@
<argument index="0" name="group_id" type="int">
</argument>
<description>
+ Defines rearrange group id, choose for each [code]TabContainer[/code] the same value to enable tab drag between [code]TabContainer[/code]. Enable drag with [code]set_drag_to_rearrange_enabled(true)[/code].
</description>
</method>
</methods>
@@ -140,6 +142,7 @@
The current tab index. When set, this index's [Control] node's [code]visible[/code] property is set to [code]true[/code] and all others are set to [code]false[/code].
</member>
<member name="drag_to_rearrange_enabled" type="bool" setter="set_drag_to_rearrange_enabled" getter="get_drag_to_rearrange_enabled">
+ If [code]true[/code], tabs can be rearranged with mouse drag.
</member>
<member name="tab_align" type="int" setter="set_tab_align" getter="get_tab_align" enum="TabContainer.TabAlign">
The alignment of all tabs in the tab container. See the [code]ALIGN_*[/code] constants for details.
@@ -171,10 +174,13 @@
</signals>
<constants>
<constant name="ALIGN_LEFT" value="0" enum="TabAlign">
+ Align the tabs to the left.
</constant>
<constant name="ALIGN_CENTER" value="1" enum="TabAlign">
+ Align the tabs to the center.
</constant>
<constant name="ALIGN_RIGHT" value="2" enum="TabAlign">
+ Align the tabs to the right.
</constant>
</constants>
<theme_items>
diff --git a/doc/classes/Tabs.xml b/doc/classes/Tabs.xml
index fc1d0476ed..350b49513d 100644
--- a/doc/classes/Tabs.xml
+++ b/doc/classes/Tabs.xml
@@ -19,6 +19,7 @@
<argument index="1" name="icon" type="Texture" default="null">
</argument>
<description>
+ Adds a new tab.
</description>
</method>
<method name="ensure_tab_visible">
@@ -27,6 +28,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Moves the Scroll view to make the tab visible.
</description>
</method>
<method name="get_offset_buttons_visible" qualifiers="const">
@@ -39,12 +41,14 @@
<return type="bool">
</return>
<description>
+ Returns [code]true[/code] if select with right mouse button is enabled.
</description>
</method>
<method name="get_tab_count" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the number of tabs.
</description>
</method>
<method name="get_tab_disabled" qualifiers="const">
@@ -53,6 +57,7 @@
<argument index="0" name="tab_idx" type="int">
</argument>
<description>
+ Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is disabled.
</description>
</method>
<method name="get_tab_icon" qualifiers="const">
@@ -61,6 +66,7 @@
<argument index="0" name="tab_idx" type="int">
</argument>
<description>
+ Returns the [Texture] for the tab at index [code]tab_idx[/code] or null if the tab has no [Texture].
</description>
</method>
<method name="get_tab_offset" qualifiers="const">
@@ -84,12 +90,14 @@
<argument index="0" name="tab_idx" type="int">
</argument>
<description>
+ Returns the title of the tab at index [code]tab_idx[/code]. Tab titles default to the name of the indexed child node, but this can be overridden with [method set_tab_title].
</description>
</method>
<method name="get_tabs_rearrange_group" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the [code]Tabs[/code] rearrange group id.
</description>
</method>
<method name="move_tab">
@@ -109,6 +117,7 @@
<argument index="0" name="tab_idx" type="int">
</argument>
<description>
+ Removes tab at index [code]tab_idx[/code]
</description>
</method>
<method name="set_select_with_rmb">
@@ -117,6 +126,7 @@
<argument index="0" name="enabled" type="bool">
</argument>
<description>
+ If [code]true[/code] enables selecting a tab with right mouse button.
</description>
</method>
<method name="set_tab_disabled">
@@ -127,6 +137,7 @@
<argument index="1" name="disabled" type="bool">
</argument>
<description>
+ If [code]disabled[/code] is false, hides the tab at index [code]tab_idx[/code]. Note that its title text will remain, unless also removed with [method set_tab_title].
</description>
</method>
<method name="set_tab_icon">
@@ -137,6 +148,7 @@
<argument index="1" name="icon" type="Texture">
</argument>
<description>
+ Sets an icon for the tab at index [code]tab_idx[/code].
</description>
</method>
<method name="set_tab_title">
@@ -147,6 +159,7 @@
<argument index="1" name="title" type="String">
</argument>
<description>
+ Sets a title for the tab at index [code]tab_idx[/code].
</description>
</method>
<method name="set_tabs_rearrange_group">
@@ -155,17 +168,21 @@
<argument index="0" name="group_id" type="int">
</argument>
<description>
+ Defines rearrange group id, choose for each [code]Tabs[/code] the same value to enable tab drag between [code]Tabs[/code]. Enable drag with [code]set_drag_to_rearrange_enabled(true)[/code].
</description>
</method>
</methods>
<members>
<member name="current_tab" type="int" setter="set_current_tab" getter="get_current_tab">
+ Select tab at index [code]tab_idx[/code].
</member>
<member name="drag_to_rearrange_enabled" type="bool" setter="set_drag_to_rearrange_enabled" getter="get_drag_to_rearrange_enabled">
+ If [code]true[/code], tabs can be rearranged with mouse drag.
</member>
<member name="scrolling_enabled" type="bool" setter="set_scrolling_enabled" getter="get_scrolling_enabled">
</member>
<member name="tab_align" type="int" setter="set_tab_align" getter="get_tab_align" enum="Tabs.TabAlign">
+ The alignment of all tabs. See enum [code]TabAlign[/code] constants for details.
</member>
<member name="tab_close_display_policy" type="int" setter="set_tab_close_display_policy" getter="get_tab_close_display_policy" enum="Tabs.CloseButtonDisplayPolicy">
</member>
@@ -210,10 +227,13 @@
</signals>
<constants>
<constant name="ALIGN_LEFT" value="0" enum="TabAlign">
+ Align the tabs to the left.
</constant>
<constant name="ALIGN_CENTER" value="1" enum="TabAlign">
+ Align the tabs to the center.
</constant>
<constant name="ALIGN_RIGHT" value="2" enum="TabAlign">
+ Align the tabs to the right.
</constant>
<constant name="ALIGN_MAX" value="3" enum="TabAlign">
</constant>
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index a958c3fcfa..b2e3885ff2 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -467,7 +467,9 @@
<constant name="MENU_UNDO" value="5" enum="MenuItems">
Undoes the previous action.
</constant>
- <constant name="MENU_MAX" value="6" enum="MenuItems">
+ <constant name="MENU_REDO" value="6" enum="MenuItems">
+ </constant>
+ <constant name="MENU_MAX" value="7" enum="MenuItems">
</constant>
</constants>
<theme_items>
diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgress.xml
index f74420e8b1..3cbaf0429c 100644
--- a/doc/classes/TextureProgress.xml
+++ b/doc/classes/TextureProgress.xml
@@ -52,10 +52,13 @@
[Texture] that draws under the progress bar. The bar's background.
</member>
<member name="tint_over" type="Color" setter="set_tint_over" getter="get_tint_over">
+ Multiplies the color of the bar's [code]texture_over[/code] texture. The effect is similar to [member CanvasItem.modulate], except it only affects this specific texture instead of the entire node.
</member>
<member name="tint_progress" type="Color" setter="set_tint_progress" getter="get_tint_progress">
+ Multiplies the color of the bar's [code]texture_progress[/code] texture.
</member>
<member name="tint_under" type="Color" setter="set_tint_under" getter="get_tint_under">
+ Multiplies the color of the bar's [code]texture_under[/code] texture.
</member>
</members>
<constants>
@@ -72,16 +75,19 @@
The [member texture_progress] fills from bottom to top.
</constant>
<constant name="FILL_CLOCKWISE" value="4" enum="FillMode">
- Turns the node into a radial bar. The [member texture_progress] fills clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to refine its behavior.
+ Turns the node into a radial bar. The [member texture_progress] fills clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up.
</constant>
<constant name="FILL_COUNTER_CLOCKWISE" value="5" enum="FillMode">
- Turns the node into a radial bar. The [member texture_progress] fills counter-clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to refine its behavior.
+ Turns the node into a radial bar. The [member texture_progress] fills counter-clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up.
</constant>
<constant name="FILL_BILINEAR_LEFT_AND_RIGHT" value="6" enum="FillMode">
+ The [member texture_progress] fills from the center, expanding both towards the left and the right.
</constant>
<constant name="FILL_BILINEAR_TOP_AND_BOTTOM" value="7" enum="FillMode">
+ The [member texture_progress] fills from the center, expanding both towards the top and the bottom.
</constant>
<constant name="FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE" value="8" enum="FillMode">
+ Turns the node into a radial bar. The [member texture_progress] fills radially from the center, expanding both clockwise and counter-clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up.
</constant>
</constants>
</class>
diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml
index fe43b54d5e..8c6acd2c51 100644
--- a/doc/classes/Theme.xml
+++ b/doc/classes/Theme.xml
@@ -12,6 +12,12 @@
<demos>
</demos>
<methods>
+ <method name="clear">
+ <return type="void">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="clear_color">
<return type="void">
</return>
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 49549a9892..7034d75473 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -7,7 +7,7 @@
Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/2d/using_tilemaps.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link>
</tutorials>
<demos>
</demos>
@@ -248,7 +248,7 @@
Amount to offset alternating tiles. Uses HALF_OFFSET_* constants. Default value: HALF_OFFSET_DISABLED.
</member>
<member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size">
- The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size. Default value: 16.
+ The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size. Default value: 16.
</member>
<member name="cell_size" type="Vector2" setter="set_cell_size" getter="get_cell_size">
The TileMap's cell size.
@@ -278,7 +278,7 @@
The TileMap orientation mode. Uses MODE_* constants. Default value: MODE_SQUARE.
</member>
<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask">
- The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s).
+ The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s).
</member>
<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset">
The assigned [TileSet].
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index b98161e483..ffd15e8d8b 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -85,7 +85,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
- Creates a new tile which will be referenced by the given ID.
+ Creates a new tile with the given ID.
</description>
</method>
<method name="find_tile_by_name" qualifiers="const">
@@ -117,7 +117,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
- Removes the tile referenced by the given ID.
+ Removes the given tile ID.
</description>
</method>
<method name="tile_add_shape">
@@ -134,6 +134,7 @@
<argument index="4" name="autotile_coord" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
+ Adds a shape to the tile.
</description>
</method>
<method name="tile_get_light_occluder" qualifiers="const">
@@ -142,7 +143,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
- Returns the light occluder of the tile.
+ Returns the tile's light occluder.
</description>
</method>
<method name="tile_get_material" qualifiers="const">
@@ -151,7 +152,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
- Returns the material of the tile.
+ Returns the tile's material.
</description>
</method>
<method name="tile_get_modulate" qualifiers="const">
@@ -160,6 +161,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
+ Returns the tile's modulation color.
</description>
</method>
<method name="tile_get_name" qualifiers="const">
@@ -168,7 +170,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
- Returns the name of the tile.
+ Returns the tile's name.
</description>
</method>
<method name="tile_get_navigation_polygon" qualifiers="const">
@@ -195,6 +197,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
+ Returns the tile's normal map texture.
</description>
</method>
<method name="tile_get_occluder_offset" qualifiers="const">
@@ -223,6 +226,7 @@
<argument index="1" name="shape_id" type="int">
</argument>
<description>
+ Returns a tile's given shape.
</description>
</method>
<method name="tile_get_shape_count" qualifiers="const">
@@ -231,6 +235,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
+ Returns the number of shapes assigned to a tile.
</description>
</method>
<method name="tile_get_shape_offset" qualifiers="const">
@@ -241,6 +246,7 @@
<argument index="1" name="shape_id" type="int">
</argument>
<description>
+ Returns the offset of a tile's shape.
</description>
</method>
<method name="tile_get_shape_one_way" qualifiers="const">
@@ -251,6 +257,7 @@
<argument index="1" name="shape_id" type="int">
</argument>
<description>
+ Returns the one-way collision value of a tile's shape.
</description>
</method>
<method name="tile_get_shape_transform" qualifiers="const">
@@ -261,6 +268,7 @@
<argument index="1" name="shape_id" type="int">
</argument>
<description>
+ Returns the [Transform2D] of a tile's shape.
</description>
</method>
<method name="tile_get_shapes" qualifiers="const">
@@ -269,7 +277,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
- Returns the array of shapes of the tile.
+ Returns an array of the tile's shapes.
</description>
</method>
<method name="tile_get_texture" qualifiers="const">
@@ -278,7 +286,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
- Returns the texture of the tile.
+ Returns the tile's texture.
</description>
</method>
<method name="tile_get_texture_offset" qualifiers="const">
@@ -296,6 +304,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
+ Returns the tile's [enum TileMode].
</description>
</method>
<method name="tile_get_z_index" qualifiers="const">
@@ -304,6 +313,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
+ Returns the tile's z-index (drawing layer).
</description>
</method>
<method name="tile_set_light_occluder">
@@ -391,7 +401,7 @@
<argument index="1" name="occluder_offset" type="Vector2">
</argument>
<description>
- Set an offset for the tile's light occluder.
+ Sets an offset for the tile's light occluder.
</description>
</method>
<method name="tile_set_region">
@@ -402,7 +412,7 @@
<argument index="1" name="region" type="Rect2">
</argument>
<description>
- Set the tile's sub-region in the texture. This is common in texture atlases.
+ Sets the tile's sub-region in the texture. This is common in texture atlases.
</description>
</method>
<method name="tile_set_shape">
@@ -415,6 +425,7 @@
<argument index="2" name="shape" type="Shape2D">
</argument>
<description>
+ Sets a shape for the tile, enabling collision.
</description>
</method>
<method name="tile_set_shape_offset">
@@ -427,6 +438,7 @@
<argument index="2" name="shape_offset" type="Vector2">
</argument>
<description>
+ Sets the offset of a tile's shape.
</description>
</method>
<method name="tile_set_shape_one_way">
@@ -439,6 +451,7 @@
<argument index="2" name="one_way" type="bool">
</argument>
<description>
+ Enables one-way collision on a tile's shape.
</description>
</method>
<method name="tile_set_shape_transform">
@@ -451,6 +464,7 @@
<argument index="2" name="shape_transform" type="Transform2D">
</argument>
<description>
+ Sets a [Transform2D] on a tile's shape.
</description>
</method>
<method name="tile_set_shapes">
diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml
index 09edfe4235..b3168ef129 100644
--- a/doc/classes/Transform.xml
+++ b/doc/classes/Transform.xml
@@ -7,8 +7,8 @@
Represents one or many transformations in 3D space such as translation, rotation, or scaling. It consists of a [Basis] "basis" and an [Vector3] "origin". It is similar to a 3x4 matrix.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link>
- <link>http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml
index c4e9dbfb70..b57f8f3556 100644
--- a/doc/classes/Translation.xml
+++ b/doc/classes/Translation.xml
@@ -7,6 +7,8 @@
Translations are resources that can be loaded/unloaded on demand. They map a string to another string.
</description>
<tutorials>
+ <link>https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html</link>
+ <link>https://docs.godotengine.org/en/stable/tutorials/i18n/locales.html</link>
</tutorials>
<demos>
</demos>
@@ -19,7 +21,7 @@
<argument index="1" name="xlated_message" type="String">
</argument>
<description>
- Add a message for translation.
+ Adds a message if nonexistent, followed by its translation.
</description>
</method>
<method name="erase_message">
@@ -28,7 +30,7 @@
<argument index="0" name="src_message" type="String">
</argument>
<description>
- Erase a message.
+ Erases a message.
</description>
</method>
<method name="get_message" qualifiers="const">
@@ -37,25 +39,27 @@
<argument index="0" name="src_message" type="String">
</argument>
<description>
- Return a message for translation.
+ Returns a message's translation.
</description>
</method>
<method name="get_message_count" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the number of existing messages.
</description>
</method>
<method name="get_message_list" qualifiers="const">
<return type="PoolStringArray">
</return>
<description>
- Return all the messages (keys).
+ Returns all the messages (keys).
</description>
</method>
</methods>
<members>
<member name="locale" type="String" setter="set_locale" getter="get_locale">
+ The locale of the translation.
</member>
</members>
<constants>
diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml
index 52d2b2cc47..c2c400ccd5 100644
--- a/doc/classes/TranslationServer.xml
+++ b/doc/classes/TranslationServer.xml
@@ -1,11 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TranslationServer" inherits="Object" category="Core" version="3.1">
<brief_description>
- Server that manages all translations. Translations can be set to it and removed from it.
+ Server that manages all translations.
</brief_description>
<description>
+ Server that manages all translations. Translations can be set to it and removed from it.
</description>
<tutorials>
+ <link>https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html</link>
+ <link>https://docs.godotengine.org/en/stable/tutorials/i18n/locales.html</link>
</tutorials>
<demos>
</demos>
@@ -16,18 +19,21 @@
<argument index="0" name="translation" type="Translation">
</argument>
<description>
+ Adds a [Translation] resource.
</description>
</method>
<method name="clear">
<return type="void">
</return>
<description>
+ Clears the server from all translations.
</description>
</method>
<method name="get_locale" qualifiers="const">
<return type="String">
</return>
<description>
+ Returns the current locale of the game.
</description>
</method>
<method name="get_locale_name" qualifiers="const">
@@ -36,6 +42,7 @@
<argument index="0" name="locale" type="String">
</argument>
<description>
+ Returns a locale's language and its variant (e.g. "en_US" would return "English (United States)").
</description>
</method>
<method name="remove_translation">
@@ -44,6 +51,7 @@
<argument index="0" name="translation" type="Translation">
</argument>
<description>
+ Removes the given translation from the server.
</description>
</method>
<method name="set_locale">
@@ -52,6 +60,7 @@
<argument index="0" name="locale" type="String">
</argument>
<description>
+ Sets the locale of the game.
</description>
</method>
<method name="translate" qualifiers="const">
@@ -60,6 +69,7 @@
<argument index="0" name="message" type="String">
</argument>
<description>
+ Returns the current locale's translation for the given message (key).
</description>
</method>
</methods>
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index ae8bdace73..1ad8166b91 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -94,7 +94,7 @@
<argument index="0" name="position" type="Vector2">
</argument>
<description>
- If [member drop_mode_flags] includes [code]DROP_MODE_INBETWEEN[/code], returns -1 if [code]position[/code] is the upper part of a tree item at that position, 1 for the lower part, and additionally 0 for the middle part if [member drop_mode_flags] includes [code]DROP_MODE_ON_ITEM[/code].
+ If [member drop_mode_flags] includes [code]DROP_MODE_INBETWEEN[/code], returns -1 if [code]position[/code] is the upper part of a tree item at that position, 1 for the lower part, and additionally 0 for the middle part if [member drop_mode_flags] includes [code]DROP_MODE_ON_ITEM[/code].
Otherwise, returns 0. If there are no tree item at [code]position[/code], returns -100.
</description>
</method>
@@ -230,7 +230,7 @@
The amount of columns.
</member>
<member name="drop_mode_flags" type="int" setter="set_drop_mode_flags" getter="get_drop_mode_flags">
- The drop mode as an OR combination of flags. See [code]DROP_MODE_*[/code] constants. Once dropping is done, reverts to [code]DROP_MODE_DISABLED[/code]. Setting this during [method can_drop_data] is recommended.
+ The drop mode as an OR combination of flags. See [code]DROP_MODE_*[/code] constants. Once dropping is done, reverts to [code]DROP_MODE_DISABLED[/code]. Setting this during [method Control.can_drop_data] is recommended.
</member>
<member name="hide_folding" type="bool" setter="set_hide_folding" getter="is_folding_hidden">
If [code]true[/code] the folding arrow is hidden.
@@ -315,12 +315,12 @@
<argument index="0" name="position" type="Vector2">
</argument>
<description>
- Emitted when an item is selected with right mouse button.
+ Emitted when an item is selected with the right mouse button.
</description>
</signal>
<signal name="item_selected">
<description>
- Emitted when an item is selected with right mouse button.
+ Emitted when an item is selected.
</description>
</signal>
<signal name="multi_selected">
@@ -384,6 +384,8 @@
</theme_item>
<theme_item name="custom_button_pressed" type="StyleBox">
</theme_item>
+ <theme_item name="draw_guides" type="int">
+ </theme_item>
<theme_item name="draw_relationship_lines" type="int">
</theme_item>
<theme_item name="drop_position_color" type="Color">
diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml
index 57e0f2825a..b4227b34be 100644
--- a/doc/classes/TreeItem.xml
+++ b/doc/classes/TreeItem.xml
@@ -25,7 +25,7 @@
<argument index="4" name="tooltip" type="String" default="&quot;&quot;">
</argument>
<description>
- Adds a button with [Texture] [code]button[/code] at column [code]column[/code]. The [code]button_idx[/code] index is used to identify the button when calling other methods. If not specified, the next available index is used, which may be retrieved by calling [code]get_buton_count()[/code] immediately after this method. Optionally, the button can be [code]disabled[/code] and have a [code]tooltip[/code].
+ Adds a button with [Texture] [code]button[/code] at column [code]column[/code]. The [code]button_idx[/code] index is used to identify the button when calling other methods. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately after this method. Optionally, the button can be [code]disabled[/code] and have a [code]tooltip[/code].
</description>
</method>
<method name="clear_custom_bg_color">
@@ -400,6 +400,7 @@
</argument>
<description>
Sets the given column's custom draw callback to [code]callback[/code] method on [code]object[/code].
+ The [code]callback[/code] should accept two arguments: the [TreeItem] that is drawn and its position and size as a [Rect2].
</description>
</method>
<method name="set_editable">
@@ -558,13 +559,10 @@
<constant name="CELL_MODE_RANGE" value="2" enum="TreeCellMode">
Cell contains a range.
</constant>
- <constant name="CELL_MODE_RANGE_EXPRESSION" value="3" enum="TreeCellMode">
- Cell contains a range expression.
- </constant>
- <constant name="CELL_MODE_ICON" value="4" enum="TreeCellMode">
+ <constant name="CELL_MODE_ICON" value="3" enum="TreeCellMode">
Cell contains an icon.
</constant>
- <constant name="CELL_MODE_CUSTOM" value="5" enum="TreeCellMode">
+ <constant name="CELL_MODE_CUSTOM" value="4" enum="TreeCellMode">
</constant>
<constant name="ALIGN_LEFT" value="0" enum="TextAlign">
Align text to the left. See [code]set_text_align()[/code].
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index 123226183a..e792835605 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -9,12 +9,12 @@
[codeblock]
var tween = get_node("Tween")
tween.interpolate_property($Node2D, "position",
- Vector2(0, 0), Vector2(100, 100), 1,
- Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
+ Vector2(0, 0), Vector2(100, 100), 1,
+ Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
[/codeblock]
Many methods require a property name, such as "position" above. You can find the correct property name by hovering over the property in the Inspector.
- Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [code]http://easings.net/[/code] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [enum EASE_IN_OUT], and use the one that looks best.
+ Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [code]http://easings.net/[/code] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [code]EASE_IN_OUT[/code], and use the one that looks best.
</description>
<tutorials>
</tutorials>
@@ -44,7 +44,7 @@
</argument>
<description>
Follows [code]method[/code] of [code]object[/code] and applies the returned value on [code]target_method[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/code] later. Methods are called with consecutive values.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
</description>
</method>
<method name="follow_property">
@@ -70,7 +70,7 @@
</argument>
<description>
Follows [code]property[/code] of [code]object[/code] and applies it on [code]target_property[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
</description>
</method>
<method name="get_runtime" qualifiers="const">
@@ -147,7 +147,7 @@
</argument>
<description>
Animates [code]method[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. Methods are called with consecutive values.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
</description>
</method>
<method name="interpolate_property">
@@ -171,7 +171,7 @@
</argument>
<description>
Animates [code]property[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. Setting the initial value to [code]null[/code] uses the current value of the property.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
</description>
</method>
<method name="is_active" qualifiers="const">
@@ -301,7 +301,7 @@
</argument>
<description>
Animates [code]method[/code] of [code]object[/code] from the value returned by [code]initial_method[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. Methods are animated by calling them with consecutive values.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
</description>
</method>
<method name="targeting_property">
@@ -327,7 +327,7 @@
</argument>
<description>
Animates [code]property[/code] of [code]object[/code] from the current value of the [code]initial_val[/code] property of [code]initial[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later.
- Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
+ Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information
</description>
</method>
<method name="tell" qualifiers="const">
diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml
index 0ea5c6e005..93806ac326 100644
--- a/doc/classes/UndoRedo.xml
+++ b/doc/classes/UndoRedo.xml
@@ -102,8 +102,11 @@
<method name="clear_history">
<return type="void">
</return>
+ <argument index="0" name="increase_version" type="bool" default="true">
+ </argument>
<description>
Clear the undo/redo history and associated references.
+ Passing [code]false[/code] to [code]increase_version[/code] will prevent the version number to be increased from this.
</description>
</method>
<method name="commit_action">
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index a721ef50c5..006a843c32 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -7,7 +7,7 @@
2-element structure that can be used to represent positions in 2d space or any other pair of numeric values.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<demos>
</demos>
@@ -227,7 +227,7 @@
<argument index="1" name="t" type="float">
</argument>
<description>
- Returns the result of SLERP between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.
+ Returns the result of SLERP between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.
Both vectors need to be normalized.
</description>
</method>
@@ -259,15 +259,18 @@
</methods>
<members>
<member name="x" type="float" setter="" getter="">
- The vector's x component.
+ The vector's x component. Also accessible by using the index position [code][0][/code].
</member>
<member name="y" type="float" setter="" getter="">
- The vector's y component.
+ The vector's y component. Also accessible by using the index position [code][1][/code].
</member>
</members>
<constants>
<constant name="ZERO" value="Vector2( 0, 0 )">
- Null vector.
+ Zero vector.
+ </constant>
+ <constant name="ONE" value="Vector2( 1, 1 )">
+ One vector.
</constant>
<constant name="INF" value="Vector2( inf, inf )">
Infinite vector.
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 4211c34d8e..48856875e7 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -7,7 +7,7 @@
Vector3 is one of the core classes of the engine, and includes several built-in helper functions to perform basic vector math operations.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<demos>
</demos>
@@ -260,13 +260,13 @@
</methods>
<members>
<member name="x" type="float" setter="" getter="">
- The vector's x component.
+ The vector's x component. Also accessible by using the index position [code][0][/code].
</member>
<member name="y" type="float" setter="" getter="">
- The vector's y component.
+ The vector's y component. Also accessible by using the index position [code][1][/code].
</member>
<member name="z" type="float" setter="" getter="">
- The vector's z component.
+ The vector's z component. Also accessible by using the index position [code][2][/code].
</member>
</members>
<constants>
@@ -280,7 +280,10 @@
Enumerated value for the Z axis.
</constant>
<constant name="ZERO" value="Vector3( 0, 0, 0 )">
- Null vector.
+ Zero vector.
+ </constant>
+ <constant name="ONE" value="Vector3( 1, 1, 1 )">
+ One vector.
</constant>
<constant name="INF" value="Vector3( inf, inf, inf )">
Infinite vector.
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 9cd501630e..4706651c6e 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -12,8 +12,8 @@
Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html</link>
- <link>http://docs.godotengine.org/en/3.0/tutorials/viewports/index.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link>
</tutorials>
<demos>
</demos>
@@ -125,6 +125,12 @@
<description>
</description>
</method>
+ <method name="is_input_handled" qualifiers="const">
+ <return type="bool">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="is_size_override_enabled" qualifiers="const">
<return type="bool">
</return>
@@ -147,6 +153,12 @@
<description>
</description>
</method>
+ <method name="set_input_as_handled">
+ <return type="void">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="set_size_override">
<return type="void">
</return>
@@ -222,6 +234,8 @@
<member name="gui_snap_controls_to_pixels" type="bool" setter="set_snap_controls_to_pixels" getter="is_snap_controls_to_pixels_enabled">
If [code]true[/code] the GUI controls on the viewport will lay pixel perfectly. Default value: [code]true[/code].
</member>
+ <member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally">
+ </member>
<member name="hdr" type="bool" setter="set_hdr" getter="get_hdr">
If [code]true[/code] the viewport rendering will receive benefits from High Dynamic Range algorithm. Default value: [code]true[/code].
</member>
diff --git a/doc/classes/VisibilityEnabler.xml b/doc/classes/VisibilityEnabler.xml
index 83ba9495e5..5f0a4ef0f4 100644
--- a/doc/classes/VisibilityEnabler.xml
+++ b/doc/classes/VisibilityEnabler.xml
@@ -14,8 +14,10 @@
</methods>
<members>
<member name="freeze_bodies" type="bool" setter="set_enabler" getter="is_enabler_enabled">
+ If [code]true[/code] [RigidBody] nodes will be paused.
</member>
<member name="pause_animations" type="bool" setter="set_enabler" getter="is_enabler_enabled">
+ If [code]true[/code] [AnimationPlayer] nodes will be paused.
</member>
</members>
<constants>
diff --git a/doc/classes/VisibilityEnabler2D.xml b/doc/classes/VisibilityEnabler2D.xml
index 8dfbaec6e8..eab9bd1991 100644
--- a/doc/classes/VisibilityEnabler2D.xml
+++ b/doc/classes/VisibilityEnabler2D.xml
@@ -14,16 +14,22 @@
</methods>
<members>
<member name="freeze_bodies" type="bool" setter="set_enabler" getter="is_enabler_enabled">
+ If [code]true[/code] [RigidBody2D] nodes will be paused.
</member>
<member name="pause_animated_sprites" type="bool" setter="set_enabler" getter="is_enabler_enabled">
+ If [code]true[/code] [AnimatedSprite] nodes will be paused.
</member>
<member name="pause_animations" type="bool" setter="set_enabler" getter="is_enabler_enabled">
+ If [code]true[/code] [AnimationPlayer] nodes will be paused.
</member>
<member name="pause_particles" type="bool" setter="set_enabler" getter="is_enabler_enabled">
+ If [code]true[/code] [Particles2D] nodes will be paused.
</member>
<member name="physics_process_parent" type="bool" setter="set_enabler" getter="is_enabler_enabled">
+ If [code]true[/code] the parent's [method Node._physics_process] will be stopped.
</member>
<member name="process_parent" type="bool" setter="set_enabler" getter="is_enabler_enabled">
+ If [code]true[/code] the parent's [method Node._process] will be stopped.
</member>
</members>
<constants>
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index 58b3d33cdb..d2bc56001c 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.xml
@@ -239,10 +239,6 @@
</argument>
<argument index="3" name="normal_map" type="RID">
</argument>
- <argument index="4" name="h_frames" type="int">
- </argument>
- <argument index="5" name="v_frames" type="int">
- </argument>
<description>
Adds a particles system to the [CanvasItem]'s draw commands.
</description>
@@ -1117,11 +1113,13 @@
</argument>
<argument index="2" name="depth_begin" type="float">
</argument>
- <argument index="3" name="depth_curve" type="float">
+ <argument index="3" name="depth_end" type="float">
+ </argument>
+ <argument index="4" name="depth_curve" type="float">
</argument>
- <argument index="4" name="transmit" type="bool">
+ <argument index="5" name="transmit" type="bool">
</argument>
- <argument index="5" name="transmit_curve" type="float">
+ <argument index="6" name="transmit_curve" type="float">
</argument>
<description>
</description>
@@ -1163,7 +1161,9 @@
</argument>
<argument index="8" name="hdr_bleed_scale" type="float">
</argument>
- <argument index="9" name="bicubic_upscale" type="bool">
+ <argument index="9" name="hdr_luminance_cap" type="float">
+ </argument>
+ <argument index="10" name="bicubic_upscale" type="bool">
</argument>
<description>
</description>
@@ -3613,7 +3613,7 @@
If [code]true[/code] sets the viewport active, else sets it inactive.
</description>
</method>
- <method name="viewport_set_canvas_layer">
+ <method name="viewport_set_canvas_stacking">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
@@ -3622,8 +3622,11 @@
</argument>
<argument index="2" name="layer" type="int">
</argument>
+ <argument index="3" name="sublayer" type="int">
+ </argument>
<description>
- Sets the renderlayer for a viewport's canvas.
+ Sets the stacking order for a viewport's canvas.
+ [code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] specifies the stacking order of the canvas among those in the same layer.
</description>
</method>
<method name="viewport_set_canvas_transform">
@@ -4380,7 +4383,7 @@
</constant>
<constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper">
</constant>
- <constant name="ENV_TONE_MAPPER_REINHARDT" value="1" enum="EnvironmentToneMapper">
+ <constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper">
</constant>
<constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper">
</constant>
diff --git a/doc/classes/World.xml b/doc/classes/World.xml
index 540848e40a..4e954acd48 100644
--- a/doc/classes/World.xml
+++ b/doc/classes/World.xml
@@ -7,7 +7,7 @@
Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml
index 780cdd181a..9c3d66dade 100644
--- a/doc/classes/World2D.xml
+++ b/doc/classes/World2D.xml
@@ -7,7 +7,7 @@
Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml
index e68ad2800e..45e1af4e42 100644
--- a/doc/classes/WorldEnvironment.xml
+++ b/doc/classes/WorldEnvironment.xml
@@ -9,7 +9,7 @@
The [code]WorldEnvironment[/code] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/YSort.xml b/doc/classes/YSort.xml
index 12b9cb623f..45ae8645b1 100644
--- a/doc/classes/YSort.xml
+++ b/doc/classes/YSort.xml
@@ -14,6 +14,7 @@
</methods>
<members>
<member name="sort_enabled" type="bool" setter="set_sort_enabled" getter="is_sort_enabled">
+ If [code]true[/code] child nodes are sorted, otherwise sorting is disabled. Default: [code]true[/code].
</member>
</members>
<constants>
diff --git a/doc/classes/float.xml b/doc/classes/float.xml
index ef3c3d72eb..0c5536b5fe 100644
--- a/doc/classes/float.xml
+++ b/doc/classes/float.xml
@@ -35,7 +35,7 @@
<argument index="0" name="from" type="String">
</argument>
<description>
- Cast a [String] value to a floating point value. This method accepts float value strings like [code] '1.23' [/code] and exponential notation strings for its parameter so calling [code] float('1e3') [/code] will return 1000.0 and calling [code] float('1e-3') [/code] will return -0.001.
+ Cast a [String] value to a floating point value. This method accepts float value strings like [code] '1.23' [/code] and exponential notation strings for its parameter so calling [code] float('1e3') [/code] will return 1000.0 and calling [code] float('1e-3') [/code] will return 0.001.
</description>
</method>
</methods>