diff options
Diffstat (limited to 'doc/classes')
122 files changed, 856 insertions, 1621 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 41836650cd..4fdb7d82c5 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -494,7 +494,7 @@ <return type="bool" /> <param index="0" name="x" type="float" /> <description> - Returns whether [code]x[/code] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity. + Returns whether [param x] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity. </description> </method> <method name="is_inf"> @@ -529,7 +529,7 @@ <return type="bool" /> <param index="0" name="x" type="float" /> <description> - Returns [code]true[/code] if [param x] is zero or almost zero. + Returns [code]true[/code] if [param x] is zero or almost zero. The comparison is done using a tolerance calculation with a small internal epsilon. This function is faster than using [method is_equal_approx] with one value as zero. </description> </method> @@ -1767,30 +1767,15 @@ <constant name="KEY_KP_9" value="4194447" enum="Key"> Number 9 on the numeric keypad. </constant> - <constant name="KEY_SUPER_L" value="4194368" enum="Key"> - Left Super key (Windows key). - </constant> - <constant name="KEY_SUPER_R" value="4194369" enum="Key"> - Right Super key (Windows key). - </constant> <constant name="KEY_MENU" value="4194370" enum="Key"> Context menu key. </constant> - <constant name="KEY_HYPER_L" value="4194371" enum="Key"> - Left Hyper key. - </constant> - <constant name="KEY_HYPER_R" value="4194372" enum="Key"> - Right Hyper key. + <constant name="KEY_HYPER" value="4194371" enum="Key"> + Hyper key. (On Linux/X11 only). </constant> <constant name="KEY_HELP" value="4194373" enum="Key"> Help key. </constant> - <constant name="KEY_DIRECTION_L" value="4194374" enum="Key"> - Left Direction key. - </constant> - <constant name="KEY_DIRECTION_R" value="4194375" enum="Key"> - Right Direction key. - </constant> <constant name="KEY_BACK" value="4194376" enum="Key"> Media back key. Not to be confused with the Back button on an Android device. </constant> @@ -1812,21 +1797,6 @@ <constant name="KEY_VOLUMEUP" value="4194382" enum="Key"> Volume up key. </constant> - <constant name="KEY_BASSBOOST" value="4194383" enum="Key"> - Bass Boost key. - </constant> - <constant name="KEY_BASSUP" value="4194384" enum="Key"> - Bass up key. - </constant> - <constant name="KEY_BASSDOWN" value="4194385" enum="Key"> - Bass down key. - </constant> - <constant name="KEY_TREBLEUP" value="4194386" enum="Key"> - Treble up key. - </constant> - <constant name="KEY_TREBLEDOWN" value="4194387" enum="Key"> - Treble down key. - </constant> <constant name="KEY_MEDIAPLAY" value="4194388" enum="Key"> Media play key. </constant> @@ -1911,7 +1881,7 @@ <constant name="KEY_LAUNCHF" value="4194415" enum="Key"> Launch Shortcut F key. </constant> - <constant name="KEY_UNKNOWN" value="16777215" enum="Key"> + <constant name="KEY_UNKNOWN" value="8388607" enum="Key"> Unknown key. </constant> <constant name="KEY_SPACE" value="32" enum="Key"> @@ -2121,203 +2091,23 @@ <constant name="KEY_ASCIITILDE" value="126" enum="Key"> ~ key. </constant> - <constant name="KEY_NOBREAKSPACE" value="160" enum="Key"> - Non-breakable space key. - </constant> - <constant name="KEY_EXCLAMDOWN" value="161" enum="Key"> - ¡ key. - </constant> - <constant name="KEY_CENT" value="162" enum="Key"> - ¢ key. - </constant> - <constant name="KEY_STERLING" value="163" enum="Key"> - £ key. - </constant> - <constant name="KEY_CURRENCY" value="164" enum="Key"> - ¤ key. - </constant> <constant name="KEY_YEN" value="165" enum="Key"> ¥ key. </constant> - <constant name="KEY_BROKENBAR" value="166" enum="Key"> - ¦ key. - </constant> <constant name="KEY_SECTION" value="167" enum="Key"> § key. </constant> - <constant name="KEY_DIAERESIS" value="168" enum="Key"> - ¨ key. - </constant> - <constant name="KEY_COPYRIGHT" value="169" enum="Key"> - © key. - </constant> - <constant name="KEY_ORDFEMININE" value="170" enum="Key"> - ª key. - </constant> - <constant name="KEY_GUILLEMOTLEFT" value="171" enum="Key"> - « key. - </constant> - <constant name="KEY_NOTSIGN" value="172" enum="Key"> - ¬ key. - </constant> - <constant name="KEY_HYPHEN" value="173" enum="Key"> - Soft hyphen key. - </constant> - <constant name="KEY_REGISTERED" value="174" enum="Key"> - ® key. - </constant> - <constant name="KEY_MACRON" value="175" enum="Key"> - ¯ key. - </constant> - <constant name="KEY_DEGREE" value="176" enum="Key"> - ° key. - </constant> - <constant name="KEY_PLUSMINUS" value="177" enum="Key"> - ± key. - </constant> - <constant name="KEY_TWOSUPERIOR" value="178" enum="Key"> - ² key. - </constant> - <constant name="KEY_THREESUPERIOR" value="179" enum="Key"> - ³ key. - </constant> - <constant name="KEY_ACUTE" value="180" enum="Key"> - ´ key. - </constant> - <constant name="KEY_MU" value="181" enum="Key"> - µ key. - </constant> - <constant name="KEY_PARAGRAPH" value="182" enum="Key"> - ¶ key. - </constant> - <constant name="KEY_PERIODCENTERED" value="183" enum="Key"> - · key. - </constant> - <constant name="KEY_CEDILLA" value="184" enum="Key"> - ¸ key. - </constant> - <constant name="KEY_ONESUPERIOR" value="185" enum="Key"> - ¹ key. - </constant> - <constant name="KEY_MASCULINE" value="186" enum="Key"> - º key. - </constant> - <constant name="KEY_GUILLEMOTRIGHT" value="187" enum="Key"> - » key. - </constant> - <constant name="KEY_ONEQUARTER" value="188" enum="Key"> - ¼ key. + <constant name="KEY_GLOBE" value="4194416" enum="Key"> + "Globe" key on Mac / iPad keyboard. </constant> - <constant name="KEY_ONEHALF" value="189" enum="Key"> - ½ key. + <constant name="KEY_KEYBOARD" value="4194417" enum="Key"> + "On-screen keyboard" key iPad keyboard. </constant> - <constant name="KEY_THREEQUARTERS" value="190" enum="Key"> - ¾ key. + <constant name="KEY_JIS_EISU" value="4194418" enum="Key"> + 英数 key on Mac keyboard. </constant> - <constant name="KEY_QUESTIONDOWN" value="191" enum="Key"> - ¿ key. - </constant> - <constant name="KEY_AGRAVE" value="192" enum="Key"> - À key. - </constant> - <constant name="KEY_AACUTE" value="193" enum="Key"> - Á key. - </constant> - <constant name="KEY_ACIRCUMFLEX" value="194" enum="Key"> - Â key. - </constant> - <constant name="KEY_ATILDE" value="195" enum="Key"> - Ã key. - </constant> - <constant name="KEY_ADIAERESIS" value="196" enum="Key"> - Ä key. - </constant> - <constant name="KEY_ARING" value="197" enum="Key"> - Å key. - </constant> - <constant name="KEY_AE" value="198" enum="Key"> - Æ key. - </constant> - <constant name="KEY_CCEDILLA" value="199" enum="Key"> - Ç key. - </constant> - <constant name="KEY_EGRAVE" value="200" enum="Key"> - È key. - </constant> - <constant name="KEY_EACUTE" value="201" enum="Key"> - É key. - </constant> - <constant name="KEY_ECIRCUMFLEX" value="202" enum="Key"> - Ê key. - </constant> - <constant name="KEY_EDIAERESIS" value="203" enum="Key"> - Ë key. - </constant> - <constant name="KEY_IGRAVE" value="204" enum="Key"> - Ì key. - </constant> - <constant name="KEY_IACUTE" value="205" enum="Key"> - Í key. - </constant> - <constant name="KEY_ICIRCUMFLEX" value="206" enum="Key"> - Î key. - </constant> - <constant name="KEY_IDIAERESIS" value="207" enum="Key"> - Ï key. - </constant> - <constant name="KEY_ETH" value="208" enum="Key"> - Ð key. - </constant> - <constant name="KEY_NTILDE" value="209" enum="Key"> - Ñ key. - </constant> - <constant name="KEY_OGRAVE" value="210" enum="Key"> - Ò key. - </constant> - <constant name="KEY_OACUTE" value="211" enum="Key"> - Ó key. - </constant> - <constant name="KEY_OCIRCUMFLEX" value="212" enum="Key"> - Ô key. - </constant> - <constant name="KEY_OTILDE" value="213" enum="Key"> - Õ key. - </constant> - <constant name="KEY_ODIAERESIS" value="214" enum="Key"> - Ö key. - </constant> - <constant name="KEY_MULTIPLY" value="215" enum="Key"> - × key. - </constant> - <constant name="KEY_OOBLIQUE" value="216" enum="Key"> - Ø key. - </constant> - <constant name="KEY_UGRAVE" value="217" enum="Key"> - Ù key. - </constant> - <constant name="KEY_UACUTE" value="218" enum="Key"> - Ú key. - </constant> - <constant name="KEY_UCIRCUMFLEX" value="219" enum="Key"> - Û key. - </constant> - <constant name="KEY_UDIAERESIS" value="220" enum="Key"> - Ü key. - </constant> - <constant name="KEY_YACUTE" value="221" enum="Key"> - Ý key. - </constant> - <constant name="KEY_THORN" value="222" enum="Key"> - Þ key. - </constant> - <constant name="KEY_SSHARP" value="223" enum="Key"> - ß key. - </constant> - <constant name="KEY_DIVISION" value="247" enum="Key"> - ÷ key. - </constant> - <constant name="KEY_YDIAERESIS" value="255" enum="Key"> - ÿ key. + <constant name="KEY_JIS_KANA" value="4194419" enum="Key"> + かな key on Mac keyboard. </constant> <constant name="KEY_CODE_MASK" value="8388607" enum="KeyModifierMask" is_bitfield="true"> Key Code mask. @@ -2874,25 +2664,28 @@ <constant name="PROPERTY_USAGE_ARRAY" value="262144" enum="PropertyUsageFlags" is_bitfield="true"> The property is an array. </constant> - <constant name="PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE" value="524288" enum="PropertyUsageFlags" is_bitfield="true"> - If the property is a [Resource], a new copy of it is always created when calling [method Node.duplicate] or [method Resource.duplicate]. + <constant name="PROPERTY_USAGE_ALWAYS_DUPLICATE" value="524288" enum="PropertyUsageFlags" is_bitfield="true"> + When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should always be duplicated, regardless of the [code]subresources[/code] bool parameter. + </constant> + <constant name="PROPERTY_USAGE_NEVER_DUPLICATE" value="1048576" enum="PropertyUsageFlags" is_bitfield="true"> + When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should never be duplicated, regardless of the [code]subresources[/code] bool parameter. </constant> - <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="1048576" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="2097152" enum="PropertyUsageFlags" is_bitfield="true"> The property is only shown in the editor if modern renderers are supported (GLES3 is excluded). </constant> - <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="2097152" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="4194304" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="4194304" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="8388608" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="8388608" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="16777216" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="16777216" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="33554432" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="33554432" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="67108864" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="67108864" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="134217728" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_READ_ONLY" value="134217728" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_READ_ONLY" value="268435456" enum="PropertyUsageFlags" is_bitfield="true"> The property is read-only in the [EditorInspector]. </constant> <constant name="PROPERTY_USAGE_DEFAULT" value="6" enum="PropertyUsageFlags" is_bitfield="true"> diff --git a/doc/classes/AcceptDialog.xml b/doc/classes/AcceptDialog.xml index 4da9e41ca8..c0e5d6ad07 100644 --- a/doc/classes/AcceptDialog.xml +++ b/doc/classes/AcceptDialog.xml @@ -53,7 +53,7 @@ <return type="void" /> <param index="0" name="button" type="Control" /> <description> - Removes the [param button] from the dialog. Does NOT free the [param button]. The [param button] must be a [Button] added with [method add_button] or [method add_cancel_button] method. After removal, pressing the [param button] will no longer emit this dialog's [signal custom_action] or [signal cancelled] signals. + Removes the [param button] from the dialog. Does NOT free the [param button]. The [param button] must be a [Button] added with [method add_button] or [method add_cancel_button] method. After removal, pressing the [param button] will no longer emit this dialog's [signal custom_action] or [signal canceled] signals. </description> </method> </methods> @@ -81,7 +81,7 @@ <member name="wrap_controls" type="bool" setter="set_wrap_controls" getter="is_wrapping_controls" overrides="Window" default="true" /> </members> <signals> - <signal name="cancelled"> + <signal name="canceled"> <description> Emitted when the dialog is closed or the button created with [method add_cancel_button] is pressed. </description> diff --git a/doc/classes/AnimatableBody3D.xml b/doc/classes/AnimatableBody3D.xml index 2a08c4c8f1..0733780bf7 100644 --- a/doc/classes/AnimatableBody3D.xml +++ b/doc/classes/AnimatableBody3D.xml @@ -7,6 +7,7 @@ Animatable body for 3D physics. An animatable body can't be moved by external forces or contacts, but can be moved by script or animation to affect other bodies in its path. It is ideal for implementing moving objects in the environment, such as moving platforms or doors. When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index e20fb71c7e..cd9c0cee98 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -7,7 +7,6 @@ [AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel. After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor. To pause the current animation, set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time. - [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> <link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link> diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index a33ec2f6dc..6e3345b675 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -49,6 +49,13 @@ When inheriting from [AnimationRootNode], implement this virtual method to return whether the blend tree editor should display filter editing on this node. </description> </method> + <method name="_is_parameter_read_only" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="parameter" type="StringName" /> + <description> + When inheriting from [AnimationRootNode], implement this virtual method to return whether the [param parameter] is read-only. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. + </description> + </method> <method name="_process" qualifiers="virtual const"> <return type="float" /> <param index="0" name="time" type="float" /> diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 14abc34992..9e8193868c 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -28,6 +28,12 @@ </member> </members> <constants> + <constant name="ONE_SHOT_REQUEST_NONE" value="0" enum="OneShotRequest"> + </constant> + <constant name="ONE_SHOT_REQUEST_FIRE" value="1" enum="OneShotRequest"> + </constant> + <constant name="ONE_SHOT_REQUEST_ABORT" value="2" enum="OneShotRequest"> + </constant> <constant name="MIX_MODE_BLEND" value="0" enum="MixMode"> </constant> <constant name="MIX_MODE_ADD" value="1" enum="MixMode"> diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index 8f53ef0dcf..17a946bb3e 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -38,6 +38,12 @@ Returns the playback position within the current animation state. </description> </method> + <method name="get_fading_from_node" qualifiers="const"> + <return type="StringName" /> + <description> + Returns the starting state of currently fading animation. + </description> + </method> <method name="get_travel_path" qualifiers="const"> <return type="PackedStringArray" /> <description> @@ -50,11 +56,19 @@ Returns [code]true[/code] if an animation is playing. </description> </method> + <method name="next"> + <return type="void" /> + <description> + If there is a next path by travel or auto advance, immediately transitions from the current state to the next state. + </description> + </method> <method name="start"> <return type="void" /> <param index="0" name="node" type="StringName" /> + <param index="1" name="reset" type="bool" default="true" /> <description> Starts playing the given animation. + If [param reset] is [code]true[/code], the animation is played from the beginning. </description> </method> <method name="stop"> @@ -66,8 +80,11 @@ <method name="travel"> <return type="void" /> <param index="0" name="to_node" type="StringName" /> + <param index="1" name="reset_on_teleport" type="bool" default="true" /> <description> Transitions from the current state to another one, following the shortest path. + If the path does not connect from the current state, the animation will play after the state teleports. + If [param reset_on_teleport] is [code]true[/code], the animation is played from the beginning when the travel cause a teleportation. </description> </method> </methods> diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index 814b2d0052..eee25fad7c 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -28,6 +28,9 @@ <member name="priority" type="int" setter="set_priority" getter="get_priority" default="1"> Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is set to [constant ADVANCE_MODE_AUTO]. </member> + <member name="reset" type="bool" setter="set_reset" getter="is_reset" default="true"> + If [code]true[/code], the destination animation is played back from the beginning when switched. + </member> <member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode" default="0"> The transition type. </member> diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index f6e2fc5eb2..90bae41586 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -12,16 +12,25 @@ <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> + <method name="find_input_caption" qualifiers="const"> + <return type="int" /> + <param index="0" name="caption" type="String" /> + <description> + Returns the input index which corresponds to [param caption]. If not found, returns [code]-1[/code]. + </description> + </method> <method name="get_input_caption" qualifiers="const"> <return type="String" /> <param index="0" name="input" type="int" /> <description> + Returns the name of the input at the given [param input] index. This name is displayed in the editor next to the node input. </description> </method> <method name="is_input_set_as_auto_advance" qualifiers="const"> <return type="bool" /> <param index="0" name="input" type="int" /> <description> + Returns [code]true[/code] if auto-advance is enabled for the given [param input] index. </description> </method> <method name="set_input_as_auto_advance"> @@ -29,6 +38,7 @@ <param index="0" name="input" type="int" /> <param index="1" name="enable" type="bool" /> <description> + Enables or disables auto-advance for the given [param input] index. If enabled, state changes to the next input after playing the animation once. If enabled for the last input state, it loops to the first. </description> </method> <method name="set_input_caption"> @@ -36,17 +46,19 @@ <param index="0" name="input" type="int" /> <param index="1" name="caption" type="String" /> <description> + Sets the name of the input at the given [param input] index. This name is displayed in the editor next to the node input. </description> </method> </methods> <members> <member name="enabled_inputs" type="int" setter="set_enabled_inputs" getter="get_enabled_inputs" default="0"> - The number of enabled input ports for this node. + The number of enabled input ports for this node. The maximum is [code]31[/code]. </member> - <member name="from_start" type="bool" setter="set_from_start" getter="is_from_start" default="true"> + <member name="reset" type="bool" setter="set_reset" getter="is_reset" default="true"> If [code]true[/code], the destination animation is played back from the beginning when switched. </member> <member name="xfade_curve" type="Curve" setter="set_xfade_curve" getter="get_xfade_curve"> + Determines how cross-fading between animations is eased. If empty, the transition will be linear. </member> <member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time" default="0.0"> Cross-fading time (in seconds) between each animation connected to the inputs. diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index ca0cbf0ca1..304caeef43 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -208,9 +208,11 @@ </method> <method name="stop"> <return type="void" /> + <param index="0" name="keep_state" type="bool" default="false" /> <description> - Stops the currently playing animation. The animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. - See also [method pause]. + Stops the currently playing animation. The animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. See also [method pause]. + If [param keep_state] is [code]true[/code], the animation state is not updated visually. + [b]Note:[/b] The method / audio / animation playback tracks will not be processed by this method. </description> </method> </methods> diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index a17a727d7e..49bc4ee6af 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -104,7 +104,7 @@ </member> <member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")"> The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code]. - If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView]. + If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be canceled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView]. </member> <member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root"> The root animation node of this [AnimationTree]. See [AnimationNode]. diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index 8923ac8aae..d40bca99d8 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -7,6 +7,7 @@ 3D area that detects [CollisionObject3D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to custom audio buses. To give the area its shape, add a [CollisionShape3D] or a [CollisionPolygon3D] node as a [i]direct[/i] child (or add multiple such nodes as direct children) of the area. [b]Warning:[/b] See [ConcavePolygonShape3D] (also called "trimesh") for a warning about possibly unexpected behavior when using that shape for an area. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 21ccf79fe2..ce4d7693d8 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -679,7 +679,7 @@ </description> </operator> <operator name="operator []"> - <return type="void" /> + <return type="Variant" /> <param index="0" name="index" type="int" /> <description> Returns a reference to the element of type [Variant] at the specified location. Arrays start at index 0. [param index] can be a zero or positive value to start from the beginning, or a negative value to start from the end. Out-of-bounds array access causes a run-time error, which will result in an error being printed and the project execution pausing if run from the editor. diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index f7764d5e32..7b86afcc4c 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -65,11 +65,15 @@ <param index="1" name="arrays" type="Array" /> <param index="2" name="blend_shapes" type="Array[]" default="[]" /> <param index="3" name="lods" type="Dictionary" default="{}" /> - <param index="4" name="compress_flags" type="int" enum="Mesh.ArrayFormat" default="0" /> - <description> - Creates a new surface. - Surfaces are created to be rendered using a [param primitive], which may be any of the types defined in [enum Mesh.PrimitiveType]. (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 [param arrays] argument is an array of arrays. See [enum Mesh.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 an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + <param index="4" name="flags" type="int" enum="Mesh.ArrayFormat" default="0" /> + <description> + Creates a new surface. [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. + Surfaces are created to be rendered using a [param primitive], which may be any of the values defined in [enum Mesh.PrimitiveType]. + The [param arrays] argument is an array of arrays. Each of the [constant Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for this surface as described by the corresponding member of [enum Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. 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 surface 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 an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + The [param blend_shapes] argument is an array of vertex data for each blend shape. Each element is an array of the same structure as [param arrays], but [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and all other entries are [code]null[/code]. + The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used. + The [param flags] argument is the bitwise or of, as required: One value of [enum Mesh.ArrayCustomFormat] left shifted by [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]. + [b]Note:[/b] When using indices, it is recommended to only use points, lines, or triangles. </description> </method> <method name="clear_blend_shapes"> diff --git a/doc/classes/AudioStreamPlaybackPolyphonic.xml b/doc/classes/AudioStreamPlaybackPolyphonic.xml new file mode 100644 index 0000000000..8b0951153b --- /dev/null +++ b/doc/classes/AudioStreamPlaybackPolyphonic.xml @@ -0,0 +1,61 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AudioStreamPlaybackPolyphonic" inherits="AudioStreamPlayback" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Playback instance for [AudioStreamPolyphonic]. + </brief_description> + <description> + Playback instance for [AudioStreamPolyphonic]. After setting the [code]stream[/code] property of [AudioStreamPlayer], [AudioStreamPlayer2D], or [AudioStreamPlayer3D], the playback instance can be obtained by calling [method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or [method AudioStreamPlayer3D.get_stream_playback] methods. + </description> + <tutorials> + </tutorials> + <methods> + <method name="is_stream_playing" qualifiers="const"> + <return type="bool" /> + <param index="0" name="stream" type="int" /> + <description> + Return true whether the stream associated with an integer ID is still playing. Check [method play_stream] for information on when this ID becomes invalid. + </description> + </method> + <method name="play_stream"> + <return type="int" /> + <param index="0" name="stream" type="AudioStream" /> + <param index="1" name="from_offset" type="float" default="0" /> + <param index="2" name="volume_db" type="float" default="0" /> + <param index="3" name="pitch_scale" type="float" default="1.0" /> + <description> + Play an [AudioStream] at a given offset, volume and pitch scale. Playback starts immediately. + The return value is an unique integer ID that is associated to this playback stream and which can be used to control it. + This ID becomes invalid when the stream ends (if it does not loop), when the [AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is called. + This function returns [constant INVALID_ID] if the amount of streams currently playing equals [member AudioStreamPolyphonic.polyphony]. If you need a higher amount of maximum polyphony, raise this value. + </description> + </method> + <method name="set_stream_pitch_scale"> + <return type="void" /> + <param index="0" name="stream" type="int" /> + <param index="1" name="pitch_scale" type="float" /> + <description> + Change the stream pitch scale. The [param stream] argument is an integer ID returned by [method play_stream]. + </description> + </method> + <method name="set_stream_volume"> + <return type="void" /> + <param index="0" name="stream" type="int" /> + <param index="1" name="volume_db" type="float" /> + <description> + Change the stream volume (in db). The [param stream] argument is an integer ID returned by [method play_stream]. + </description> + </method> + <method name="stop_stream"> + <return type="void" /> + <param index="0" name="stream" type="int" /> + <description> + Stop a stream. The [param stream] argument is an integer ID returned by [method play_stream], which becomes invalid after calling this function. + </description> + </method> + </methods> + <constants> + <constant name="INVALID_ID" value="-1"> + Returned by [method play_stream] in case it could not allocate a stream for playback. + </constant> + </constants> +</class> diff --git a/doc/classes/AudioStreamPolyphonic.xml b/doc/classes/AudioStreamPolyphonic.xml new file mode 100644 index 0000000000..baa1fc7037 --- /dev/null +++ b/doc/classes/AudioStreamPolyphonic.xml @@ -0,0 +1,17 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AudioStreamPolyphonic" inherits="AudioStream" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + AudioStream that lets the user play custom streams at any time from code, simultaneously using a single player. + </brief_description> + <description> + AudioStream that lets the user play custom streams at any time from code, simultaneously using a single player. + Playback control is done via the [AudioStreamPlaybackPolyphonic] instance set inside the player, which can be obtained via [method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or [method AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the playback instance is only valid after the [code]stream[/code] property is set as an [AudioStreamPolyphonic] in those players. + </description> + <tutorials> + </tutorials> + <members> + <member name="polyphony" type="int" setter="set_polyphony" getter="get_polyphony" default="32"> + Maximum amount of simultaneous streams that can be played. + </member> + </members> +</class> diff --git a/doc/classes/BackBufferCopy.xml b/doc/classes/BackBufferCopy.xml index b2c5a1756f..be4a649b50 100644 --- a/doc/classes/BackBufferCopy.xml +++ b/doc/classes/BackBufferCopy.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="BackBufferCopy" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the [code]texture(SCREEN_TEXTURE, ...)[/code] function. + Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts using the screen texture (i.e. a uniform sampler with ``hint_screen_texture``). </brief_description> <description> - Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer. + Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the screen texture in your shader scripts to access the buffer. [b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them as children. </description> <tutorials> diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml index aedb8f4420..68f62d1c00 100644 --- a/doc/classes/BaseButton.xml +++ b/doc/classes/BaseButton.xml @@ -70,7 +70,7 @@ [Shortcut] associated to the button. </member> <member name="shortcut_feedback" type="bool" setter="set_shortcut_feedback" getter="is_shortcut_feedback" default="true"> - If [code]true[/code], the button will appear pressed when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate the button without appearing to press the button. + If [code]true[/code], the button will highlight for a short amount of time when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate without any visual feedback. </member> <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled" default="true"> If [code]true[/code], the button will add information about its shortcut in the tooltip. diff --git a/doc/classes/BoneAttachment3D.xml b/doc/classes/BoneAttachment3D.xml index f29525038e..dd01de3607 100644 --- a/doc/classes/BoneAttachment3D.xml +++ b/doc/classes/BoneAttachment3D.xml @@ -16,19 +16,6 @@ Returns the [NodePath] to the external [Skeleton3D] node, if one has been set. </description> </method> - <method name="get_override_mode" qualifiers="const" is_deprecated="true"> - <return type="int" /> - <description> - Deprecated. Local pose overrides will be removed. - Returns the override mode for the BoneAttachment3D node (0=global / 1=local). - </description> - </method> - <method name="get_override_pose" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the BoneAttachment3D node is overriding the bone pose of the bone it's attached to. - </description> - </method> <method name="get_use_external_skeleton" qualifiers="const"> <return type="bool" /> <description> @@ -49,21 +36,6 @@ Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. The external [Skeleton3D] node is only used when [code]use_external_skeleton[/code] is set to [code]true[/code]. </description> </method> - <method name="set_override_mode" is_deprecated="true"> - <return type="void" /> - <param index="0" name="override_mode" type="int" /> - <description> - Deprecated. Local pose overrides will be removed. - Sets the override mode for the BoneAttachment3D node (0=global / 1=local). The override mode defines which of the bone poses the BoneAttachment3D node will override. - </description> - </method> - <method name="set_override_pose"> - <return type="void" /> - <param index="0" name="override_pose" type="bool" /> - <description> - Sets whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. - </description> - </method> <method name="set_use_external_skeleton"> <return type="void" /> <param index="0" name="use_external_skeleton" type="bool" /> @@ -79,5 +51,8 @@ <member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default=""""> The name of the attached bone. </member> + <member name="override_pose" type="bool" setter="set_override_pose" getter="get_override_pose" default="false"> + Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. When set to [code]false[/code], the BoneAttachment3D will always be set to the bone's transform. + </member> </members> </class> diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml index d1fdaef29c..8fc44d7536 100644 --- a/doc/classes/Callable.xml +++ b/doc/classes/Callable.xml @@ -14,21 +14,23 @@ func test(): var callable = Callable(self, "print_args") callable.call("hello", "world") # Prints "hello world ". - callable.call(Vector2.UP, 42, callable) # Prints "(0, -1) 42 Node(Node.gd)::print_args". + callable.call(Vector2.UP, 42, callable) # Prints "(0, -1) 42 Node(node.gd)::print_args". callable.call("invalid") # Invalid call, should have at least 2 arguments. [/gdscript] [csharp] - public void PrintArgs(object arg1, object arg2, object arg3 = null) + // Default parameter values are not supported. + public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default) { GD.PrintS(arg1, arg2, arg3); } public void Test() { - Callable callable = new Callable(this, nameof(PrintArgs)); - callable.Call("hello", "world"); // Prints "hello world null". + // Invalid calls fail silently. + Callable callable = new Callable(this, MethodName.PrintArgs); + callable.Call("hello", "world"); // Default parameter values are not supported, should have 3 arguments. callable.Call(Vector2.Up, 42, callable); // Prints "(0, -1) 42 Node(Node.cs)::PrintArgs". - callable.Call("invalid"); // Invalid call, should have at least 2 arguments. + callable.Call("invalid"); // Invalid call, should have 3 arguments. } [/csharp] [/codeblocks] diff --git a/doc/classes/CanvasGroup.xml b/doc/classes/CanvasGroup.xml index 37827defec..6eeff8fef3 100644 --- a/doc/classes/CanvasGroup.xml +++ b/doc/classes/CanvasGroup.xml @@ -9,8 +9,10 @@ [codeblock] shader_type canvas_item; + uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; + void fragment() { - vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); if (c.a > 0.0001) { c.rgb /= c.a; diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index fbab1d76a0..c3c768c12d 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -42,10 +42,12 @@ <param index="3" name="end_angle" type="float" /> <param index="4" name="point_count" type="int" /> <param index="5" name="color" type="Color" /> - <param index="6" name="width" type="float" default="1.0" /> + <param index="6" name="width" type="float" default="-1.0" /> <param index="7" name="antialiased" type="bool" default="false" /> <description> - Draws a unfilled arc between the given angles. The larger the value of [param point_count], the smoother the curve. See also [method draw_circle]. + Draws an unfilled arc between the given angles with a uniform [param color] and [param width] and optional antialiasing (supported only for positive [param width]). The larger the value of [param point_count], the smoother the curve. See also [method draw_circle]. + If [param width] is negative, then the arc is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the arc will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. + The arc is drawn from [param start_angle] towards the value of [param end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] and counter-clockwise otherwise. Passing the same angles but in reversed order will produce the same arc. If absolute difference of [param start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] radians, then a full circle arc is drawn (i.e. arc will not overlap itself). </description> </method> <method name="draw_char" qualifiers="const"> @@ -95,11 +97,12 @@ <param index="0" name="from" type="Vector2" /> <param index="1" name="to" type="Vector2" /> <param index="2" name="color" type="Color" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <param index="4" name="dash" type="float" default="2.0" /> <param index="5" name="aligned" type="bool" default="true" /> <description> Draws a dashed line from a 2D point to another, with a given color and width. See also [method draw_multiline] and [method draw_polyline]. + If [param width] is negative, then a two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the line parts will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_end_animation"> @@ -130,10 +133,11 @@ <param index="0" name="from" type="Vector2" /> <param index="1" name="to" type="Vector2" /> <param index="2" name="color" type="Color" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <param index="4" name="antialiased" type="bool" default="false" /> <description> Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased. See also [method draw_multiline] and [method draw_polyline]. + If [param width] is negative, then a two-point primitive will be drawn instead of a four-point one. This means that when the CanvasItem is scaled, the line will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_mesh"> @@ -165,18 +169,20 @@ <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="color" type="Color" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <description> Draws multiple disconnected lines with a uniform [param color]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline] instead. + If [param width] is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_multiline_colors"> <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="colors" type="PackedColorArray" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <description> Draws multiple disconnected lines with a uniform [param width] and segment-by-segment coloring. Colors assigned to line segments match by index between [param points] and [param colors]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline_colors] instead. + If [param width] is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_multiline_string" qualifiers="const"> @@ -238,20 +244,22 @@ <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="color" type="Color" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <param index="3" name="antialiased" type="bool" default="false" /> <description> - Draws interconnected line segments with a uniform [param color] and [param width] and optional antialiasing. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon]. + Draws interconnected line segments with a uniform [param color] and [param width] and optional antialiasing (supported only for positive [param width]). When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon]. + If [param width] is negative, the polyline is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_polyline_colors"> <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="colors" type="PackedColorArray" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <param index="3" name="antialiased" type="bool" default="false" /> <description> - Draws interconnected line segments with a uniform [param width] and segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between [param points] and [param colors]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon]. + Draws interconnected line segments with a uniform [param width] and segment-by-segment coloring, and optional antialiasing (supported only for positive [param width]). Colors assigned to line segments match by index between [param points] and [param colors]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon]. + If [param width] is negative, then the polyline is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_primitive"> @@ -260,7 +268,6 @@ <param index="1" name="colors" type="PackedColorArray" /> <param index="2" name="uvs" type="PackedVector2Array" /> <param index="3" name="texture" type="Texture2D" default="null" /> - <param index="4" name="width" type="float" default="1.0" /> <description> Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad. If 0 points or more than 4 points are specified, nothing will be drawn and an error message will be printed. See also [method draw_line], [method draw_polyline], [method draw_polygon], and [method draw_rect]. </description> @@ -270,10 +277,12 @@ <param index="0" name="rect" type="Rect2" /> <param index="1" name="color" type="Color" /> <param index="2" name="filled" type="bool" default="true" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <description> Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will be filled with the [param color] specified. If [param filled] is [code]false[/code], the rectangle will be drawn as a stroke with the [param color] and [param width] specified. + If [param width] is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. [b]Note:[/b] [param width] is only effective if [param filled] is [code]false[/code]. + [b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not display perfectly. For example, corners may be missing or brighter due to overlapping lines (for a translucent [param color]). </description> </method> <method name="draw_set_transform"> diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 821117122c..2ff207acb7 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -5,8 +5,9 @@ </brief_description> <description> Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a [AnimatableBody3D]. However, they have two main uses: - [b]Kinematic characters:[/b] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody3D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics. - [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody3D]), which allows them to be moved by code and push other bodies on their path. + [i]Kinematic characters:[/i] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody3D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics. + [i]Kinematic motion:[/i] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody3D]), which allows them to be moved by code and push other bodies on their path. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link> diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml index 3ceb8967a0..df40d2a4cf 100644 --- a/doc/classes/CodeEdit.xml +++ b/doc/classes/CodeEdit.xml @@ -132,12 +132,6 @@ Perform an indent as if the user activated the "ui_text_indent" action. </description> </method> - <method name="do_unindent"> - <return type="void" /> - <description> - Perform an unindent as if the user activated the "ui_text_unindent" action. - </description> - </method> <method name="fold_all_lines"> <return type="void" /> <description> @@ -423,7 +417,7 @@ <method name="unindent_lines"> <return type="void" /> <description> - Unindents selected lines, or in the case of no selection the caret line by one. + Unindents selected lines, or in the case of no selection the caret line by one. Same as performing "ui_text_unindent" action. </description> </method> <method name="update_code_completion_options"> diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index c302963b92..01b0d88326 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -5,6 +5,7 @@ </brief_description> <description> CollisionObject3D is the base class for physics objects. It can hold any number of collision [Shape3D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject3D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> </tutorials> @@ -216,13 +217,13 @@ <signal name="mouse_entered"> <description> Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. - [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question. </description> </signal> <signal name="mouse_exited"> <description> Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. - [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question. </description> </signal> </signals> @@ -232,7 +233,7 @@ Automatically re-added to the physics simulation when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_MAKE_STATIC" value="1" enum="DisableMode"> - When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody3D] can't be affected by forces or other bodies while static. + When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. [PhysicsBody3D] can't be affected by forces or other bodies while static. Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_KEEP_ACTIVE" value="2" enum="DisableMode"> diff --git a/doc/classes/CollisionPolygon3D.xml b/doc/classes/CollisionPolygon3D.xml index 7d718cff27..29e55367a8 100644 --- a/doc/classes/CollisionPolygon3D.xml +++ b/doc/classes/CollisionPolygon3D.xml @@ -6,6 +6,7 @@ <description> Allows editing a concave or convex collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates several [ConvexPolygonShape3D]s at run-time to represent the original polygon using convex decomposition. [b]Note:[/b] Since this is an editor-only helper, properties modified during gameplay will have no effect. + [b]Warning:[/b] A non-uniformly scaled CollisionPolygon3D node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change its [member polygon]'s vertices instead. </description> <tutorials> </tutorials> diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml index 304b46ba27..c5d05670e9 100644 --- a/doc/classes/CollisionShape3D.xml +++ b/doc/classes/CollisionShape3D.xml @@ -6,6 +6,7 @@ <description> Editor facility for creating and editing collision shapes in 3D space. Set the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. + [b]Warning:[/b] A non-uniformly scaled CollisionShape3D node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size of its [member shape] resource instead. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index d1387d088d..57278d9241 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -101,7 +101,7 @@ <return type="Color" /> <param index="0" name="over" type="Color" /> <description> - Returns a new color resulting from overlaying this color over the given color. In a painting program, you can imagine it as the [param over] color painted over this colour (including alpha). + Returns a new color resulting from overlaying this color over the given color. In a painting program, you can imagine it as the [param over] color painted over this color (including alpha). [codeblocks] [gdscript] var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50% diff --git a/doc/classes/ConfirmationDialog.xml b/doc/classes/ConfirmationDialog.xml index 48b4df9126..ac2ea5be17 100644 --- a/doc/classes/ConfirmationDialog.xml +++ b/doc/classes/ConfirmationDialog.xml @@ -8,10 +8,10 @@ To get cancel action, you can use: [codeblocks] [gdscript] - get_cancel_button().pressed.connect(self.cancelled) + get_cancel_button().pressed.connect(self.canceled) [/gdscript] [csharp] - GetCancelButton().Pressed += Cancelled; + GetCancelButton().Pressed += Canceled; [/csharp] [/codeblocks] </description> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 08964cf21d..7082eff97d 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -180,14 +180,14 @@ [codeblocks] [gdscript] func _make_custom_tooltip(for_text): - var tooltip = preload("res://SomeTooltipScene.tscn").instantiate() + var tooltip = preload("res://some_tooltip_scene.tscn").instantiate() tooltip.get_node("Label").text = for_text return tooltip [/gdscript] [csharp] public override Godot.Control _MakeCustomTooltip(String forText) { - Node tooltip = ResourceLoader.Load<PackedScene>("res://SomeTooltipScene.tscn").Instantiate(); + Node tooltip = ResourceLoader.Load<PackedScene>("res://some_tooltip_scene.tscn").Instantiate(); tooltip.GetNode<Label>("Label").Text = forText; return tooltip; } @@ -196,12 +196,12 @@ </description> </method> <method name="_structured_text_parser" qualifiers="virtual const"> - <return type="Vector2i[]" /> + <return type="Vector3i[]" /> <param index="0" name="args" type="Array" /> <param index="1" name="text" type="String" /> <description> User defined BiDi algorithm override function. - Returns an [Array] of [Vector2i] text ranges, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately. + Returns an [Array] of [Vector3i] text ranges and text base directions, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately. </description> </method> <method name="accept_event"> diff --git a/doc/classes/ConvexPolygonShape3D.xml b/doc/classes/ConvexPolygonShape3D.xml index 32dc8f673b..66d2280280 100644 --- a/doc/classes/ConvexPolygonShape3D.xml +++ b/doc/classes/ConvexPolygonShape3D.xml @@ -4,7 +4,7 @@ Convex polygon shape resource for 3D physics. </brief_description> <description> - 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape2D]s can be manually drawn in the editor using the [CollisionPolygon3D] node. + 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape3D]s can be manually drawn in the editor using the [CollisionPolygon3D] node. [b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] [ConvexPolygonShape3D]s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the [MeshInstance3D], going to the [b]Mesh[/b] menu and choosing [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time. [b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape. </description> diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml index 46ddede9b1..01ec4c40d7 100644 --- a/doc/classes/Cubemap.xml +++ b/doc/classes/Cubemap.xml @@ -11,4 +11,12 @@ </description> <tutorials> </tutorials> + <methods> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderCubemap]). + </description> + </method> + </methods> </class> diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml index 2fd55b66c6..1b410671c1 100644 --- a/doc/classes/CubemapArray.xml +++ b/doc/classes/CubemapArray.xml @@ -12,4 +12,12 @@ </description> <tutorials> </tutorials> + <methods> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderCubemapArray]). + </description> + </method> + </methods> </class> diff --git a/doc/classes/Curve2D.xml b/doc/classes/Curve2D.xml index b5e75dff68..fe597d0955 100644 --- a/doc/classes/Curve2D.xml +++ b/doc/classes/Curve2D.xml @@ -162,6 +162,8 @@ <param index="0" name="max_stages" type="int" default="5" /> <param index="1" name="tolerance_length" type="float" default="20.0" /> <description> + Returns a list of points along the curve, with almost uniform density. [param max_stages] controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care! + [param tolerance_length] controls the maximal distance between two neighboring points, before the segment has to be subdivided. </description> </method> </methods> diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml index 362d792b39..72ac95a700 100644 --- a/doc/classes/Curve3D.xml +++ b/doc/classes/Curve3D.xml @@ -198,7 +198,7 @@ <param index="1" name="tolerance_length" type="float" default="0.2" /> <description> Returns a list of points along the curve, with almost uniform density. [param max_stages] controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care! - [param tolerance_length] controls the maximal distance between two neighbouring points, before the segment has to be subdivided. + [param tolerance_length] controls the maximal distance between two neighboring points, before the segment has to be subdivided. </description> </method> </methods> diff --git a/doc/classes/DTLSServer.xml b/doc/classes/DTLSServer.xml index 9af8be99ef..457513b8aa 100644 --- a/doc/classes/DTLSServer.xml +++ b/doc/classes/DTLSServer.xml @@ -8,7 +8,7 @@ Below a small example of how to use it: [codeblocks] [gdscript] - # ServerNode.gd + # server_node.gd extends Node var dtls := DTLSServer.new() @@ -86,7 +86,7 @@ [/codeblocks] [codeblocks] [gdscript] - # ClientNode.gd + # client_node.gd extends Node var dtls := PacketPeerDTLS.new() diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 5da6cf8102..b77ec4c517 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -1434,9 +1434,9 @@ <param index="0" name="vsync_mode" type="int" enum="DisplayServer.VSyncMode" /> <param index="1" name="window_id" type="int" default="0" /> <description> - Sets the V-Sync mode of the given window. + Sets the V-Sync mode of the given window. See also [member ProjectSettings.display/window/vsync/vsync_mode]. See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application. - Depending on the platform and used renderer, the engine will fall back to [constant VSYNC_ENABLED], if the desired mode is not supported. + Depending on the platform and used renderer, the engine will fall back to [constant VSYNC_ENABLED] if the desired mode is not supported. </description> </method> <method name="window_set_window_buttons_offset"> @@ -1694,7 +1694,10 @@ Use [method window_get_safe_title_margins] to determine area under the title bar that is not covered by decorations. [b]Note:[/b] This flag is implemented on macOS. </constant> - <constant name="WINDOW_FLAG_MAX" value="7" enum="WindowFlags"> + <constant name="WINDOW_FLAG_MOUSE_PASSTHROUGH" value="7" enum="WindowFlags"> + All mouse events are passed to the underlying window of the same application. + </constant> + <constant name="WINDOW_FLAG_MAX" value="8" enum="WindowFlags"> Max value of the [enum WindowFlags]. </constant> <constant name="WINDOW_EVENT_MOUSE_ENTER" value="0" enum="WindowEvent"> diff --git a/doc/classes/EditorCommandPalette.xml b/doc/classes/EditorCommandPalette.xml index 380c79fc1a..448a622ae4 100644 --- a/doc/classes/EditorCommandPalette.xml +++ b/doc/classes/EditorCommandPalette.xml @@ -16,7 +16,7 @@ [csharp] EditorCommandPalette commandPalette = GetEditorInterface().GetCommandPalette(); // ExternalCommand is a function that will be called with the command is executed. - Callable commandCallable = new Callable(this, nameof(ExternalCommand)); + Callable commandCallable = new Callable(this, MethodName.ExternalCommand); commandPalette.AddCommand("command", "test/command", commandCallable) [/csharp] [/codeblocks] diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml index e8df6ae7fe..5f33c68a7d 100644 --- a/doc/classes/EditorFileSystem.xml +++ b/doc/classes/EditorFileSystem.xml @@ -71,12 +71,6 @@ This will not import the file. To reimport, call [method reimport_files] or [method scan] methods. </description> </method> - <method name="update_script_classes"> - <return type="void" /> - <description> - Scans the script files and updates the list of custom class names. - </description> - </method> </methods> <signals> <signal name="filesystem_changed"> @@ -96,6 +90,11 @@ Emitted if at least one resource is reloaded when the filesystem is scanned. </description> </signal> + <signal name="script_classes_updated"> + <description> + Emitted when the list of global script classes gets updated. + </description> + </signal> <signal name="sources_changed"> <param index="0" name="exist" type="bool" /> <description> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index b44c1d7ffa..326c4f6456 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -41,6 +41,7 @@ <param index="0" name="object" type="Variant" /> <description> This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object. + [param object] can be [code]null[/code] if the plugin was editing an object, but there is no longer any selected object handled by this plugin. It can be used to cleanup editing state. </description> </method> <method name="_enable_plugin" qualifiers="virtual"> @@ -143,7 +144,7 @@ [gdscript] func _forward_canvas_draw_over_viewport(overlay): # Draw a circle at cursor position. - overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.white) + overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE) func _forward_canvas_gui_input(event): if event is InputEventMouseMotion: @@ -347,7 +348,7 @@ [codeblock] func _set_state(data): zoom = data.get("zoom", 1.0) - preferred_color = data.get("my_color", Color.white) + preferred_color = data.get("my_color", Color.WHITE) [/codeblock] </description> </method> @@ -359,7 +360,7 @@ [codeblock] func _set_window_layout(configuration): $Window.position = configuration.get_value("MyPlugin", "window_position", Vector2()) - $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.white) + $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.WHITE) [/codeblock] </description> </method> @@ -467,6 +468,14 @@ See [method add_inspector_plugin] for an example of how to register a plugin. </description> </method> + <method name="add_resource_conversion_plugin"> + <return type="void" /> + <param index="0" name="plugin" type="EditorResourceConversionPlugin" /> + <description> + Registers a new [EditorResourceConversionPlugin]. Resource conversion plugins are used to add custom resource converters to the editor inspector. + See [EditorResourceConversionPlugin] for an example of how to create a resource conversion plugin. + </description> + </method> <method name="add_scene_format_importer_plugin"> <return type="void" /> <param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" /> @@ -632,6 +641,13 @@ Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin]. </description> </method> + <method name="remove_resource_conversion_plugin"> + <return type="void" /> + <param index="0" name="plugin" type="EditorResourceConversionPlugin" /> + <description> + Removes a resource conversion plugin registered by [method add_resource_conversion_plugin]. + </description> + </method> <method name="remove_scene_format_importer_plugin"> <return type="void" /> <param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" /> diff --git a/doc/classes/EditorResourceConversionPlugin.xml b/doc/classes/EditorResourceConversionPlugin.xml index c40bb1d91e..6bdfbbe40c 100644 --- a/doc/classes/EditorResourceConversionPlugin.xml +++ b/doc/classes/EditorResourceConversionPlugin.xml @@ -1,8 +1,28 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorResourceConversionPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Plugin for adding custom converters from one resource format to another in the editor resource picker context menu; for example, converting a [StandardMaterial3D] to a [ShaderMaterial]. </brief_description> <description> + [EditorResourceConversionPlugin] is invoked when the context menu is brought up for a resource in the editor inspector. Relevant conversion plugins will appear as menu options to convert the given resource to a target type. + Below shows an example of a basic plugin that will convert an [ImageTexture] to a [PortableCompressedTexture2D]. + [codeblocks] + [gdscript] + extends EditorResourceConversionPlugin + + func _handles(resource : Resource): + return resource is ImageTexture + + func _converts_to(): + return "PortableCompressedTexture2D" + + func _convert(itex : Resource): + var ptex = PortableCompressedTexture2D.new() + ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D.COMPRESSION_MODE_LOSSLESS) + return ptex + [/gdscript] + [/codeblocks] + To use an [EditorResourceConversionPlugin], register it using the [method EditorPlugin.add_resource_conversion_plugin] method first. </description> <tutorials> </tutorials> @@ -11,17 +31,20 @@ <return type="Resource" /> <param index="0" name="resource" type="Resource" /> <description> + Takes an input [Resource] and converts it to the type given in [method _converts_to]. The returned [Resource] is the result of the conversion, and the input [Resource] remains unchanged. </description> </method> <method name="_converts_to" qualifiers="virtual const"> <return type="String" /> <description> + Returns the class name of the target type of [Resource] that this plugin converts source resources to. </description> </method> <method name="_handles" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="resource" type="Resource" /> <description> + Called to determine whether a particular [Resource] can be converted to the target resource type by this plugin. </description> </method> </methods> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 98f4789163..9015a12b43 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -433,12 +433,24 @@ The size to use for port previews in the visual shader uniforms (toggled by clicking the "eye" icon next to an output). The value is defined in pixels at 100% zoom, and will scale with zoom automatically. </member> <member name="filesystem/directories/autoscan_project_path" type="String" setter="" getter=""> - The folder where projects should be scanned for (recursively), in a way similar to the project manager's [b]Scan[/b]button. This can be set to the same value as [member filesystem/directories/default_project_path] for convenience. + The folder where projects should be scanned for (recursively), in a way similar to the project manager's [b]Scan[/b] button. This can be set to the same value as [member filesystem/directories/default_project_path] for convenience. [b]Note:[/b] Setting this path to a folder with very large amounts of files/folders can slow down the project manager startup significantly. To keep the project manager quick to start up, it is recommended to set this value to a folder as "specific" as possible. </member> <member name="filesystem/directories/default_project_path" type="String" setter="" getter=""> The folder where new projects should be created by default when clicking the project manager's [b]New Project[/b] button. This can be set to the same value as [member filesystem/directories/autoscan_project_path] for convenience. </member> + <member name="filesystem/external_programs/3d_model_editor" type="String" setter="" getter=""> + The program that opens 3D model scene files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. + </member> + <member name="filesystem/external_programs/audio_editor" type="String" setter="" getter=""> + The program that opens audio files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. + </member> + <member name="filesystem/external_programs/raster_image_editor" type="String" setter="" getter=""> + The program that opens raster image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. + </member> + <member name="filesystem/external_programs/vector_image_editor" type="String" setter="" getter=""> + The program that opens vector image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. + </member> <member name="filesystem/file_dialog/display_mode" type="int" setter="" getter=""> The display mode to use in the editor's file dialogs. - [b]Thumbnails[/b] takes more space, but displays dynamic resource thumbnails, making resources easier to preview without having to open them. @@ -499,7 +511,7 @@ </member> <member name="interface/editor/editor_language" type="String" setter="" getter=""> The language to use for the editor interface. - Translations are provided by the community. If you spot a mistake, [url=https://docs.godotengine.org/en/latest/community/contributing/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url] + Translations are provided by the community. If you spot a mistake, [url=$DOCS_URL/contributing/documentation/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url] </member> <member name="interface/editor/expand_to_title" type="bool" setter="" getter=""> Expanding main editor window content to the title, if supported by [DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE]. @@ -741,7 +753,7 @@ </member> <member name="text_editor/behavior/indent/type" type="int" setter="" getter=""> The indentation style to use (tabs or spaces). - [b]Note:[/b] The [url=https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation. + [b]Note:[/b] The [url=$DOCS_URL/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation. </member> <member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter=""> If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor. @@ -782,7 +794,7 @@ If [code]true[/code], the code completion tooltip will appear below the current line unless there is no space on screen below the current line. If [code]false[/code], the code completion tooltip will appear above the current line. </member> <member name="text_editor/completion/use_single_quotes" type="bool" setter="" getter=""> - If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]). + If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]). </member> <member name="text_editor/help/class_reference_examples" type="int" setter="" getter=""> Controls which multi-line code blocks should be displayed in the editor help. This setting does not affect single-line code literals in the editor help. diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml index cd96e740e8..4d6938e6aa 100644 --- a/doc/classes/EditorUndoRedoManager.xml +++ b/doc/classes/EditorUndoRedoManager.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="EditorUndoRedoManager" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="EditorUndoRedoManager" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Manages undo history of scenes opened in the editor. </brief_description> diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml index 4670e0c382..2c7d83a811 100644 --- a/doc/classes/Expression.xml +++ b/doc/classes/Expression.xml @@ -28,7 +28,7 @@ public override void _Ready() { - GetNode("LineEdit").TextSubmitted += OnTextEntered; + GetNode<LineEdit>("LineEdit").TextSubmitted += OnTextEntered; } private void OnTextEntered(string command) diff --git a/doc/classes/FileSystemDock.xml b/doc/classes/FileSystemDock.xml index 00f5c7ddff..f76bc2c279 100644 --- a/doc/classes/FileSystemDock.xml +++ b/doc/classes/FileSystemDock.xml @@ -51,5 +51,10 @@ <description> </description> </signal> + <signal name="resource_removed"> + <param index="0" name="resource" type="Resource" /> + <description> + </description> + </signal> </signals> </class> diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index c7d10078e8..29779e4a77 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -5,7 +5,8 @@ </brief_description> <description> 2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] features an emitter that generates some number of particles at a given rate. - Use the [code]process_material[/code] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. + Use the [member process_material] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. + 2D particles can optionally collide with [LightOccluder2D] nodes (note: they don't collide with [PhysicsBody2D] nodes). </description> <tutorials> <link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link> @@ -42,6 +43,7 @@ Number of particles emitted in one emission cycle. </member> <member name="collision_base_size" type="float" setter="set_collision_base_size" getter="get_collision_base_size" default="1.0"> + Multiplier for particle's collision radius. [code]1.0[/code] corresponds to the size of the sprite. </member> <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles2D.DrawOrder" default="1"> Particle draw order. Uses [enum DrawOrder] values. diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index 1ae4718536..127c5daf95 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -21,7 +21,10 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="value" type="Variant" /> <description> - Set the value of a shader parameter for this instance only. + Set the value of a shader uniform for this instance only ([url=$DOCS_URL/tutorials/shaders/shader_reference/shading_language.html#per-instance-uniforms]per-instance uniform[/url]). See also [method ShaderMaterial.set_shader_parameter] to assign a uniform on all instances using the same [ShaderMaterial]. + [b]Note:[/b] For a shader uniform to be assignable on a per-instance basis, it [i]must[/i] be defined with [code]instance uniform ...[/code] rather than [code]uniform ...[/code] in the shader code. + [b]Note:[/b] [param name] is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector). + [b]Note:[/b] Per-instance shader uniforms are currently only available in 3D, so there is no 2D equivalent of this method. </description> </method> </methods> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index c504e26d58..3dbc024b14 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -69,7 +69,7 @@ } // Called when the HTTP request is completed. - private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body) + private void HttpRequestCompleted(int result, int responseCode, string[] headers, byte[] body) { var json = new JSON(); json.Parse(body.GetStringFromUTF8()); @@ -128,7 +128,7 @@ } // Called when the HTTP request is completed. - private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body) + private void HttpRequestCompleted(int result, int responseCode, string[] headers, byte[] body) { if (result != (int)HTTPRequest.Result.Success) { diff --git a/doc/classes/HeightMapShape3D.xml b/doc/classes/HeightMapShape3D.xml index 206981e547..f34870c500 100644 --- a/doc/classes/HeightMapShape3D.xml +++ b/doc/classes/HeightMapShape3D.xml @@ -14,10 +14,10 @@ Height map data, pool array must be of [member map_width] * [member map_depth] size. </member> <member name="map_depth" type="int" setter="set_map_depth" getter="get_map_depth" default="2"> - Depth of the height map data. Changing this will resize the [member map_data]. + Number of vertices in the depth of the height map. Changing this will resize the [member map_data]. </member> <member name="map_width" type="int" setter="set_map_width" getter="get_map_width" default="2"> - Width of the height map data. Changing this will resize the [member map_data]. + Number of vertices in the width of the height map. Changing this will resize the [member map_data]. </member> </members> </class> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index ed1b40488e..051e087611 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -489,7 +489,7 @@ var img = Image.new() img.create(img_width, img_height, false, Image.FORMAT_RGBA8) - img.set_pixel(1, 2, Color.red) # Sets the color at (1, 2) to red. + img.set_pixel(1, 2, Color.RED) # Sets the color at (1, 2) to red. [/gdscript] [csharp] int imgWidth = 10; @@ -517,7 +517,7 @@ var img = Image.new() img.create(img_width, img_height, false, Image.FORMAT_RGBA8) - img.set_pixelv(Vector2i(1, 2), Color.red) # Sets the color at (1, 2) to red. + img.set_pixelv(Vector2i(1, 2), Color.RED) # Sets the color at (1, 2) to red. [/gdscript] [csharp] int imgWidth = 10; diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml index b80857a7bf..10479dfcfe 100644 --- a/doc/classes/ImporterMesh.xml +++ b/doc/classes/ImporterMesh.xml @@ -27,9 +27,13 @@ <param index="5" name="name" type="String" default="""" /> <param index="6" name="flags" type="int" default="0" /> <description> - Creates a new surface, analogous to [method ArrayMesh.add_surface_from_arrays]. - Surfaces are created to be rendered using a [param primitive], which may be any of the types defined in [enum Mesh.PrimitiveType]. (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 [param arrays] argument is an array of arrays. See [enum Mesh.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 an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + Creates a new surface. [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. + Surfaces are created to be rendered using a [param primitive], which may be any of the values defined in [enum Mesh.PrimitiveType]. + The [param arrays] argument is an array of arrays. Each of the [constant Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for this surface as described by the corresponding member of [enum Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. 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 surface 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 an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + The [param blend_shapes] argument is an array of vertex data for each blend shape. Each element is an array of the same structure as [param arrays], but [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and all other entries are [code]null[/code]. + The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used. + The [param flags] argument is the bitwise or of, as required: One value of [enum Mesh.ArrayCustomFormat] left shifted by [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]. + [b]Note:[/b] When using indices, it is recommended to only use points, lines, or triangles. </description> </method> <method name="clear"> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index a0d2d93a7d..3b0cfb3825 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -224,11 +224,18 @@ Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices. Unknown joypads are not expected to match these constants, but you can still retrieve events from them. </description> </method> + <method name="is_key_label_pressed" qualifiers="const"> + <return type="bool" /> + <param index="0" name="keycode" type="int" enum="Key" /> + <description> + Returns [code]true[/code] if you are pressing the key with the [param keycode] printed on it. You can pass a [enum Key] constant or any Unicode character code. + </description> + </method> <method name="is_key_pressed" qualifiers="const"> <return type="bool" /> <param index="0" name="keycode" type="int" enum="Key" /> <description> - Returns [code]true[/code] if you are pressing the key in the current keyboard layout. You can pass a [enum Key] constant. + Returns [code]true[/code] if you are pressing the Latin key in the current keyboard layout. You can pass a [enum Key] constant. [method is_key_pressed] is only recommended over [method is_physical_key_pressed] in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use [method is_physical_key_pressed]. [b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information. </description> @@ -297,6 +304,7 @@ [param hotspot] must be within [param image]'s size. [b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If using an [AnimatedTexture], only the first frame will be displayed. [b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] compression mode can't be used for custom cursors. + [b]Note:[/b] On the web platform, the maximum allowed cursor image size is 128×128. Cursor images larger than 32×32 will also only be displayed if the mouse cursor image is entirely located within the page for [url=https://chromestatus.com/feature/5825971391299584]security reasons[/url]. </description> </method> <method name="set_default_cursor_shape"> diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index c3d682de9e..4d10a183d4 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -5,15 +5,42 @@ </brief_description> <description> Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. + [b]Note:[/b] Events received from the keyboard usually have all properties set. Event mappings should have only one of the [member keycode], [member physical_keycode] or [member unicode] set. + When events are compared, properties are checked in the following priority - [member keycode], [member physical_keycode] and [member unicode], events with the first matching value will be considered equal. </description> <tutorials> <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <methods> + <method name="as_text_key_label" qualifiers="const"> + <return type="String" /> + <description> + Returns a [String] representation of the event's [member key_label] and modifiers. + </description> + </method> + <method name="as_text_keycode" qualifiers="const"> + <return type="String" /> + <description> + Returns a [String] representation of the event's [member keycode] and modifiers. + </description> + </method> + <method name="as_text_physical_keycode" qualifiers="const"> + <return type="String" /> + <description> + Returns a [String] representation of the event's [member physical_keycode] and modifiers. + </description> + </method> + <method name="get_key_label_with_modifiers" qualifiers="const"> + <return type="int" enum="Key" /> + <description> + Returns the localized key label combined with modifier keys such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers]. + To get a human-readable representation of the [InputEventKey] with modifiers, use [code]OS.get_keycode_string(event.get_key_label_with_modifiers())[/code] where [code]event[/code] is the [InputEventKey]. + </description> + </method> <method name="get_keycode_with_modifiers" qualifiers="const"> <return type="int" enum="Key" /> <description> - Returns the keycode combined with modifier keys such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers]. + Returns the Latin keycode combined with modifier keys such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers]. To get a human-readable representation of the [InputEventKey] with modifiers, use [code]OS.get_keycode_string(event.get_keycode_with_modifiers())[/code] where [code]event[/code] is the [InputEventKey]. </description> </method> @@ -29,19 +56,36 @@ <member name="echo" type="bool" setter="set_echo" getter="is_echo" default="false"> If [code]true[/code], the key was already pressed before this event. It means the user is holding the key down. </member> + <member name="key_label" type="int" setter="set_key_label" getter="get_key_label" enum="Key" default="0"> + Represents the localized label printed on the key in the current keyboard layout, which corresponds to one of the [enum Key] constants or any valid Unicode character. + For keyboard layouts with a single label on the key, it is equivalent to [member keycode]. + To get a human-readable representation of the [InputEventKey], use [code]OS.get_keycode_string(event.key_label)[/code] where [code]event[/code] is the [InputEventKey]. + [codeblock] + +-----+ +-----+ + | Q | | Q | - "Q" - keycode + | Й | | ض | - "Й" and "ض" - key_label + +-----+ +-----+ + [/codeblock] + </member> <member name="keycode" type="int" setter="set_keycode" getter="get_keycode" enum="Key" default="0"> - The key keycode, which corresponds to one of the [enum Key] constants. Represent key in the current keyboard layout. + Latin label printed on the key in the current keyboard layout, which corresponds to one of the [enum Key] constants. To get a human-readable representation of the [InputEventKey], use [code]OS.get_keycode_string(event.keycode)[/code] where [code]event[/code] is the [InputEventKey]. + [codeblock] + +-----+ +-----+ + | Q | | Q | - "Q" - keycode + | Й | | ض | - "Й" and "ض" - key_label + +-----+ +-----+ + [/codeblock] </member> <member name="physical_keycode" type="int" setter="set_physical_keycode" getter="get_physical_keycode" enum="Key" default="0"> - Key physical keycode, which corresponds to one of the [enum Key] constants. Represent the physical location of a key on the 101/102-key US QWERTY keyboard. + Represents the physical location of a key on the 101/102-key US QWERTY keyboard, which corresponds to one of the [enum Key] constants. To get a human-readable representation of the [InputEventKey], use [code]OS.get_keycode_string(event.keycode)[/code] where [code]event[/code] is the [InputEventKey]. </member> <member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false"> If [code]true[/code], the key's state is pressed. If [code]false[/code], the key's state is released. </member> <member name="unicode" type="int" setter="set_unicode" getter="get_unicode" default="0"> - The key Unicode identifier (when relevant). Unicode identifiers for the composite characters and complex scripts may not be available unless IME input mode is active. See [method Window.set_ime_active] for more information. + The key Unicode character code (when relevant), shifted by modifier keys. Unicode character codes for composite characters and complex scripts may not be available unless IME input mode is active. See [method Window.set_ime_active] for more information. </member> </members> </class> diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index c6311d780c..26b88e6ff2 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -10,6 +10,12 @@ <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <methods> + <method name="get_modifiers_mask" qualifiers="const"> + <return type="int" enum="KeyModifierMask" /> + <description> + Returns the keycode combination of modifier keys. + </description> + </method> <method name="is_command_or_control_pressed" qualifiers="const"> <return type="bool" /> <description> diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml index 93731cf553..6fe53dfaac 100644 --- a/doc/classes/JSON.xml +++ b/doc/classes/JSON.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="JSON" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="JSON" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Helper class for creating and parsing JSON data. </brief_description> @@ -49,13 +49,21 @@ Returns an empty string if the last call to [method parse] was successful, or the error message if it failed. </description> </method> + <method name="get_parsed_text" qualifiers="const"> + <return type="String" /> + <description> + Return the text parsed by [method parse] as long as the function is instructed to keep it. + </description> + </method> <method name="parse"> <return type="int" enum="Error" /> - <param index="0" name="json_string" type="String" /> + <param index="0" name="json_text" type="String" /> + <param index="1" name="keep_text" type="bool" default="false" /> <description> - Attempts to parse the [param json_string] provided. + Attempts to parse the [param json_text] provided. Returns an [enum Error]. If the parse was successful, it returns [constant OK] and the result can be retrieved using [member data]. If unsuccessful, use [method get_error_line] and [method get_error_message] for identifying the source of the failure. Non-static variant of [method parse_string], if you want custom error handling. + The optional [param keep_text] argument instructs the parser to keep a copy of the original text. This text can be obtained later by using the [method get_parsed_text] function and is used when saving the resource (instead of generating new text from [member data]). </description> </method> <method name="parse_string" qualifiers="static"> diff --git a/doc/classes/JavaScriptBridge.xml b/doc/classes/JavaScriptBridge.xml index 340c296eef..f79c11b334 100644 --- a/doc/classes/JavaScriptBridge.xml +++ b/doc/classes/JavaScriptBridge.xml @@ -5,7 +5,7 @@ </brief_description> <description> The JavaScriptBridge singleton is implemented only in the Web export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. - [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. + [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/contributing/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. </description> <tutorials> <link title="Exporting for the Web: Calling JavaScript from script">$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link> diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index fe7756faaf..95c39d535e 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -80,7 +80,7 @@ A typical household lightbulb can range from around 600 lumens to 1,200 lumens, a candle is about 13 lumens, while a streetlight can be approximately 60,000 lumens. </member> <member name="light_intensity_lux" type="float" setter="set_param" getter="get_param"> - Used by [DirectionalLight3D]s when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code]. Sets the intensity of the light source measured in Lux. Lux is a measure pf luminous flux per unit area, it is equal to one lumen per square metre. Lux is the measure of how much light hits a surface at a given time. + Used by [DirectionalLight3D]s when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code]. Sets the intensity of the light source measured in Lux. Lux is a measure of luminous flux per unit area, it is equal to one lumen per square meter. Lux is the measure of how much light hits a surface at a given time. On a clear sunny day a surface in direct sunlight may be approximately 100,000 lux, a typical room in a home may be approximately 50 lux, while the moonlit ground may be approximately 0.1 lux. </member> <member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false"> diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index 53dae1a8e6..723e6bbf21 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -93,22 +93,28 @@ <constant name="BAKE_ERROR_OK" value="0" enum="BakeError"> Lightmap baking was successful. </constant> - <constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="1" enum="BakeError"> + <constant name="BAKE_ERROR_NO_SCENE_ROOT" value="1" enum="BakeError"> + Lightmap baking failed because the root node for the edited scene could not be accessed. + </constant> + <constant name="BAKE_ERROR_FOREIGN_DATA" value="2" enum="BakeError"> + Lightmap baking failed as the lightmap data resource is embedded in a foreign resource. + </constant> + <constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="3" enum="BakeError"> Lightmap baking failed as there is no lightmapper available in this Godot build. </constant> - <constant name="BAKE_ERROR_NO_SAVE_PATH" value="2" enum="BakeError"> + <constant name="BAKE_ERROR_NO_SAVE_PATH" value="4" enum="BakeError"> Lightmap baking failed as the [LightmapGIData] save path isn't configured in the resource. </constant> - <constant name="BAKE_ERROR_NO_MESHES" value="3" enum="BakeError"> + <constant name="BAKE_ERROR_NO_MESHES" value="5" enum="BakeError"> Lightmap baking failed as there are no meshes whose [member GeometryInstance3D.gi_mode] is [constant GeometryInstance3D.GI_MODE_STATIC] and with valid UV2 mapping in the current scene. You may need to select 3D scenes in the Import dock and change their global illumination mode accordingly. </constant> - <constant name="BAKE_ERROR_MESHES_INVALID" value="4" enum="BakeError"> + <constant name="BAKE_ERROR_MESHES_INVALID" value="6" enum="BakeError"> Lightmap baking failed as the lightmapper failed to analyze some of the meshes marked as static for baking. </constant> - <constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="5" enum="BakeError"> + <constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="7" enum="BakeError"> Lightmap baking failed as the resulting image couldn't be saved or imported by Godot after it was saved. </constant> - <constant name="BAKE_ERROR_USER_ABORTED" value="6" enum="BakeError"> + <constant name="BAKE_ERROR_USER_ABORTED" value="8" enum="BakeError"> The user aborted the lightmap baking operation (typically by clicking the [b]Cancel[/b] button in the progress dialog). </constant> <constant name="ENVIRONMENT_MODE_DISABLED" value="0" enum="EnvironmentMode"> diff --git a/doc/classes/Marshalls.xml b/doc/classes/Marshalls.xml index 102e4b75ed..1eeb0be7ce 100644 --- a/doc/classes/Marshalls.xml +++ b/doc/classes/Marshalls.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Marshalls" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Data transformation (marshalling) and encoding helpers. + Data transformation (marshaling) and encoding helpers. </brief_description> <description> Provides data transformation and encoding utility functions. diff --git a/doc/classes/Material.xml b/doc/classes/Material.xml index c5d567c1fe..bdd5cee797 100644 --- a/doc/classes/Material.xml +++ b/doc/classes/Material.xml @@ -31,6 +31,12 @@ <description> </description> </method> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderMaterial]). + </description> + </method> <method name="inspect_native_shader_code"> <return type="void" /> <description> diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index 94e80ffb2b..ece3199aab 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -114,6 +114,12 @@ [b]Note:[/b] This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise). </description> </method> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderMesh]). + </description> + </method> <method name="create_trimesh_shape" qualifiers="const"> <return type="ConcavePolygonShape3D" /> <description> @@ -227,10 +233,10 @@ Contains custom color channel 3. [PackedByteArray] if [code](format >> [constant ARRAY_FORMAT_CUSTOM3_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise. </constant> <constant name="ARRAY_BONES" value="10" enum="ArrayType"> - [PackedFloat32Array] or [PackedInt32Array] of bone indices. Each element is a group of 4 numbers. + [PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 or 8 numbers per vertex depending on the presence of the [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag. </constant> <constant name="ARRAY_WEIGHTS" value="11" enum="ArrayType"> - [PackedFloat32Array] of bone weights. Each element in groups of 4 floats. + [PackedFloat32Array] or [PackedFloat64Array] of bone weights in the range [code]0.0[/code] to [code]1.0[/code] (inclusive). Contains either 4 or 8 numbers per vertex depending on the presence of the [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag. </constant> <constant name="ARRAY_INDEX" value="12" enum="ArrayType"> [PackedInt32Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices. @@ -341,6 +347,9 @@ <constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat" is_bitfield="true"> Flag used to mark that the mesh contains up to 8 bone influences per vertex. This flag indicates that [constant ARRAY_BONES] and [constant ARRAY_WEIGHTS] elements will have double length. </constant> + <constant name="ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY" value="268435456" enum="ArrayFormat" is_bitfield="true"> + Flag used to mark that the mesh intentionally contains no vertex array. + </constant> <constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode"> Blend shapes are normalized. </constant> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 02fd6dae30..7b27f16d82 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -909,6 +909,9 @@ <constant name="NOTIFICATION_ENABLED" value="29"> Notification received when the node is enabled again after being disabled. See [constant PROCESS_MODE_DISABLED]. </constant> + <constant name="NOTIFICATION_NODE_RECACHE_REQUESTED" value="30"> + Notification received when other nodes in the tree may have been removed/replaced and node pointers may require re-caching. + </constant> <constant name="NOTIFICATION_EDITOR_PRE_SAVE" value="9001"> Notification received right before the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects. </constant> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 6dab7b4ebe..0058bf8a2f 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -566,7 +566,7 @@ <method name="open_midi_inputs"> <return type="void" /> <description> - Initialises the singleton for the system MIDI driver. + Initializes the singleton for the system MIDI driver. [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> @@ -592,12 +592,12 @@ </description> </method> <method name="set_environment" qualifiers="const"> - <return type="bool" /> + <return type="void" /> <param index="0" name="variable" type="String" /> <param index="1" name="value" type="String" /> <description> Sets the value of the environment variable [param variable] to [param value]. The environment variable will be set for the Godot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. - [b]Note:[/b] Double-check the casing of [param variable]. Environment variable names are case-sensitive on all platforms except Windows. + [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. On Windows, there is a 32767 characters limit for the combined length of [param variable], [param value], and the [code]=[/code] and null terminator characters that will be registered in the environment block. </description> </method> <method name="set_restart_on_exit"> @@ -637,6 +637,14 @@ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS and Windows. </description> </method> + <method name="unset_environment" qualifiers="const"> + <return type="void" /> + <param index="0" name="variable" type="String" /> + <description> + Removes the environment [param variable] from the current environment, if it exists. The environment variable will be removed for the Godot process and any process executed with [method execute] after running [method unset_environment]. The removal of the environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. + [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. + </description> + </method> </methods> <members> <member name="low_processor_usage_mode" type="bool" setter="set_low_processor_usage_mode" getter="is_in_low_processor_usage_mode" default="false"> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index e015bec134..e4607456ca 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -24,6 +24,7 @@ [b]Note:[/b] The [code]script[/code] is not exposed like most properties. To set or get an object's [Script] in code, use [method set_script] and [method get_script], respectively. </description> <tutorials> + <link title="Object class introduction">$DOCS_URL/contributing/development/core_and_modules/object_class.html</link> <link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link> <link title="Object notifications">$DOCS_URL/tutorials/best_practices/godot_notifications.html</link> </tutorials> @@ -304,7 +305,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f); + node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -322,7 +323,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f); + node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -341,7 +342,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); + node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call @@ -393,8 +394,8 @@ // This assumes that a `Player` class exists, which defines a `Hit` signal. var player = new Player(); - // Signals as events (`player.Hit += OnPlayerHit;`) do not support argument binding. You have to use: - player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array {"sword", 100 }); + // We can use lambdas when we need to bind additional parameters. + player.Hit += () => OnPlayerHit("sword", 100); } private void OnButtonDown() @@ -404,7 +405,7 @@ private void OnPlayerHit(string weaponType, int damage) { - GD.Print(String.Format("Hit with weapon {0} for {1} damage.", weaponType, damage)); + GD.Print($"Hit with weapon {weaponType} for {damage} damage."); } [/csharp] [/codeblocks] @@ -430,16 +431,12 @@ public override void _Ready() { var button = new Button(); - // Option 1: Object.Connect() with an implicit Callable for the defined function. - button.Connect("button_down", OnButtonDown); - // Option 2: Object.connect() with a constructed Callable using a target object and method name. - button.Connect("button_down", new Callable(self, nameof(OnButtonDown))); - // Option 3: Signal.connect() with an implicit Callable for the defined function. - button.ButtonDown.Connect(OnButtonDown); - // Option 3b: In C#, we can use signals as events and connect with this more idiomatic syntax: + // Option 1: In C#, we can use signals as events and connect with this idiomatic syntax: button.ButtonDown += OnButtonDown; - // Option 4: Signal.connect() with a constructed Callable using a target object and method name. - button.ButtonDown.Connect(new Callable(self, nameof(OnButtonDown))); + // Option 2: Object.Connect() with a constructed Callable from a method group. + button.Connect(Button.SignalName.ButtonDown, Callable.From(OnButtonDown)); + // Option 3: Object.Connect() with a constructed Callable using a target object and method name. + button.Connect(Button.SignalName.ButtonDown, new Callable(this, MethodName.OnButtonDown)); } private void OnButtonDown() @@ -457,6 +454,7 @@ func _ready(): # This assumes that a `Player` class exists, which defines a `hit` signal. var player = Player.new() + # Using Callable.bind(). player.hit.connect(_on_player_hit.bind("sword", 100)) # Parameters added when emitting the signal are passed first. @@ -472,20 +470,19 @@ { // This assumes that a `Player` class exists, which defines a `Hit` signal. var player = new Player(); - // Option 1: Using Callable.Bind(). This way we can still use signals as events. - player.Hit += OnPlayerHit.Bind("sword", 100); - // Option 2: Using a `binds` Array in Signal.Connect(). - player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array{ "sword", 100 }); + // Using lambda expressions that create a closure that captures the additional parameters. + // The lambda only receives the parameters defined by the signal's delegate. + player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, "sword", 100); // Parameters added when emitting the signal are passed first. - player.EmitSignal("hit", "Dark lord", 5); + player.EmitSignal(SignalName.Hit, "Dark lord", 5); } // We pass two arguments when emitting (`hit_by`, `level`), // and bind two more arguments when connecting (`weapon_type`, `damage`). private void OnPlayerHit(string hitBy, int level, string weaponType, int damage) { - GD.Print(String.Format("Hit by {0} (level {1}) with weapon {2} for {3} damage.", hitBy, level, weaponType, damage)); + GD.Print($"Hit by {hitBy} (level {level}) with weapon {weaponType} for {damage} damage."); } [/csharp] [/codeblocks] @@ -511,8 +508,8 @@ emit_signal("game_over") [/gdscript] [csharp] - EmitSignal("Hit", "sword", 100); - EmitSignal("GameOver"); + EmitSignal(SignalName.Hit, "sword", 100); + EmitSignal(SignalName.GameOver); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. @@ -580,7 +577,7 @@ var b = node.GetIndexed("position:y"); // b is -10 [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. [b]Note:[/b] This method does not support actual paths to nodes in the [SceneTree], only sub-property paths. In the context of nodes, use [method Node.get_node_and_resource] instead. </description> </method> @@ -867,7 +864,7 @@ GD.Print(node.Position); // Prints (42, -10) [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_message_translation"> @@ -882,7 +879,7 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="value" type="Variant" /> <description> - Adds or changes the entry [param name] inside the object's metadata. The metadata [param value] can be any [Variant], although some types cannot be serialised correctly. + Adds or changes the entry [param name] inside the object's metadata. The metadata [param value] can be any [Variant], although some types cannot be serialized correctly. If [param value] is [code]null[/code], the entry is removed. This is the equivalent of using [method remove_meta]. See also [method has_meta] and [method get_meta]. [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector dock and should not be edited. </description> diff --git a/doc/classes/ParticleProcessMaterial.xml b/doc/classes/ParticleProcessMaterial.xml index d4050e3bd1..d046d52ed1 100644 --- a/doc/classes/ParticleProcessMaterial.xml +++ b/doc/classes/ParticleProcessMaterial.xml @@ -123,7 +123,8 @@ </member> <member name="collision_mode" type="int" setter="set_collision_mode" getter="get_collision_mode" enum="ParticleProcessMaterial.CollisionMode" default="0"> The particles' collision mode. - [b]Note:[/b] Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes. + [b]Note:[/b] 3D Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes. + [b]Note:[/b] 2D Particles can only collide with [LightOccluder2D] nodes, not [PhysicsBody2D] nodes. </member> <member name="collision_use_scale" type="bool" setter="set_collision_use_scale" getter="is_collision_using_scale" default="false"> Should collision take scale into account. diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index 6b7daa534e..493af8aff2 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -45,7 +45,7 @@ [csharp] public override void _Ready() { - var monitorValue = new Callable(this, nameof(GetMonitorValue)); + var monitorValue = new Callable(this, MethodName.GetMonitorValue); // Adds monitor with name "MyName" to category "MyCategory". Performance.AddCustomMonitor("MyCategory/MyMonitor", monitorValue); diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml index 0768df31cc..f38130fe0c 100644 --- a/doc/classes/PhysicalBone3D.xml +++ b/doc/classes/PhysicalBone3D.xml @@ -3,6 +3,7 @@ <brief_description> </brief_description> <description> + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> </tutorials> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 2ef54683f2..3e100e3280 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -4,7 +4,8 @@ Base class for all objects affected by physics in 3D space. </brief_description> <description> - PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. + PhysicsBody3D is an abstract base class for implementing a physics body. All *Body3D types inherit from it. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> diff --git a/doc/classes/PhysicsServer3DManager.xml b/doc/classes/PhysicsServer3DManager.xml index 3ec03fede4..4d789ceb3f 100644 --- a/doc/classes/PhysicsServer3DManager.xml +++ b/doc/classes/PhysicsServer3DManager.xml @@ -15,7 +15,7 @@ <param index="0" name="name" type="String" /> <param index="1" name="create_callback" type="Callable" /> <description> - Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object. + Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer3D] object. </description> </method> <method name="set_default_server"> diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index fbe8afa8d1..aa09081e3e 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -38,6 +38,7 @@ <param index="0" name="normal" type="Vector3" /> <description> Creates a plane from the normal vector. The plane will intersect the origin. + The [param normal] of the plane must be a unit vector. </description> </constructor> <constructor name="Plane"> @@ -46,6 +47,7 @@ <param index="1" name="d" type="float" /> <description> Creates a plane from the normal vector and the plane's distance from the origin. + The [param normal] of the plane must be a unit vector. </description> </constructor> <constructor name="Plane"> @@ -54,6 +56,7 @@ <param index="1" name="point" type="Vector3" /> <description> Creates a plane from the normal vector and a point on the plane. + The [param normal] of the plane must be a unit vector. </description> </constructor> <constructor name="Plane"> @@ -67,12 +70,6 @@ </constructor> </constructors> <methods> - <method name="center" qualifiers="const"> - <return type="Vector3" /> - <description> - Returns the center of the plane. - </description> - </method> <method name="distance_to" qualifiers="const"> <return type="float" /> <param index="0" name="point" type="Vector3" /> @@ -80,6 +77,12 @@ Returns the shortest distance from the plane to the position [param point]. If the point is above the plane, the distance will be positive. If below, the distance will be negative. </description> </method> + <method name="get_center" qualifiers="const"> + <return type="Vector3" /> + <description> + Returns the center of the plane. + </description> + </method> <method name="has_point" qualifiers="const"> <return type="bool" /> <param index="0" name="point" type="Vector3" /> @@ -152,7 +155,7 @@ In the scalar equation of the plane [code]ax + by + cz = d[/code], this is [code]d[/code], while the [code](a, b, c)[/code] coordinates are represented by the [member normal] property. </member> <member name="normal" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)"> - The normal of the plane, which must be normalized. + The normal of the plane, which must be a unit vector. In the scalar equation of the plane [code]ax + by + cz = d[/code], this is the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] property. </member> <member name="x" type="float" setter="" getter="" default="0.0"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index f954e8bca8..430f1c60fd 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -384,6 +384,9 @@ <member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to true. </member> + <member name="debug/gdscript/warnings/confusable_identifier" type="int" setter="" getter="" default="1"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an identifier contains characters that can be confused with something else, like when mixing different alphabets. + </member> <member name="debug/gdscript/warnings/constant_used_as_function" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a constant is used as a function. </member> @@ -615,8 +618,17 @@ Main window content is expanded to the full size of the window. Unlike a borderless window, the frame is left intact and can be used to resize the window, and the title bar is transparent, but has minimize/maximize/close buttons. [b]Note:[/b] This setting is implemented only on macOS. </member> - <member name="display/window/size/initial_screen" type="int" setter="" getter="" default="-2"> - Main window initial screen. + <member name="display/window/size/initial_position" type="Vector2i" setter="" getter="" default="Vector2i(0, 0)"> + Main window initial position (in virtual desktop coordinates), this settings is used only if [member display/window/size/initial_position_type] is set to "Absolute" ([code]0[/code]). + </member> + <member name="display/window/size/initial_position_type" type="int" setter="" getter="" default="1"> + Main window initial position. + [code]0[/code] - "Absolute", [member display/window/size/initial_position] is used to set window position. + [code]1[/code] - "Primary Screen Center". + [code]2[/code] - "Other Screen Center", [member display/window/size/initial_screen] is used to set window position. + </member> + <member name="display/window/size/initial_screen" type="int" setter="" getter="" default="0"> + Main window initial screen, this settings is used only if [member display/window/size/initial_position_type] is set to "Other Screen Center" ([code]2[/code]). </member> <member name="display/window/size/mode" type="int" setter="" getter="" default="0"> Main window mode. See [enum DisplayServer.WindowMode] for possible values and how each mode behaves. @@ -650,7 +662,15 @@ <member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1"> Sets the V-Sync mode for the main game window. See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application. - Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported. + Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code] if the desired mode is not supported. + [b]Note:[/b] This property is only read when the project starts. To change the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] instead. + </member> + <member name="dotnet/project/assembly_name" type="String" setter="" getter="" default=""""> + Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly. + </member> + <member name="dotnet/project/solution_directory" type="String" setter="" getter="" default=""""> + Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files. + Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other. </member> <member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false"> If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate. @@ -678,10 +698,16 @@ <member name="editor/movie_writer/speaker_mode" type="int" setter="" getter="" default="0"> The speaker mode to use in the recorded audio when writing a movie. See [enum AudioServer.SpeakerMode] for possible values. </member> - <member name="editor/node_naming/name_casing" type="int" setter="" getter="" default="0"> + <member name="editor/naming/default_signal_callback_name" type="String" setter="" getter="" default=""_on_{node_name}_{signal_name}""> + The format of the default signal callback name (in the Signal Connection Dialog). The following substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], and [code]{signal_name}[/code]. + </member> + <member name="editor/naming/default_signal_callback_to_self_name" type="String" setter="" getter="" default=""_on_{signal_name}""> + The format of the default signal callback name when a signal connects to the same node that emits it (in the Signal Connection Dialog). The following substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], and [code]{signal_name}[/code]. + </member> + <member name="editor/naming/node_name_casing" type="int" setter="" getter="" default="0"> When creating node names automatically, set the type of casing in this project. This is mostly an editor setting. </member> - <member name="editor/node_naming/name_num_separator" type="int" setter="" getter="" default="0"> + <member name="editor/naming/node_name_num_separator" type="int" setter="" getter="" default="0"> What to use to separate node name from number. This is mostly an editor setting. </member> <member name="editor/run/main_run_args" type="String" setter="" getter="" default=""""> @@ -760,6 +786,9 @@ <member name="gui/theme/lcd_subpixel_layout" type="int" setter="" getter="" default="1"> LCD subpixel layout used for font anti-aliasing. See [enum TextServer.FontLCDSubpixelLayout]. </member> + <member name="gui/timers/button_shortcut_feedback_highlight_time" type="float" setter="" getter="" default="0.2"> + When [member BaseButton.shortcut_feedback] is enabled, this is the time the [BaseButton] will remain highlighted after a shortcut. + </member> <member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000"> Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds). </member> diff --git a/doc/classes/Projection.xml b/doc/classes/Projection.xml index 602833bca5..99e3f1725f 100644 --- a/doc/classes/Projection.xml +++ b/doc/classes/Projection.xml @@ -149,7 +149,7 @@ <param index="4" name="flip_fov" type="bool" /> <param index="5" name="eye" type="int" /> <param index="6" name="intraocular_dist" type="float" /> - <param index="7" name=" convergence_dist" type="float" /> + <param index="7" name="convergence_dist" type="float" /> <description> Creates a new [Projection] that projects positions using a perspective projection with the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping distances. The projection is adjusted for a head-mounted display with the given distance between eyes and distance to a point that can be focused on. [param eye] creates the projection for the left eye when set to 1, or the right eye when set to 2. diff --git a/doc/classes/RemoteTransform2D.xml b/doc/classes/RemoteTransform2D.xml index 20fa41a3f0..6f100541be 100644 --- a/doc/classes/RemoteTransform2D.xml +++ b/doc/classes/RemoteTransform2D.xml @@ -1,11 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="RemoteTransform2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] derived Node in the scene. + RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived node in the scene. </brief_description> <description> - RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] derived Node (called the remote node) in the scene. - It can be set to update another Node's position, rotation and/or scale. It can use either global or local coordinates. + RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived node (called the remote node) in the scene. + It can be set to update another node's position, rotation and/or scale. It can use either global or local coordinates. </description> <tutorials> </tutorials> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 7675a37cbd..fc08a16619 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -217,7 +217,7 @@ <param index="1" name="from" type="Vector2" /> <param index="2" name="to" type="Vector2" /> <param index="3" name="color" type="Color" /> - <param index="4" name="width" type="float" default="1.0" /> + <param index="4" name="width" type="float" default="-1.0" /> <param index="5" name="antialiased" type="bool" default="false" /> <description> </description> @@ -291,7 +291,7 @@ <param index="0" name="item" type="RID" /> <param index="1" name="points" type="PackedVector2Array" /> <param index="2" name="colors" type="PackedColorArray" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <param index="4" name="antialiased" type="bool" default="false" /> <description> </description> @@ -303,7 +303,6 @@ <param index="2" name="colors" type="PackedColorArray" /> <param index="3" name="uvs" type="PackedVector2Array" /> <param index="4" name="texture" type="RID" /> - <param index="5" name="width" type="float" default="1.0" /> <description> </description> </method> @@ -3337,7 +3336,7 @@ <param index="0" name="viewport" type="RID" /> <param index="1" name="enabled" type="bool" /> <description> - If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size. + If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the screen_texture. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size. </description> </method> <method name="viewport_set_scaling_3d_mode"> @@ -3811,6 +3810,8 @@ </constant> <constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat" is_bitfield="true"> </constant> + <constant name="ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY" value="268435456" enum="ArrayFormat" is_bitfield="true"> + </constant> <constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType"> Primitive to draw consists of points. </constant> diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index e533fc1e32..67f466ad4c 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -24,7 +24,8 @@ <param index="0" name="subresources" type="bool" default="false" /> <description> Duplicates this resource, returning a new resource with its [code]export[/code]ed or [constant PROPERTY_USAGE_STORAGE] properties copied from the original. - If [param subresources] is [code]false[/code], a shallow copy is returned. Nested resources within subresources are not duplicated and are shared from the original resource. This behavior can be overridden by the [constant PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE] flag. + If [param subresources] is [code]false[/code], a shallow copy is returned; nested resources within subresources are not duplicated and are shared from the original resource. If [param subresources] is [code]true[/code], a deep copy is returned; nested subresources will be duplicated and are not shared. + Subresource properties with the [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] flag are always duplicated even with [param subresources] set to [code]false[/code], and properties with the [constant PROPERTY_USAGE_NEVER_DUPLICATE] flag are never duplicated even with [param subresources] set to [code]true[/code]. [b]Note:[/b] For custom resources, this method will fail if [method Object._init] has been defined with required parameters. </description> </method> diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml index 2b6376f2cd..bb55123b37 100644 --- a/doc/classes/ResourceFormatLoader.xml +++ b/doc/classes/ResourceFormatLoader.xml @@ -38,6 +38,13 @@ Gets the list of extensions for files this loader is able to read. </description> </method> + <method name="_get_resource_script_class" qualifiers="virtual const"> + <return type="String" /> + <param index="0" name="path" type="String" /> + <description> + Returns the script class name associated with the [Resource] under the given [param path]. If the resource has no script or the script isn't a named class, it should return [code]""[/code]. + </description> + </method> <method name="_get_resource_type" qualifiers="virtual const"> <return type="String" /> <param index="0" name="path" type="String" /> diff --git a/doc/classes/ResourcePreloader.xml b/doc/classes/ResourcePreloader.xml index 17904697e6..5c0079f408 100644 --- a/doc/classes/ResourcePreloader.xml +++ b/doc/classes/ResourcePreloader.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ResourcePreloader" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Resource Preloader Node. + Preloads a list of resources inside a scene. </brief_description> <description> - This node is used to preload sub-resources inside a scene, so when the scene is loaded, all the resources are ready to use and can be retrieved from the preloader. + This node is used to preload sub-resources inside a scene, so when the scene is loaded, all the resources are ready to use and can be retrieved from the preloader. You can add the resources using the ResourcePreloader tab when the node is selected. GDScript has a simplified [method @GDScript.preload] built-in method which can be used in most situations, leaving the use of [ResourcePreloader] for more advanced scenarios. </description> <tutorials> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index dd291a425d..1ecc8a1d4e 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -8,7 +8,7 @@ [b]Note:[/b] Assignments to [member text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member text] will erase previous edits made from other manual sources such as [method append_text] and the [code]push_*[/code] / [method pop] methods. [b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code]. [b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode. - [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property. + [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content] property. </description> <tutorials> <link title="BBCode in RichTextLabel">$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link> @@ -251,6 +251,14 @@ Adds a [code][color][/code] tag to the tag stack. </description> </method> + <method name="push_customfx"> + <return type="void" /> + <param index="0" name="effect" type="RichTextEffect" /> + <param index="1" name="env" type="Dictionary" /> + <description> + Adds a custom effect tag to the tag stack. The effect does not need to be in [member custom_effects]. The environment is directly passed to the effect. + </description> + </method> <method name="push_dropcap"> <return type="void" /> <param index="0" name="string" type="String" /> @@ -283,6 +291,7 @@ <return type="void" /> <param index="0" name="font_size" type="int" /> <description> + Adds a [code][font_size][/code] tag to the tag stack. Overrides default font size for its duration. </description> </method> <method name="push_hint"> @@ -473,9 +482,8 @@ <member name="deselect_on_focus_loss_enabled" type="bool" setter="set_deselect_on_focus_loss_enabled" getter="is_deselect_on_focus_loss_enabled" default="true"> If [code]true[/code], the selected text will be deselected when focus is lost. </member> - <member name="fit_content_height" type="bool" setter="set_fit_content_height" getter="is_fit_content_height_enabled" default="false"> - If [code]true[/code], the label's height will be automatically updated to fit its content. - [b]Note:[/b] This property is used as a workaround to fix issues with [RichTextLabel] in [Container]s, but it's unreliable in some cases and will be removed in future versions. + <member name="fit_content" type="bool" setter="set_fit_content" getter="is_fit_content_enabled" default="false"> + If [code]true[/code], the label's minimum size will be automatically updated to fit its content, matching the behavior of [Label]. </member> <member name="hint_underlined" type="bool" setter="set_hint_underline" getter="is_hint_underlined" default="true"> If [code]true[/code], the label underlines hint tags such as [code][hint=description]{text}[/hint][/code]. diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 8380d56de3..148cdf96ee 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -8,6 +8,7 @@ You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode]. [b]Note:[/b] Don't change a RigidBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 75f835260a..c472ab647e 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -26,12 +26,12 @@ Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES]. </description> </method> - <method name="has_parameter" qualifiers="const"> - <return type="bool" /> - <param index="0" name="name" type="StringName" /> + <method name="get_shader_uniform_list"> + <return type="Array" /> + <param index="0" name="get_groups" type="bool" default="false" /> <description> - Returns [code]true[/code] if the shader has this param defined as a uniform in its code. - [b]Note:[/b] [param name] must match the name of the uniform in the code exactly. + Get the list of shader uniforms that can be assigned to a [ShaderMaterial], for use with [method ShaderMaterial.set_shader_parameter] and [method ShaderMaterial.get_shader_parameter]. The parameters returned are contained in dictionaries in a similar format to the ones returned by [method Object.get_property_list]. + If argument [param get_groups] is true, parameter grouping hints will be provided. </description> </method> <method name="set_default_texture_parameter"> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 1af7ac4fc5..a2346822e5 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -23,7 +23,8 @@ <param index="1" name="value" type="Variant" /> <description> Changes the value set for this material of a uniform in the shader. - [b]Note:[/b] [param param] must match the name of the uniform in the code exactly. + [b]Note:[/b] [param param] is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector). + [b]Note:[/b] Changes to the shader uniform will be effective on all instances using this [ShaderMaterial]. To prevent this, use per-instance uniforms with [method GeometryInstance3D.set_instance_shader_parameter] or duplicate the [ShaderMaterial] resource using [method Resource.duplicate]. Per-instance uniforms allow for better shader reuse and are therefore faster, so they should be preferred over duplicating the [ShaderMaterial] when possible. </description> </method> </methods> diff --git a/doc/classes/Signal.xml b/doc/classes/Signal.xml index 3412cd2140..71905e8b2e 100644 --- a/doc/classes/Signal.xml +++ b/doc/classes/Signal.xml @@ -16,12 +16,12 @@ [/gdscript] [csharp] [Signal] - delegate void Attacked(); + delegate void AttackedEventHandler(); // Additional arguments may be declared. // These arguments must be passed when the signal is emitted. [Signal] - delegate void ItemDropped(itemName: string, amount: int); + delegate void ItemDroppedEventHandler(string itemName, int amount); [/csharp] [/codeblocks] </description> diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 808f93b491..39bdc5c796 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -16,7 +16,7 @@ <param index="0" name="delta" type="float" /> <param index="1" name="execution_mode" type="int" /> <description> - Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned. + Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton2D has one assigned. </description> </method> <method name="get_bone"> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 3bd0e04b92..70986ba06a 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -7,6 +7,7 @@ Skeleton3D provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics. The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose. Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone. + To setup different types of inverse kinematics, consider using [SkeletonIK3D], or add a custom IK implementation in [method Node._process] as a child node. </description> <tutorials> <link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link> @@ -32,26 +33,11 @@ Removes the global pose override on all bones in the skeleton. </description> </method> - <method name="clear_bones_local_pose_override" is_deprecated="true"> - <return type="void" /> - <description> - Deprecated. Local pose overrides will be removed. - Removes the local pose override on all bones in the skeleton. - </description> - </method> <method name="create_skin_from_rest_transforms"> <return type="Skin" /> <description> </description> </method> - <method name="execute_modifications" is_deprecated="true"> - <return type="void" /> - <param index="0" name="delta" type="float" /> - <param index="1" name="execution_mode" type="int" /> - <description> - Executes all the modifications on the [SkeletonModificationStack3D], if the Skeleton3D has one assigned. - </description> - </method> <method name="find_bone" qualifiers="const"> <return type="int" /> <param index="0" name="name" type="String" /> @@ -113,13 +99,6 @@ Returns the global rest transform for [param bone_idx]. </description> </method> - <method name="get_bone_local_pose_override" qualifiers="const"> - <return type="Transform3D" /> - <param index="0" name="bone_idx" type="int" /> - <description> - Returns the local pose override transform for [param bone_idx]. - </description> - </method> <method name="get_bone_name" qualifiers="const"> <return type="String" /> <param index="0" name="bone_idx" type="int" /> @@ -167,43 +146,18 @@ Returns the rest transform for a bone [param bone_idx]. </description> </method> - <method name="get_modification_stack" is_deprecated="true"> - <return type="SkeletonModificationStack3D" /> - <description> - Returns the modification stack attached to this skeleton, if one exists. - </description> - </method> <method name="get_parentless_bones" qualifiers="const"> <return type="PackedInt32Array" /> <description> Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton. </description> </method> - <method name="global_pose_to_local_pose" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="global_pose" type="Transform3D" /> - <description> - Takes the passed-in global pose and converts it to local pose transform. - This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform in [method set_bone_local_pose_override]. - </description> - </method> - <method name="global_pose_to_world_transform" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="global_pose" type="Transform3D" /> - <description> - Deprecated. Use [Node3D] apis instead. - Takes the passed-in global pose and converts it to a world transform. - This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform usable with a node's transform, like [member Node3D.global_transform] for example. - </description> - </method> - <method name="global_pose_z_forward_to_bone_forward" is_deprecated="true"> - <return type="Basis" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="basis" type="Basis" /> + <method name="get_version" qualifiers="const"> + <return type="int" /> <description> - Rotates the given [Basis] so that the forward axis of the Basis is facing in the forward direction of the bone at [param bone_idx]. - This is helper function to make using [method Transform3D.looking_at] easier with bone poses. + Returns the number of times the bone hierarchy has changed within this skeleton, including renames. + The Skeleton version is not serialized: only use within a single instance of Skeleton3D. + Use for invalidating caches in IK solvers and other nodes which process bones. </description> </method> <method name="is_bone_enabled" qualifiers="const"> @@ -213,15 +167,6 @@ Returns whether the bone pose for the bone at [param bone_idx] is enabled. </description> </method> - <method name="local_pose_to_global_pose" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="local_pose" type="Transform3D" /> - <description> - Converts the passed-in local pose to a global pose relative to the inputted bone, [param bone_idx]. - This could be used to convert [method get_bone_pose] for use with the [method set_bone_global_pose_override] function. - </description> - </method> <method name="localize_rests"> <return type="void" /> <description> @@ -298,19 +243,6 @@ [b]Note:[/b] The pose transform needs to be a global pose! To convert a world transform from a [Node3D] to a global bone pose, multiply the [method Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by the desired world transform </description> </method> - <method name="set_bone_local_pose_override" is_deprecated="true"> - <return type="void" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="pose" type="Transform3D" /> - <param index="2" name="amount" type="float" /> - <param index="3" name="persistent" type="bool" default="false" /> - <description> - Deprecated. Local pose overrides will be removed. - Sets the local pose transform, [param pose], for the bone at [param bone_idx]. - [param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain. - [b]Note:[/b] The pose transform needs to be a local pose! Use [method global_pose_to_local_pose] to convert a global pose to a local pose. - </description> - </method> <method name="set_bone_name"> <return type="void" /> <param index="0" name="bone_idx" type="int" /> @@ -356,13 +288,6 @@ Sets the rest transform for bone [param bone_idx]. </description> </method> - <method name="set_modification_stack" is_deprecated="true"> - <return type="void" /> - <param index="0" name="modification_stack" type="SkeletonModificationStack3D" /> - <description> - Sets the modification stack for this skeleton to the passed-in modification stack, [param modification_stack]. - </description> - </method> <method name="unparent_bone_and_rest"> <return type="void" /> <param index="0" name="bone_idx" type="int" /> @@ -370,15 +295,6 @@ Unparents the bone at [param bone_idx] and sets its rest position to that of its parent prior to being reset. </description> </method> - <method name="world_transform_to_global_pose" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="world_transform" type="Transform3D" /> - <description> - Deprecated. Use [Node3D] apis instead. - Takes the passed-in global transform and converts it to a global pose. - This can be used to easily convert a global transform from [member Node3D.global_transform] to a global pose usable with [method set_bone_global_pose_override], for example. - </description> - </method> </methods> <members> <member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true"> diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml index 77aaf0213b..3a78f13bff 100644 --- a/doc/classes/SkeletonModification2D.xml +++ b/doc/classes/SkeletonModification2D.xml @@ -56,7 +56,7 @@ <method name="get_modification_stack"> <return type="SkeletonModificationStack2D" /> <description> - Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on. + Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on. </description> </method> <method name="set_editor_draw_gizmo"> diff --git a/doc/classes/SkeletonModification3D.xml b/doc/classes/SkeletonModification3D.xml deleted file mode 100644 index 25431ea96f..0000000000 --- a/doc/classes/SkeletonModification3D.xml +++ /dev/null @@ -1,66 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A resource that operates on bones in a [Skeleton3D]. - </brief_description> - <description> - This resource provides an interface that can be expanded so code that operates on bones in a [Skeleton3D] can be mixed and matched together to create complex interactions. - This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses. - </description> - <tutorials> - </tutorials> - <methods> - <method name="_execute" qualifiers="virtual"> - <return type="void" /> - <param index="0" name="delta" type="float" /> - <description> - Executes the given modification. This is where the modification performs whatever function it is designed to do. - </description> - </method> - <method name="_setup_modification" qualifiers="virtual"> - <return type="void" /> - <param index="0" name="modification_stack" type="SkeletonModificationStack3D" /> - <description> - Sets up the modification so it can be executed. This function should be called automatically by the [SkeletonModificationStack3D] containing this modification. - If you need to initialize a modification before use, this is the place to do it! - </description> - </method> - <method name="clamp_angle"> - <return type="float" /> - <param index="0" name="angle" type="float" /> - <param index="1" name="min" type="float" /> - <param index="2" name="max" type="float" /> - <param index="3" name="invert" type="bool" /> - <description> - Takes a angle and clamps it so it is within the passed-in [param min] and [param max] range. [param invert] will inversely clamp the angle, clamping it to the range outside of the given bounds. - </description> - </method> - <method name="get_is_setup" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether this modification has been successfully setup or not. - </description> - </method> - <method name="get_modification_stack"> - <return type="SkeletonModificationStack3D" /> - <description> - Returns the [SkeletonModificationStack3D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on. - </description> - </method> - <method name="set_is_setup"> - <return type="void" /> - <param index="0" name="is_setup" type="bool" /> - <description> - Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack3D] the modification is bound to should handle setting the modification up. - </description> - </method> - </methods> - <members> - <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="true"> - When true, the modification's [method _execute] function will be called by the [SkeletonModificationStack3D]. - </member> - <member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0"> - The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml deleted file mode 100644 index 90b2e78449..0000000000 --- a/doc/classes/SkeletonModification3DCCDIK.xml +++ /dev/null @@ -1,136 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DCCDIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that uses CCDIK to manipulate a series of bones to reach a target. - </brief_description> - <description> - This [SkeletonModification3D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a Skeleton so it reaches a defined target. - CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers. - [b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK. - CCDIK also fully supports angle constraints, allowing for more control over how a solution is met. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_ccdik_joint_bone_index" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the bone index of the bone assigned to the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="get_ccdik_joint_bone_name" qualifiers="const"> - <return type="String" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the name of the bone that is assigned to the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="get_ccdik_joint_ccdik_axis" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the integer representing the joint axis of the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="get_ccdik_joint_constraint_angle_max" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the maximum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle is in degrees! - </description> - </method> - <method name="get_ccdik_joint_constraint_angle_min" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the minimum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle is in degrees! - </description> - </method> - <method name="get_ccdik_joint_constraint_invert" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns whether the CCDIK joint at [param joint_idx] uses an inverted joint constraint. See [method set_ccdik_joint_constraint_invert] for details. - </description> - </method> - <method name="get_ccdik_joint_enable_joint_constraint" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Enables angle constraints to the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="set_ccdik_joint_bone_index"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_index" type="int" /> - <description> - Sets the bone index, [param bone_index], of the CCDIK joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the CCDIK joint based on data provided by the linked skeleton. - </description> - </method> - <method name="set_ccdik_joint_bone_name"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the CCDIK joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the CCDIK joint based on data provided by the linked skeleton. - </description> - </method> - <method name="set_ccdik_joint_ccdik_axis"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="axis" type="int" /> - <description> - Sets the joint axis of the CCDIK joint at [param joint_idx] to the passed-in joint axis, [param axis]. - </description> - </method> - <method name="set_ccdik_joint_constraint_angle_max"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="max_angle" type="float" /> - <description> - Sets the maximum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle must be in radians! - </description> - </method> - <method name="set_ccdik_joint_constraint_angle_min"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="min_angle" type="float" /> - <description> - Sets the minimum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle must be in radians! - </description> - </method> - <method name="set_ccdik_joint_constraint_invert"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="invert" type="bool" /> - <description> - Sets whether the CCDIK joint at [param joint_idx] uses an inverted joint constraint. - An inverted joint constraint only constraints the CCDIK joint to the angles [i]outside of[/i] the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values. - </description> - </method> - <method name="set_ccdik_joint_enable_joint_constraint"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="enable" type="bool" /> - <description> - Sets whether joint constraints are enabled for the CCDIK joint at [param joint_idx]. - </description> - </method> - </methods> - <members> - <member name="ccdik_data_chain_length" type="int" setter="set_ccdik_data_chain_length" getter="get_ccdik_data_chain_length" default="0"> - The number of CCDIK joints in the CCDIK modification. - </member> - <member name="high_quality_solve" type="bool" setter="set_use_high_quality_solve" getter="get_use_high_quality_solve" default="true"> - When true, the CCDIK algorithm will perform a higher quality solve that returns more natural results. A high quality solve requires more computation power to solve though, and therefore can be disabled to save performance. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the CCDIK modification. This node is what the CCDIK chain will attempt to rotate the bone chain to. - </member> - <member name="tip_nodepath" type="NodePath" setter="set_tip_node" getter="get_tip_node" default="NodePath("")"> - The end position of the CCDIK chain. Typically, this should be a child of a [BoneAttachment3D] node attached to the final bone in the CCDIK chain, where the child node is offset so it is at the end of the final bone. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DFABRIK.xml b/doc/classes/SkeletonModification3DFABRIK.xml deleted file mode 100644 index a2bec2b559..0000000000 --- a/doc/classes/SkeletonModification3DFABRIK.xml +++ /dev/null @@ -1,161 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DFABRIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that uses FABRIK to manipulate a series of bones to reach a target. - </brief_description> - <description> - This [SkeletonModification3D] uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target. - FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other. - Because of how FABRIK works, it often gives more natural results than those seen in [SkeletonModification3DCCDIK], though FABRIK currently does not support joint constraints. - [b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are the data objects that hold the data for each joint in the FABRIK chain. This is different from a bone! FABRIK joints hold the data needed for each bone in the bone chain used by FABRIK. - To help control how the FABRIK joints move, a magnet vector can be passed, which can nudge the bones in a certain direction prior to solving, giving a level of control over the final result. - </description> - <tutorials> - </tutorials> - <methods> - <method name="fabrik_joint_auto_calculate_length"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Will attempt to automatically calculate the length of the bone assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_auto_calculate_length" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean that indicates whether this modification will attempt to autocalculate the length of the bone assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_bone_index" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the bone index of the bone assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_bone_name" qualifiers="const"> - <return type="String" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the name of the bone that is assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_length" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the length of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_magnet" qualifiers="const"> - <return type="Vector3" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the magnet vector of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_tip_node" qualifiers="const"> - <return type="NodePath" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the [Node3D]-based node placed at the tip of the FABRIK joint at [param joint_idx], if one has been set. - </description> - </method> - <method name="get_fabrik_joint_use_target_basis" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean indicating whether the FABRIK joint uses the target's [Basis] for its rotation. - [b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones. - </description> - </method> - <method name="get_fabrik_joint_use_tip_node" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Sets the [Node3D]-based node that will be used as the tip of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="set_fabrik_joint_auto_calculate_length"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="auto_calculate_length" type="bool" /> - <description> - When [code]true[/code], this modification will attempt to automatically calculate the length of the bone for the FABRIK joint at [param joint_idx]. It does this by either using the tip node assigned, if there is one assigned, or the distance the of the bone's children, if the bone has any. If the bone has no children and no tip node is assigned, then the modification [b]cannot[/b] autocalculate the joint's length. In this case, the joint length should be entered manually or a tip node assigned. - </description> - </method> - <method name="set_fabrik_joint_bone_index"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_index" type="int" /> - <description> - Sets the bone index, [param bone_index], of the FABRIK joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the FABRIK joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_fabrik_joint_bone_name"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the FABRIK joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the FABRIK joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_fabrik_joint_length"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="length" type="float" /> - <description> - Sets the joint length, [param length], of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="set_fabrik_joint_magnet"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="magnet_position" type="Vector3" /> - <description> - Sets the magenet position to [param magnet_position] for the joint at [param joint_idx]. The magnet position is used to nudge the joint in that direction when solving, which gives some control over how that joint will bend when being solved. - </description> - </method> - <method name="set_fabrik_joint_tip_node"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="tip_node" type="NodePath" /> - <description> - Sets the nodepath of the FARIK joint at [param joint_idx] to [param tip_node]. The tip node is used to calculate the length of the FABRIK joint when set to automatically calculate joint length. - [b]Note:[/b] The tip node should generally be a child node of a [BoneAttachment3D] node attached to the bone that this FABRIK joint operates on, with the child node being offset so it is at the end of the bone. - </description> - </method> - <method name="set_fabrik_joint_use_target_basis"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="use_target_basis" type="bool" /> - <description> - Sets whether the FABRIK joint at [param joint_idx] uses the target's [Basis] for its rotation. - [b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones. - </description> - </method> - <method name="set_fabrik_joint_use_tip_node"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="use_tip_node" type="bool" /> - <description> - Sets whether the tip node should be used when autocalculating the joint length for the FABRIK joint at [param joint_idx]. This will only work if there is a node assigned to the tip nodepath for this joint. - </description> - </method> - </methods> - <members> - <member name="chain_max_iterations" type="int" setter="set_chain_max_iterations" getter="get_chain_max_iterations" default="10"> - The number of times FABRIK will try to solve each time the [code]execute[/code] function is called. Setting this value to a lower number will be result in better performance, but this can also result in harsher movements and slower solves. - </member> - <member name="chain_tolerance" type="float" setter="set_chain_tolerance" getter="get_chain_tolerance" default="0.01"> - The minimum distance the target has to be from the tip of the final bone in the bone chain. Setting this value to a higher number allows for greater performance, but less accurate solves. - </member> - <member name="fabrik_data_chain_length" type="int" setter="set_fabrik_data_chain_length" getter="get_fabrik_data_chain_length" default="0"> - The amount of FABRIK joints in the FABRIK modification. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the FABRIK modification. This node is what the FABRIK chain will attempt to rotate the bone chain to. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DJiggle.xml b/doc/classes/SkeletonModification3DJiggle.xml deleted file mode 100644 index 304f08bb20..0000000000 --- a/doc/classes/SkeletonModification3DJiggle.xml +++ /dev/null @@ -1,199 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DJiggle" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that jiggles bones as they move towards a target. - </brief_description> - <description> - This modification moves a series of bones, typically called a bone chain, towards a target. What makes this modification special is that it calculates the velocity and acceleration for each bone in the bone chain, and runs a very light physics-like calculation using the inputted values. This allows the bones to overshoot the target and "jiggle" around. It can be configured to act more like a spring, or sway around like cloth might. - This modification is useful for adding additional motion to things like hair, the edges of clothing, and more. It has several settings to that allow control over how the joint moves when the target moves. - [b]Note:[/b] The Jiggle modifier has [code]jiggle_joints[/code], which are the data objects that hold the data for each joint in the Jiggle chain. This is different from a bone! Jiggle joints hold the data needed for each bone in the bone chain used by the Jiggle modification. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_collision_mask" qualifiers="const"> - <return type="int" /> - <description> - Returns the collision mask that the Jiggle modifier will take into account when performing physics calculations. - </description> - </method> - <method name="get_jiggle_joint_bone_index" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the bone index of the bone assigned to the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_bone_name" qualifiers="const"> - <return type="String" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the name of the bone that is assigned to the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_damping" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the amount of dampening of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_gravity" qualifiers="const"> - <return type="Vector3" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a [Vector3] representign the amount of gravity the Jiggle joint at [param joint_idx] is influenced by. - </description> - </method> - <method name="get_jiggle_joint_mass" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the amount of mass of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_override" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean that indicates whether the joint at [param joint_idx] is overriding the default jiggle joint data defined in the modification. - </description> - </method> - <method name="get_jiggle_joint_roll" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the amount of roll/twist applied to the bone that the Jiggle joint is applied to. - </description> - </method> - <method name="get_jiggle_joint_stiffness" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the stiffness of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_use_gravity" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean that indicates whether the joint at [param joint_idx] is using gravity or not. - </description> - </method> - <method name="get_use_colliders" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the Jiggle modifier is taking physics colliders into account when solving. - </description> - </method> - <method name="set_collision_mask"> - <return type="void" /> - <param index="0" name="mask" type="int" /> - <description> - Sets the collision mask that the Jiggle modifier takes into account when performing physics calculations. - </description> - </method> - <method name="set_jiggle_joint_bone_index"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_idx" type="int" /> - <description> - Sets the bone index, [param bone_idx], of the Jiggle joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the Jiggle joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_jiggle_joint_bone_name"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="name" type="String" /> - <description> - Sets the bone name, [param name], of the Jiggle joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the Jiggle joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_jiggle_joint_damping"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="damping" type="float" /> - <description> - Sets the amount of dampening of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_gravity"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="gravity" type="Vector3" /> - <description> - Sets the gravity vector of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_mass"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="mass" type="float" /> - <description> - Sets the of mass of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_override"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="override" type="bool" /> - <description> - Sets whether the Jiggle joint at [param joint_idx] should override the default Jiggle joint settings. Setting this to true will make the joint use its own settings rather than the default ones attached to the modification. - </description> - </method> - <method name="set_jiggle_joint_roll"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="roll" type="float" /> - <description> - Sets the amount of roll/twist on the bone the Jiggle joint is attached to. - </description> - </method> - <method name="set_jiggle_joint_stiffness"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="stiffness" type="float" /> - <description> - Sets the of stiffness of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_use_gravity"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="use_gravity" type="bool" /> - <description> - Sets whether the Jiggle joint at [param joint_idx] should use gravity. - </description> - </method> - <method name="set_use_colliders"> - <return type="void" /> - <param index="0" name="use_colliders" type="bool" /> - <description> - When [code]true[/code], the Jiggle modifier will use raycasting to prevent the Jiggle joints from rotating themselves into collision objects when solving. - </description> - </method> - </methods> - <members> - <member name="damping" type="float" setter="set_damping" getter="get_damping" default="0.75"> - The default amount of dampening applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied. - </member> - <member name="gravity" type="Vector3" setter="set_gravity" getter="get_gravity" default="Vector3(0, -6, 0)"> - The default amount of gravity applied to the Jiggle joints, if they are not overridden. - </member> - <member name="jiggle_data_chain_length" type="int" setter="set_jiggle_data_chain_length" getter="get_jiggle_data_chain_length" default="0"> - The amount of Jiggle joints in the Jiggle modification. - </member> - <member name="mass" type="float" setter="set_mass" getter="get_mass" default="0.75"> - The default amount of mass assigned to the Jiggle joints, if they are not overridden. Higher values lead to faster movements and more overshooting. - </member> - <member name="stiffness" type="float" setter="set_stiffness" getter="get_stiffness" default="3.0"> - The default amount of stiffness assigned to the Jiggle joints, if they are not overridden. Higher values act more like springs, quickly moving into the correct position. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the Jiggle modification. This node is what the Jiggle chain will attempt to rotate the bone chain to. - </member> - <member name="use_gravity" type="bool" setter="set_use_gravity" getter="get_use_gravity" default="false"> - Whether the gravity vector, [member gravity], should be applied to the Jiggle joints, assuming they are not overriding the default settings. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DLookAt.xml b/doc/classes/SkeletonModification3DLookAt.xml deleted file mode 100644 index aeed953ca9..0000000000 --- a/doc/classes/SkeletonModification3DLookAt.xml +++ /dev/null @@ -1,64 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DLookAt" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that rotates a bone to look at a target. - </brief_description> - <description> - This [SkeletonModification3D] rotates a bone to look a target. This is extremely helpful for moving character's heads to look at the player, rotating a turret to look at a target, or any other case where you want to make a bone rotate towards something quickly and easily. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_additional_rotation" qualifiers="const"> - <return type="Vector3" /> - <description> - Returns the amount of extra rotation that is applied to the bone after the LookAt modification executes. - </description> - </method> - <method name="get_lock_rotation_plane" qualifiers="const"> - <return type="int" /> - <description> - Returns the plane that the LookAt modification is limiting rotation to. - </description> - </method> - <method name="get_lock_rotation_to_plane" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the LookAt modification is limiting rotation to a single plane in 3D space. - </description> - </method> - <method name="set_additional_rotation"> - <return type="void" /> - <param index="0" name="additional_rotation" type="Vector3" /> - <description> - Sets the amount of extra rotation to be applied after the LookAt modification executes. This allows you to adjust the finished result. - </description> - </method> - <method name="set_lock_rotation_plane"> - <return type="void" /> - <param index="0" name="plane" type="int" /> - <description> - </description> - </method> - <method name="set_lock_rotation_to_plane"> - <return type="void" /> - <param index="0" name="lock_to_plane" type="bool" /> - <description> - When [code]true[/code], the LookAt modification will limit its rotation to a single plane in 3D space. The plane used can be configured using the [code]set_lock_rotation_plane[/code] function. - </description> - </method> - </methods> - <members> - <member name="bone_index" type="int" setter="set_bone_index" getter="get_bone_index" default="-2"> - The bone index of the bone that should be operated on by this modification. - When possible, this will also update the [member bone_name] based on data provided by the [Skeleton3D]. - </member> - <member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default=""""> - The name of the bone that should be operated on by this modification. - When possible, this will also update the [member bone_index] based on data provided by the [Skeleton3D]. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the modification. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DStackHolder.xml b/doc/classes/SkeletonModification3DStackHolder.xml deleted file mode 100644 index 9448e2c783..0000000000 --- a/doc/classes/SkeletonModification3DStackHolder.xml +++ /dev/null @@ -1,27 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DStackHolder" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that holds and executes a [SkeletonModificationStack3D]. - </brief_description> - <description> - This [SkeletonModification3D] holds a reference to a [SkeletonModificationStack3D], allowing you to use multiple modification stacks on a single [Skeleton3D]. - [b]Note:[/b] The modifications in the held [SkeletonModificationStack3D] will only be executed if their execution mode matches the execution mode of the SkeletonModification3DStackHolder. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_held_modification_stack" qualifiers="const"> - <return type="SkeletonModificationStack3D" /> - <description> - Returns the [SkeletonModificationStack3D] that this modification is holding. - </description> - </method> - <method name="set_held_modification_stack"> - <return type="void" /> - <param index="0" name="held_modification_stack" type="SkeletonModificationStack3D" /> - <description> - Sets the [SkeletonModificationStack3D] that this modification is holding. This modification stack will then be executed when this modification is executed. - </description> - </method> - </methods> -</class> diff --git a/doc/classes/SkeletonModification3DTwoBoneIK.xml b/doc/classes/SkeletonModification3DTwoBoneIK.xml deleted file mode 100644 index 0e7ffd5c80..0000000000 --- a/doc/classes/SkeletonModification3DTwoBoneIK.xml +++ /dev/null @@ -1,191 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DTwoBoneIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that moves two bones to reach the target. - </brief_description> - <description> - This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only operate on two bones. - TwoBoneIK is great for arms, legs, and really any joints that can be represented by just two bones that bend to reach a target. This solver is more lightweight than [SkeletonModification3DFABRIK], but gives similar, natural looking results. - A [Node3D]-based node can be used to define the pole, or bend direction, allowing control over which direction the joint takes when bending to reach the target when the target is within reach. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_auto_calculate_joint_length" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the TwoBoneIK modification will attempt to autocalculate the lengths of the two bones. - </description> - </method> - <method name="get_joint_one_bone_idx" qualifiers="const"> - <return type="int" /> - <description> - Returns the bone index of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_one_bone_name" qualifiers="const"> - <return type="String" /> - <description> - Returns the name of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_one_length" qualifiers="const"> - <return type="float" /> - <description> - Returns the length of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_one_roll" qualifiers="const"> - <return type="float" /> - <description> - Returns the amount of roll/twist applied to the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_bone_idx" qualifiers="const"> - <return type="int" /> - <description> - Returns the bone index of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_bone_name" qualifiers="const"> - <return type="String" /> - <description> - Returns the name of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_length" qualifiers="const"> - <return type="float" /> - <description> - Returns the length of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_roll" qualifiers="const"> - <return type="float" /> - <description> - Returns the amount of roll/twist applied to the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_pole_node" qualifiers="const"> - <return type="NodePath" /> - <description> - Returns the node that is being used as the pole node for the TwoBoneIK modification, if a pole node has been set. - </description> - </method> - <method name="get_tip_node" qualifiers="const"> - <return type="NodePath" /> - <description> - Returns the node that is being used to calculate the tip position of the second bone in the TwoBoneIK modification, if a tip node has been set. - </description> - </method> - <method name="get_use_pole_node" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the TwoBoneIK modification will attempt to use the pole node to figure out which direction to bend, if a pole node has been set. - </description> - </method> - <method name="get_use_tip_node" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the TwoBoneIK modification will attempt to use the tip node to figure out the length and position of the tip of the second bone. - </description> - </method> - <method name="set_auto_calculate_joint_length"> - <return type="void" /> - <param index="0" name="auto_calculate_joint_length" type="bool" /> - <description> - If true, the TwoBoneIK modification will attempt to autocalculate the lengths of the bones being used. The first bone will be calculated by using the distance from the origin of the first bone to the origin of the second bone. - The second bone will be calculated either using the tip node if that setting is enabled, or by using the distances of the second bone's children. If the tip node is not enabled and the bone has no children, then the length cannot be autocalculated. In this case, the length will either have to be manually inputted or a tip node used to calculate the length. - </description> - </method> - <method name="set_joint_one_bone_idx"> - <return type="void" /> - <param index="0" name="bone_idx" type="int" /> - <description> - Sets the bone index, [param bone_idx], of the first bone. When possible, this will also update the [code]bone_name[/code] of the first bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_one_bone_name"> - <return type="void" /> - <param index="0" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the first bone. When possible, this will also update the [code]bone_index[/code] of the first bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_one_length"> - <return type="void" /> - <param index="0" name="bone_length" type="float" /> - <description> - Sets the length of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_joint_one_roll"> - <return type="void" /> - <param index="0" name="roll" type="float" /> - <description> - Sets the amount of roll/twist applied to the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_joint_two_bone_idx"> - <return type="void" /> - <param index="0" name="bone_idx" type="int" /> - <description> - Sets the bone index, [param bone_idx], of the second bone. When possible, this will also update the [code]bone_name[/code] of the second bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_two_bone_name"> - <return type="void" /> - <param index="0" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the second bone. When possible, this will also update the [code]bone_index[/code] of the second bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_two_length"> - <return type="void" /> - <param index="0" name="bone_length" type="float" /> - <description> - Sets the length of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_joint_two_roll"> - <return type="void" /> - <param index="0" name="roll" type="float" /> - <description> - Sets the amount of roll/twist applied to the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_pole_node"> - <return type="void" /> - <param index="0" name="pole_nodepath" type="NodePath" /> - <description> - Sets the node to be used as the for the pole of the TwoBoneIK. When a node is set and the modification is set to use the pole node, the TwoBoneIK modification will bend the nodes in the direction towards this node when the bones need to bend. - </description> - </method> - <method name="set_tip_node"> - <return type="void" /> - <param index="0" name="tip_nodepath" type="NodePath" /> - <description> - Sets the node to be used as the tip for the second bone. This is used to calculate the length and position of the end of the second bone in the TwoBoneIK modification. - [b]Note:[/b] The tip node should generally be a child node of a [BoneAttachment3D] node attached to the second bone, with the child node being offset so it is at the end of the bone. - </description> - </method> - <method name="set_use_pole_node"> - <return type="void" /> - <param index="0" name="use_pole_node" type="bool" /> - <description> - When [code]true[/code], the TwoBoneIK modification will bend the bones towards the pole node, if one has been set. This gives control over the direction the TwoBoneIK solver will bend, which is helpful for joints like elbows that only bend in certain directions. - </description> - </method> - <method name="set_use_tip_node"> - <return type="void" /> - <param index="0" name="use_tip_node" type="bool" /> - <description> - When [code]true[/code], the TwoBoneIK modification will use the tip node to calculate the distance and position of the end/tip of the second bone. This is the most stable solution for knowing the tip position and length of the second bone. - </description> - </method> - </methods> - <members> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the TwoBoneIK modification. This node is what the modification will attempt to rotate the bones to reach. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModificationStack3D.xml b/doc/classes/SkeletonModificationStack3D.xml deleted file mode 100644 index 9eaeeefd8e..0000000000 --- a/doc/classes/SkeletonModificationStack3D.xml +++ /dev/null @@ -1,88 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModificationStack3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A resource that holds a stack of [SkeletonModification3D]s. - </brief_description> - <description> - This resource is used by the Skeleton and holds a stack of [SkeletonModification3D]s. The SkeletonModificationStack3D controls the order of the modifications, which controls how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton. - Additionally, the SkeletonModificationStack3D also controls how strongly the modifications are applied to the [Skeleton3D] node. - </description> - <tutorials> - </tutorials> - <methods> - <method name="add_modification"> - <return type="void" /> - <param index="0" name="modification" type="SkeletonModification3D" /> - <description> - Adds the passed-in [SkeletonModification3D] to the stack. - </description> - </method> - <method name="delete_modification"> - <return type="void" /> - <param index="0" name="mod_idx" type="int" /> - <description> - Deletes the [SkeletonModification3D] at the index position [param mod_idx], if it exists. - </description> - </method> - <method name="enable_all_modifications"> - <return type="void" /> - <param index="0" name="enabled" type="bool" /> - <description> - Enables all [SkeletonModification3D]s in the stack. - </description> - </method> - <method name="execute"> - <return type="void" /> - <param index="0" name="delta" type="float" /> - <param index="1" name="execution_mode" type="int" /> - <description> - Executes all of the [SkeletonModification3D]s in the stack that use the same execution mode as the passed-in [param execution_mode], starting from index [code]0[/code] to [member modification_count]. - [b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results. - </description> - </method> - <method name="get_is_setup" qualifiers="const"> - <return type="bool" /> - <description> - Returns a boolean that indicates whether the modification stack is setup and can execute. - </description> - </method> - <method name="get_modification" qualifiers="const"> - <return type="SkeletonModification3D" /> - <param index="0" name="mod_idx" type="int" /> - <description> - Returns the [SkeletonModification3D] at the passed-in index, [param mod_idx]. - </description> - </method> - <method name="get_skeleton" qualifiers="const"> - <return type="Skeleton3D" /> - <description> - Returns the [Skeleton3D] node that the SkeletonModificationStack3D is bound to. - </description> - </method> - <method name="set_modification"> - <return type="void" /> - <param index="0" name="mod_idx" type="int" /> - <param index="1" name="modification" type="SkeletonModification3D" /> - <description> - Sets the modification at [param mod_idx] to the passed-in modification, [param modification]. - </description> - </method> - <method name="setup"> - <return type="void" /> - <description> - Sets up the modification stack so it can execute. This function should be called by [Skeleton3D] and shouldn't be called unless you know what you are doing. - </description> - </method> - </methods> - <members> - <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="false"> - When true, the modification's in the stack will be called. This is handled automatically through the [Skeleton3D] node. - </member> - <member name="modification_count" type="int" setter="set_modification_count" getter="get_modification_count" default="0"> - The number of modifications in the stack. - </member> - <member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0"> - The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the skeleton bone poses. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonProfile.xml b/doc/classes/SkeletonProfile.xml index 57bdd52d9e..6fb311bcee 100644 --- a/doc/classes/SkeletonProfile.xml +++ b/doc/classes/SkeletonProfile.xml @@ -5,6 +5,7 @@ </brief_description> <description> This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile]. + [b]Note:[/b] These parameters need to be set only when creating a custom profile. In [SkeletonProfileHumanoid], they are defined internally as read-only values. </description> <tutorials> <link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link> @@ -160,16 +161,18 @@ </methods> <members> <member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" default="0"> + The amount of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 56 bones. + The size of elements in [BoneMap] updates when changing this property in it's assigned [SkeletonProfile]. </member> <member name="group_size" type="int" setter="set_group_size" getter="get_group_size" default="0"> + The amount of groups of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 4 groups. + This property exists to separate the bone list into several sections in the editor. </member> <member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&"""> - A name of bone that will be used as the root bone in [AnimationTree]. - [b]Note:[/b] In most cases, it is the bone of the parent of the hips that exists at the world origin in the humanoid model. + A bone name that will be used as the root bone in [AnimationTree]. This should be the bone of the parent of hips that exists at the world origin. </member> <member name="scale_base_bone" type="StringName" setter="set_scale_base_bone" getter="get_scale_base_bone" default="&"""> - A name of bone which height will be used as the coefficient for normalization. - [b]Note:[/b] In most cases, it is hips in the humanoid model. + A bone name which will use model's height as the coefficient for normalization. For example, [SkeletonProfileHumanoid] defines it as [code]Hips[/code]. </member> </members> <signals> diff --git a/doc/classes/SkeletonProfileHumanoid.xml b/doc/classes/SkeletonProfileHumanoid.xml index 0dbd66d8d6..7445272ccc 100644 --- a/doc/classes/SkeletonProfileHumanoid.xml +++ b/doc/classes/SkeletonProfileHumanoid.xml @@ -1,6 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SkeletonProfileHumanoid" inherits="SkeletonProfile" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A humanoid [SkeletonProfile] preset. </brief_description> <description> A [SkeletonProfile] as a preset that is optimized for the human form. This exists for standardization, so all parameters are read-only. diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml index 87b823bd2a..195f3598d5 100644 --- a/doc/classes/SpriteFrames.xml +++ b/doc/classes/SpriteFrames.xml @@ -5,7 +5,6 @@ </brief_description> <description> Sprite frame library for an [AnimatedSprite2D] or [AnimatedSprite3D] node. Contains frames and animation data for playback. - [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> </tutorials> @@ -14,7 +13,7 @@ <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Adds a new animation to the library. + Adds a new [param anim] animation to the library. </description> </method> <method name="add_frame"> @@ -24,20 +23,20 @@ <param index="2" name="duration" type="float" default="1.0" /> <param index="3" name="at_position" type="int" default="-1" /> <description> - Adds a frame to the given animation. + Adds a frame to the [param anim] animation. If [param at_position] is [code]-1[/code], the frame will be added to the end of the animation. </description> </method> <method name="clear"> <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Removes all frames from the given animation. + Removes all frames from the [param anim] animation. </description> </method> <method name="clear_all"> <return type="void" /> <description> - Removes all animations. A "default" animation will be created. + Removes all animations. An empty [code]default[/code] animation will be created. </description> </method> <method name="get_animation_loop" qualifiers="const"> @@ -91,14 +90,14 @@ <return type="bool" /> <param index="0" name="anim" type="StringName" /> <description> - If [code]true[/code], the named animation exists. + Returns [code]true[/code] if the [param anim] animation exists. </description> </method> <method name="remove_animation"> <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Removes the given animation. + Removes the [param anim] animation. </description> </method> <method name="remove_frame"> @@ -106,7 +105,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="idx" type="int" /> <description> - Removes the animation's selected frame. + Removes the [param anim] animation's frame [param idx]. </description> </method> <method name="rename_animation"> @@ -114,7 +113,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="newname" type="StringName" /> <description> - Changes the animation's name to [param newname]. + Changes the [param anim] animation's name to [param newname]. </description> </method> <method name="set_animation_loop"> @@ -122,7 +121,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="loop" type="bool" /> <description> - If [code]true[/code], the animation will loop. + If [param loop] is [code]true[/code], the [param anim] animation will loop when it reaches the end, or the start if it is played in reverse. </description> </method> <method name="set_animation_speed"> @@ -140,7 +139,7 @@ <param index="2" name="texture" type="Texture2D" /> <param index="3" name="duration" type="float" default="1.0" /> <description> - Sets the texture and the duration of the frame [param idx] in the [param anim] animation. + Sets the [param texture] and the [param duration] of the frame [param idx] in the [param anim] animation. </description> </method> </methods> diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml index 0beaa6bb52..7bebd46004 100644 --- a/doc/classes/StaticBody3D.xml +++ b/doc/classes/StaticBody3D.xml @@ -7,8 +7,9 @@ Static body for 3D physics. A static body is a simple body that doesn't move under physics simulation, i.e. it can't be moved by external forces or contacts but its transformation can still be updated manually by the user. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody3D], it doesn't consume any CPU resources as long as they don't move. They have extra functionalities to move and affect other bodies: - [b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path. - [b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels. + [i]Static transform change:[/i] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path. + [i]Constant velocity:[/i] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml index ff6d4d8821..4a63f4488c 100644 --- a/doc/classes/StyleBox.xml +++ b/doc/classes/StyleBox.xml @@ -17,21 +17,16 @@ <description> </description> </method> - <method name="_get_center_size" qualifiers="virtual const"> - <return type="Vector2" /> - <description> - </description> - </method> <method name="_get_draw_rect" qualifiers="virtual const"> <return type="Rect2" /> <param index="0" name="rect" type="Rect2" /> <description> </description> </method> - <method name="_get_style_margin" qualifiers="virtual const"> - <return type="float" /> - <param index="0" name="side" type="int" enum="Side" /> + <method name="_get_minimum_size" qualifiers="virtual const"> + <return type="Vector2" /> <description> + Virtual method to be implemented by the user. Returns a custom minimum size that the stylebox must respect when drawing. By default [method get_minimum_size] only takes content margins into account. This method can be overridden to add another size restriction. A combination of the default behavior and the output of this method will be used, to account for both sizes. </description> </method> <method name="_test_mask" qualifiers="virtual const"> @@ -50,10 +45,11 @@ The [RID] value can either be the result of [method CanvasItem.get_canvas_item] called on an existing [CanvasItem]-derived node, or directly from creating a canvas item in the [RenderingServer] with [method RenderingServer.canvas_item_create]. </description> </method> - <method name="get_center_size" qualifiers="const"> - <return type="Vector2" /> + <method name="get_content_margin" qualifiers="const"> + <return type="float" /> + <param index="0" name="margin" type="int" enum="Side" /> <description> - Returns the size of this [StyleBox] without the margins. + Returns the default margin of the specified [enum Side]. </description> </method> <method name="get_current_item_drawn" qualifiers="const"> @@ -62,13 +58,6 @@ Returns the [CanvasItem] that handles its [constant CanvasItem.NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment. </description> </method> - <method name="get_default_margin" qualifiers="const"> - <return type="float" /> - <param index="0" name="margin" type="int" enum="Side" /> - <description> - Returns the default margin of the specified [enum Side]. - </description> - </method> <method name="get_margin" qualifiers="const"> <return type="float" /> <param index="0" name="margin" type="int" enum="Side" /> @@ -89,7 +78,7 @@ Returns the "offset" of a stylebox. This helper function returns a value equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code]. </description> </method> - <method name="set_default_margin"> + <method name="set_content_margin"> <return type="void" /> <param index="0" name="margin" type="int" enum="Side" /> <param index="1" name="offset" type="float" /> @@ -97,7 +86,7 @@ Sets the default value of the specified [enum Side] to [param offset] pixels. </description> </method> - <method name="set_default_margin_all"> + <method name="set_content_margin_all"> <return type="void" /> <param index="0" name="offset" type="float" /> <description> @@ -114,21 +103,21 @@ </method> </methods> <members> - <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> + <member name="content_margin_bottom" type="float" setter="set_content_margin" getter="get_content_margin" default="-1.0"> The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom. If this value is negative, it is ignored and a child-specific margin is used instead. For example for [StyleBoxFlat] the border thickness (if any) is used instead. It is up to the code using this style box to decide what these contents are: for example, a [Button] respects this content margin for the textual contents of the button. [method get_margin] should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above. </member> - <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> + <member name="content_margin_left" type="float" setter="set_content_margin" getter="get_content_margin" default="-1.0"> The left margin for the contents of this style box. Increasing this value reduces the space available to the contents from the left. Refer to [member content_margin_bottom] for extra considerations. </member> - <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> + <member name="content_margin_right" type="float" setter="set_content_margin" getter="get_content_margin" default="-1.0"> The right margin for the contents of this style box. Increasing this value reduces the space available to the contents from the right. Refer to [member content_margin_bottom] for extra considerations. </member> - <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> + <member name="content_margin_top" type="float" setter="set_content_margin" getter="get_content_margin" default="-1.0"> The top margin for the contents of this style box. Increasing this value reduces the space available to the contents from the top. Refer to [member content_margin_bottom] for extra considerations. </member> diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml index aeba777b43..745187ed63 100644 --- a/doc/classes/StyleBoxTexture.xml +++ b/doc/classes/StyleBoxTexture.xml @@ -9,36 +9,36 @@ <tutorials> </tutorials> <methods> - <method name="get_expand_margin_size" qualifiers="const"> + <method name="get_expand_margin" qualifiers="const"> <return type="float" /> <param index="0" name="margin" type="int" enum="Side" /> <description> Returns the expand margin size of the specified [enum Side]. </description> </method> - <method name="get_margin_size" qualifiers="const"> + <method name="get_texture_margin" qualifiers="const"> <return type="float" /> <param index="0" name="margin" type="int" enum="Side" /> <description> Returns the margin size of the specified [enum Side]. </description> </method> - <method name="set_expand_margin_all"> + <method name="set_expand_margin"> <return type="void" /> - <param index="0" name="size" type="float" /> + <param index="0" name="margin" type="int" enum="Side" /> + <param index="1" name="size" type="float" /> <description> - Sets the expand margin to [param size] pixels for all margins. + Sets the expand margin to [param size] pixels for the specified [enum Side]. </description> </method> - <method name="set_expand_margin_size"> + <method name="set_expand_margin_all"> <return type="void" /> - <param index="0" name="margin" type="int" enum="Side" /> - <param index="1" name="size" type="float" /> + <param index="0" name="size" type="float" /> <description> - Sets the expand margin to [param size] pixels for the specified [enum Side]. + Sets the expand margin to [param size] pixels for all margins. </description> </method> - <method name="set_margin_size"> + <method name="set_texture_margin"> <return type="void" /> <param index="0" name="margin" type="int" enum="Side" /> <param index="1" name="size" type="float" /> @@ -46,7 +46,7 @@ Sets the margin to [param size] pixels for the specified [enum Side]. </description> </method> - <method name="set_margin_size_all"> + <method name="set_texture_margin_all"> <return type="void" /> <param index="0" name="size" type="float" /> <description> @@ -64,48 +64,48 @@ <member name="draw_center" type="bool" setter="set_draw_center" getter="is_draw_center_enabled" default="true"> If [code]true[/code], the nine-patch texture's center tile will be drawn. </member> - <member name="expand_margin_bottom" type="float" setter="set_expand_margin_size" getter="get_expand_margin_size" default="0.0"> + <member name="expand_margin_bottom" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0"> Expands the bottom margin of this style box when drawing, causing it to be drawn larger than requested. </member> - <member name="expand_margin_left" type="float" setter="set_expand_margin_size" getter="get_expand_margin_size" default="0.0"> + <member name="expand_margin_left" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0"> Expands the left margin of this style box when drawing, causing it to be drawn larger than requested. </member> - <member name="expand_margin_right" type="float" setter="set_expand_margin_size" getter="get_expand_margin_size" default="0.0"> + <member name="expand_margin_right" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0"> Expands the right margin of this style box when drawing, causing it to be drawn larger than requested. </member> - <member name="expand_margin_top" type="float" setter="set_expand_margin_size" getter="get_expand_margin_size" default="0.0"> + <member name="expand_margin_top" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0"> Expands the top margin of this style box when drawing, causing it to be drawn larger than requested. </member> - <member name="margin_bottom" type="float" setter="set_margin_size" getter="get_margin_size" default="0.0"> + <member name="modulate_color" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)"> + Modulates the color of the texture when this style box is drawn. + </member> + <member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2(0, 0, 0, 0)"> + Species a sub-region of the texture to use. + This is equivalent to first wrapping the texture in an [AtlasTexture] with the same region. + </member> + <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> + The texture to use when drawing this style box. + </member> + <member name="texture_margin_bottom" type="float" setter="set_texture_margin" getter="get_texture_margin" default="0.0"> Increases the bottom margin of the 3×3 texture box. A higher value means more of the source texture is considered to be part of the bottom border of the 3×3 box. This is also the value used as fallback for [member StyleBox.content_margin_bottom] if it is negative. </member> - <member name="margin_left" type="float" setter="set_margin_size" getter="get_margin_size" default="0.0"> + <member name="texture_margin_left" type="float" setter="set_texture_margin" getter="get_texture_margin" default="0.0"> Increases the left margin of the 3×3 texture box. A higher value means more of the source texture is considered to be part of the left border of the 3×3 box. This is also the value used as fallback for [member StyleBox.content_margin_left] if it is negative. </member> - <member name="margin_right" type="float" setter="set_margin_size" getter="get_margin_size" default="0.0"> + <member name="texture_margin_right" type="float" setter="set_texture_margin" getter="get_texture_margin" default="0.0"> Increases the right margin of the 3×3 texture box. A higher value means more of the source texture is considered to be part of the right border of the 3×3 box. This is also the value used as fallback for [member StyleBox.content_margin_right] if it is negative. </member> - <member name="margin_top" type="float" setter="set_margin_size" getter="get_margin_size" default="0.0"> + <member name="texture_margin_top" type="float" setter="set_texture_margin" getter="get_texture_margin" default="0.0"> Increases the top margin of the 3×3 texture box. A higher value means more of the source texture is considered to be part of the top border of the 3×3 box. This is also the value used as fallback for [member StyleBox.content_margin_top] if it is negative. </member> - <member name="modulate_color" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)"> - Modulates the color of the texture when this style box is drawn. - </member> - <member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2(0, 0, 0, 0)"> - Species a sub-region of the texture to use. - This is equivalent to first wrapping the texture in an [AtlasTexture] with the same region. - </member> - <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> - The texture to use when drawing this style box. - </member> </members> <constants> <constant name="AXIS_STRETCH_MODE_STRETCH" value="0" enum="AxisStretchMode"> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 1efd0f9326..ccd79cd170 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -696,7 +696,7 @@ <method name="merge_overlapping_carets"> <return type="void" /> <description> - Merges any overlapping carets. Will favour the newest caret, or the caret with a selection. + Merges any overlapping carets. Will favor the newest caret, or the caret with a selection. [b]Note:[/b] This is not called when a caret changes position but after certain actions, so it is possible to get into a state where carets overlap. </description> </method> diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index d2c6dee373..711fb89217 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -1042,7 +1042,7 @@ </description> </method> <method name="parse_structured_text" qualifiers="const"> - <return type="Vector2i[]" /> + <return type="Vector3i[]" /> <param index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" /> <param index="1" name="args" type="Array" /> <param index="2" name="text" type="String" /> @@ -1634,6 +1634,9 @@ <constant name="DIRECTION_RTL" value="2" enum="Direction"> Text is written from right to left. </constant> + <constant name="DIRECTION_INHERITED" value="3" enum="Direction"> + Text writing direction is the same as base string writing direction. Used for BiDi override only. + </constant> <constant name="ORIENTATION_HORIZONTAL" value="0" enum="Orientation"> Text is written horizontally. </constant> @@ -1881,7 +1884,7 @@ Font have fixed-width characters. </constant> <constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser"> - Use default behavior. Same as [constant STRUCTURED_TEXT_NONE] unless specified otherwise in the control description. + Use default Unicode BiDi algorithm. </constant> <constant name="STRUCTURED_TEXT_URI" value="1" enum="StructuredTextParser"> BiDi override for URI. @@ -1896,8 +1899,8 @@ BiDi override for lists. Structured text options: list separator [code]String[/code]. </constant> - <constant name="STRUCTURED_TEXT_NONE" value="5" enum="StructuredTextParser"> - Use default Unicode BiDi algorithm. + <constant name="STRUCTURED_TEXT_GDSCRIPT" value="5" enum="StructuredTextParser"> + BiDi override for GDScript. </constant> <constant name="STRUCTURED_TEXT_CUSTOM" value="6" enum="StructuredTextParser"> User defined structured text BiDi override function. diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml index e144b09eb6..f4b306cf96 100644 --- a/doc/classes/TextServerExtension.xml +++ b/doc/classes/TextServerExtension.xml @@ -896,7 +896,7 @@ </description> </method> <method name="_parse_structured_text" qualifiers="virtual const"> - <return type="Vector2i[]" /> + <return type="Vector3i[]" /> <param index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" /> <param index="1" name="args" type="Array" /> <param index="2" name="text" type="String" /> diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml index aac197090a..7329ebb868 100644 --- a/doc/classes/Texture2D.xml +++ b/doc/classes/Texture2D.xml @@ -74,6 +74,12 @@ Called when a pixel's opaque state in the [Texture2D] is queried at the specified [code](x, y)[/code] position. </description> </method> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderTexture2D]). + </description> + </method> <method name="draw" qualifiers="const"> <return type="void" /> <param index="0" name="canvas_item" type="RID" /> diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml index ec00198db1..6c9fb55bef 100644 --- a/doc/classes/Texture2DArray.xml +++ b/doc/classes/Texture2DArray.xml @@ -10,4 +10,12 @@ </description> <tutorials> </tutorials> + <methods> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderTexture2DArray]). + </description> + </method> + </methods> </class> diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml index 1a66932d62..d2df82a74d 100644 --- a/doc/classes/Texture3D.xml +++ b/doc/classes/Texture3D.xml @@ -47,6 +47,12 @@ Called when the presence of mipmaps in the [Texture3D] is queried. </description> </method> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderTexture3D]). + </description> + </method> <method name="get_data" qualifiers="const"> <return type="Image[]" /> <description> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 8176901ff7..2fd42666b4 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -104,7 +104,8 @@ <param index="1" name="coords" type="Vector2i" /> <param index="2" name="use_proxies" type="bool" default="false" /> <description> - Returns the tile source ID of the cell on layer [param layer] at coordinates [param coords]. If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy]. + Returns the tile source ID of the cell on layer [param layer] at coordinates [param coords]. Returns [code]-1[/code] if the cell does not exist. + If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy]. </description> </method> <method name="get_cell_tile_data" qualifiers="const"> @@ -113,8 +114,17 @@ <param index="1" name="coords" type="Vector2i" /> <param index="2" name="use_proxies" type="bool" default="false" /> <description> - Returns the [TileData] object associated with the given cell, or [code]null[/code] if the cell is not a [TileSetAtlasSource]. + Returns the [TileData] object associated with the given cell, or [code]null[/code] if the cell does not exist or is not a [TileSetAtlasSource]. If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy]. + [codeblock] + func get_clicked_tile_power(): + var clicked_cell = tile_map.local_to_map(tile_map.get_local_mouse_position()) + var data = tile_map.get_cell_tile_data(0, clicked_cell) + if data: + return data.get_custom_data("power") + else: + return 0 + [/codeblock] </description> </method> <method name="get_coords_for_body_rid"> @@ -185,7 +195,19 @@ <return type="Vector2i[]" /> <param index="0" name="layer" type="int" /> <description> - Returns a [Vector2] array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. + Returns a [Vector2i] array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. + </description> + </method> + <method name="get_used_cells_by_id" qualifiers="const"> + <return type="Vector2i[]" /> + <param index="0" name="layer" type="int" /> + <param index="1" name="source_id" type="int" default="-1" /> + <param index="2" name="atlas_coords" type="Vector2i" default="Vector2i(-1, -1)" /> + <param index="3" name="alternative_tile" type="int" default="-1" /> + <description> + Returns a [Vector2i] array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source ([param source_id]), their atlas coordinates ([param atlas_coords]) or alternative id ([param source_id]). + If a parameter has it's value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default value, this method returns the same result as [method get_used_cells]. + A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. </description> </method> <method name="get_used_rect"> diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 7fc6ba8161..a812b52307 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -589,7 +589,7 @@ <param index="0" name="terrain_set" type="int" /> <param index="1" name="mode" type="int" enum="TileSet.TerrainMode" /> <description> - Sets a terrain mode. Each mode determines which bits of a tile shape is used to match the neighbouring tiles' terrains. + Sets a terrain mode. Each mode determines which bits of a tile shape is used to match the neighboring tiles' terrains. </description> </method> </methods> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index b3145ea022..90c10e3664 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -41,6 +41,7 @@ <return type="Transform3D" /> <param index="0" name="from" type="Projection" /> <description> + Constructs a Transform3D from a [Projection] by trimming the last row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z.w[/code], and [code]from.w.w[/code] are not copied over). </description> </constructor> <constructor name="Transform3D"> diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml index bfabd2d97d..cf28dafcc9 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -45,11 +45,11 @@ <method name="create_item"> <return type="TreeItem" /> <param index="0" name="parent" type="TreeItem" default="null" /> - <param index="1" name="idx" type="int" default="-1" /> + <param index="1" name="index" type="int" default="-1" /> <description> Creates an item in the tree and adds it as a child of [param parent], which can be either a valid [TreeItem] or [code]null[/code]. If [param parent] is [code]null[/code], the root item will be the parent, or the new item will be the root itself if the tree is empty. - The new item will be the [param idx]th child of parent, or it will be the last child if there are not enough siblings. + The new item will be the [param index]-th child of parent, or it will be the last child if there are not enough siblings. </description> </method> <method name="deselect_all"> @@ -401,7 +401,7 @@ </signal> <signal name="item_activated"> <description> - Emitted when an item's label is double-clicked. + Emitted when an item is double-clicked, or selected with a [code]ui_accept[/code] input event (e.g. using [kbd]Enter[/kbd] or [kbd]Space[/kbd] on the keyboard). </description> </signal> <signal name="item_collapsed"> @@ -415,14 +415,14 @@ Emitted when a custom button is pressed (i.e. in a [constant TreeItem.CELL_MODE_CUSTOM] mode cell). </description> </signal> - <signal name="item_double_clicked"> + <signal name="item_edited"> <description> - Emitted when an item's icon is double-clicked. + Emitted when an item is edited. </description> </signal> - <signal name="item_edited"> + <signal name="item_icon_double_clicked"> <description> - Emitted when an item is edited. + Emitted when an item's icon is double-clicked. For a signal that emits when any part of the item is double-clicked, see [signal item_activated]. </description> </signal> <signal name="item_mouse_selected"> diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml index ec6b166e57..91248092d9 100644 --- a/doc/classes/TreeItem.xml +++ b/doc/classes/TreeItem.xml @@ -18,7 +18,7 @@ <param index="3" name="disabled" type="bool" default="false" /> <param index="4" name="tooltip_text" type="String" default="""" /> <description> - Adds a button with [Texture2D] [param button] at column [param column]. The [param id] is used to identify the button. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately before this method. Optionally, the button can be [param disabled] and have a [param tooltip_text]. + Adds a button with [Texture2D] [param button] at column [param column]. The [param id] is used to identify the button in the according [signal Tree.button_clicked] signal and can be different from the buttons index. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately before this method. Optionally, the button can be [param disabled] and have a [param tooltip_text]. </description> </method> <method name="call_recursive" qualifiers="vararg"> @@ -44,10 +44,10 @@ </method> <method name="create_child"> <return type="TreeItem" /> - <param index="0" name="idx" type="int" default="-1" /> + <param index="0" name="index" type="int" default="-1" /> <description> Creates an item and adds it as a child. - The new item will be inserted as position [param idx] (the default value [code]-1[/code] means the last position), or it will be the last child if [param idx] is higher than the child count. + The new item will be inserted as position [param index] (the default value [code]-1[/code] means the last position), or it will be the last child if [param index] is higher than the child count. </description> </method> <method name="deselect"> @@ -60,17 +60,17 @@ <method name="erase_button"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Removes the button at index [param button_idx] in column [param column]. + Removes the button at index [param button_index] in column [param column]. </description> </method> <method name="get_button" qualifiers="const"> <return type="Texture2D" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns the [Texture2D] of the button at index [param button_idx] in column [param column]. + Returns the [Texture2D] of the button at index [param button_index] in column [param column]. </description> </method> <method name="get_button_by_id" qualifiers="const"> @@ -91,17 +91,17 @@ <method name="get_button_id" qualifiers="const"> <return type="int" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns the ID for the button at index [param button_idx] in column [param column]. + Returns the ID for the button at index [param button_index] in column [param column]. </description> </method> <method name="get_button_tooltip_text" qualifiers="const"> <return type="String" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns the tooltip text for the button at index [param button_idx] in column [param column]. + Returns the tooltip text for the button at index [param button_index] in column [param column]. </description> </method> <method name="get_cell_mode" qualifiers="const"> @@ -113,9 +113,9 @@ </method> <method name="get_child"> <return type="TreeItem" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="index" type="int" /> <description> - Returns a child item by its index (see [method get_child_count]). This method is often used for iterating all children of an item. + Returns a child item by its [param index] (see [method get_child_count]). This method is often used for iterating all children of an item. Negative indices access the children from the last one. </description> </method> @@ -332,9 +332,9 @@ <method name="is_button_disabled" qualifiers="const"> <return type="bool" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns [code]true[/code] if the button at index [param button_idx] for the given [param column] is disabled. + Returns [code]true[/code] if the button at index [param button_index] for the given [param column] is disabled. </description> </method> <method name="is_checked" qualifiers="const"> @@ -419,28 +419,28 @@ <method name="set_button"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <param index="2" name="button" type="Texture2D" /> <description> - Sets the given column's button [Texture2D] at index [param button_idx] to [param button]. + Sets the given column's button [Texture2D] at index [param button_index] to [param button]. </description> </method> <method name="set_button_color"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <param index="2" name="color" type="Color" /> <description> - Sets the given column's button color at index [param button_idx] to [param color]. + Sets the given column's button color at index [param button_index] to [param color]. </description> </method> <method name="set_button_disabled"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <param index="2" name="disabled" type="bool" /> <description> - If [code]true[/code], disables the button at index [param button_idx] in the given [param column]. + If [code]true[/code], disables the button at index [param button_index] in the given [param column]. </description> </method> <method name="set_cell_mode"> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index eef35049e5..9bb92cf362 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -11,7 +11,7 @@ [codeblocks] [gdscript] var tween = get_tree().create_tween() - tween.tween_property($Sprite, "modulate", Color.red, 1) + tween.tween_property($Sprite, "modulate", Color.RED, 1) tween.tween_property($Sprite, "scale", Vector2(), 1) tween.tween_callback($Sprite.queue_free) [/gdscript] @@ -19,7 +19,7 @@ Tween tween = GetTree().CreateTween(); tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f); tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f); - tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree)); [/csharp] [/codeblocks] This sequence will make the [code]$Sprite[/code] node turn red, then shrink, before finally calling [method Node.queue_free] to free the sprite. [Tweener]s are executed one after another by default. This behavior can be changed using [method parallel] and [method set_parallel]. @@ -27,7 +27,7 @@ [codeblocks] [gdscript] var tween = get_tree().create_tween() - tween.tween_property($Sprite, "modulate", Color.red, 1).set_trans(Tween.TRANS_SINE) + tween.tween_property($Sprite, "modulate", Color.RED, 1).set_trans(Tween.TRANS_SINE) tween.tween_property($Sprite, "scale", Vector2(), 1).set_trans(Tween.TRANS_BOUNCE) tween.tween_callback($Sprite.queue_free) [/gdscript] @@ -35,14 +35,14 @@ Tween tween = GetTree().CreateTween(); tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f).SetTrans(Tween.TransitionType.Sine); tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f).SetTrans(Tween.TransitionType.Bounce); - tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree)); [/csharp] [/codeblocks] Most of the [Tween] methods can be chained this way too. In the following example the [Tween] is bound to the running script's node and a default transition is set for its [Tweener]s: [codeblocks] [gdscript] var tween = get_tree().create_tween().bind_node(self).set_trans(Tween.TRANS_ELASTIC) - tween.tween_property($Sprite, "modulate", Color.red, 1) + tween.tween_property($Sprite, "modulate", Color.RED, 1) tween.tween_property($Sprite, "scale", Vector2(), 1) tween.tween_callback($Sprite.queue_free) [/gdscript] @@ -50,7 +50,7 @@ var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween.TransitionType.Elastic); tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f); tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f); - tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree)); [/csharp] [/codeblocks] Another interesting use for [Tween]s is animating arbitrary sets of objects: @@ -281,21 +281,21 @@ [/gdscript] [csharp] Tween tween = GetTree().CreateTween().SetLoops(); - tween.TweenCallback(new Callable(Shoot)).SetDelay(1.0f); + tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f); [/csharp] [/codeblocks] [b]Example:[/b] Turning a sprite red and then blue, with 2 second delay: [codeblocks] [gdscript] var tween = get_tree().create_tween() - tween.tween_callback($Sprite.set_modulate.bind(Color.red)).set_delay(2) - tween.tween_callback($Sprite.set_modulate.bind(Color.blue)).set_delay(2) + tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2) + tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2) [/gdscript] [csharp] Tween tween = GetTree().CreateTween(); Sprite2D sprite = GetNode<Sprite2D>("Sprite"); - tween.TweenCallback(new Callable(() => sprite.Modulate = Colors.Red)).SetDelay(2.0f); - tween.TweenCallback(new Callable(() => sprite.Modulate = Colors.Blue)).SetDelay(2.0f); + tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red)).SetDelay(2.0f); + tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue)).SetDelay(2.0f); [/csharp] [/codeblocks] </description> @@ -332,10 +332,10 @@ [csharp] Tween tween = CreateTween().SetLoops(); tween.TweenProperty(GetNode("Sprite"), "position:x", 200.0f, 1.0f).AsRelative(); - tween.TweenCallback(new Callable(Jump)); + tween.TweenCallback(Callable.From(Jump)); tween.TweenInterval(2.0f); tween.TweenProperty(GetNode("Sprite"), "position:x", -200.0f, 1.0f).AsRelative(); - tween.TweenCallback(new Callable(Jump)); + tween.TweenCallback(Callable.From(Jump)); tween.TweenInterval(2.0f); [/csharp] [/codeblocks] @@ -357,7 +357,7 @@ [/gdscript] [csharp] Tween tween = CreateTween(); - tween.TweenMethod(new Callable(() => LookAt(Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method takes up vector as second argument. + tween.TweenMethod(Callable.From(() => LookAt(Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method takes up vector as second argument. [/csharp] [/codeblocks] [b]Example:[/b] Setting the text of a [Label], using an intermediate method and after a delay: @@ -376,7 +376,7 @@ base._Ready(); Tween tween = CreateTween(); - tween.TweenMethod(new Callable(SetLabelText), 0.0f, 10.0f, 1.0f).SetDelay(1.0f); + tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f).SetDelay(1.0f); } private void SetLabelText(int value) diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml index 7258efbdda..6c151ef958 100644 --- a/doc/classes/UndoRedo.xml +++ b/doc/classes/UndoRedo.xml @@ -17,7 +17,7 @@ func undo_something(): pass # Put here the code that reverts what's done by "do_something()". - func _on_MyButton_pressed(): + func _on_my_button_pressed(): var node = get_node("MyNode2D") undo_redo.create_action("Move the node") undo_redo.add_do_method(self, "do_something") @@ -48,10 +48,10 @@ { var node = GetNode<Node2D>("MyNode2D"); UndoRedo.CreateAction("Move the node"); - UndoRedo.AddDoMethod(this, nameof(DoSomething)); - UndoRedo.AddUndoMethod(this, nameof(UndoSomething)); - UndoRedo.AddDoProperty(node, "position", new Vector2(100, 100)); - UndoRedo.AddUndoProperty(node, "position", node.Position); + UndoRedo.AddDoMethod(this, MethodName.DoSomething); + UndoRedo.AddUndoMethod(this, MethodName.UndoSomething); + UndoRedo.AddDoProperty(node, Node2D.PropertyName.Position, new Vector2(100, 100)); + UndoRedo.AddUndoProperty(node, Node2D.PropertyName.Position, node.Position); UndoRedo.CommitAction(); } [/csharp] diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 6b384d6a77..5416468ab6 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -38,7 +38,7 @@ # To get the name of the underlying Object type, you need the `get_class()` method. print("foo is a(n) %s" % foo.get_class()) # inject the class name into a formatted string. # Note also that there is not yet any way to get a script's `class_name` string easily. - # To fetch that value, you need to dig deeply into a hidden ProjectSettings setting: an Array of Dictionaries called "_global_script_classes". + # To fetch that value, you can parse the [code]res://.godot/global_script_class_cache.cfg[/code] file with the [ConfigFile] API. # Open your project.godot file to see it up close. [/gdscript] [csharp] @@ -70,6 +70,6 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. </description> <tutorials> - <link title="Variant class">$DOCS_URL/development/cpp/variant_class.html</link> + <link title="Variant class introduction">$DOCS_URL/contributing/development/core_and_modules/variant_class.html</link> </tutorials> </class> diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml index e1689133de..9f905c0ec5 100644 --- a/doc/classes/VehicleBody3D.xml +++ b/doc/classes/VehicleBody3D.xml @@ -7,6 +7,7 @@ This node implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. You will need to add a [CollisionShape3D] for the main body of your vehicle and add [VehicleWheel3D] nodes for the wheels. You should also add a [MeshInstance3D] to this node for the 3D model of your car but this model should not include meshes for the wheels. You should control the vehicle by using the [member brake], [member engine_force], and [member steering] properties and not change the position or orientation of this node directly. [b]Note:[/b] The origin point of your VehicleBody3D will determine the center of gravity of your vehicle so it is better to keep this low and move the [CollisionShape3D] and [MeshInstance3D] upwards. [b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you will probably have to write your own physics integration using another [PhysicsBody3D] class. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link> diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml index e069642e50..3781045c02 100644 --- a/doc/classes/VisualInstance3D.xml +++ b/doc/classes/VisualInstance3D.xml @@ -64,7 +64,7 @@ <member name="sorting_offset" type="float" setter="set_sorting_offset" getter="get_sorting_offset" default="0.0"> The sorting offset used by this [VisualInstance3D]. Adjusting it to a higher value will make the [VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that are otherwise positioned at the same spot. </member> - <member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center" default="true"> + <member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center"> If [code]true[/code], the object is sorted based on the [AABB] center. The object will be sorted based on the global position otherwise. The [AABB] center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with [GPUParticles3D] and [CPUParticles3D]. </member> diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index f95f871e52..685f5d5eef 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -58,13 +58,6 @@ Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview. </member> </members> - <signals> - <signal name="editor_refresh_request"> - <description> - Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubemap] (and their derivatives). - </description> - </signal> - </signals> <constants> <constant name="PORT_TYPE_SCALAR" value="0" enum="PortType"> Floating-point scalar. Translated to [code]float[/code] type in shader code. diff --git a/doc/classes/VisualShaderNodeTexture.xml b/doc/classes/VisualShaderNodeTexture.xml index 72a7fadf1a..38fa98b21e 100644 --- a/doc/classes/VisualShaderNodeTexture.xml +++ b/doc/classes/VisualShaderNodeTexture.xml @@ -33,12 +33,18 @@ Use the texture from this shader's normal map built-in. </constant> <constant name="SOURCE_DEPTH" value="4" enum="Source"> - Use the depth texture available for this shader. + Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers). </constant> <constant name="SOURCE_PORT" value="5" enum="Source"> Use the texture provided in the input port for this function. </constant> - <constant name="SOURCE_MAX" value="6" enum="Source"> + <constant name="SOURCE_3D_NORMAL" value="6" enum="Source"> + Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer). + </constant> + <constant name="SOURCE_ROUGHNESS" value="7" enum="Source"> + Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer). + </constant> + <constant name="SOURCE_MAX" value="8" enum="Source"> Represents the size of the [enum Source] enum. </constant> <constant name="TYPE_DATA" value="0" enum="TextureType"> diff --git a/doc/classes/VisualShaderNodeTextureParameter.xml b/doc/classes/VisualShaderNodeTextureParameter.xml index 333226dc58..8a08bea659 100644 --- a/doc/classes/VisualShaderNodeTextureParameter.xml +++ b/doc/classes/VisualShaderNodeTextureParameter.xml @@ -18,6 +18,9 @@ <member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="VisualShaderNodeTextureParameter.TextureRepeat" default="0"> Sets the texture repeating mode. See [enum TextureRepeat] for options. </member> + <member name="texture_source" type="int" setter="set_texture_source" getter="get_texture_source" enum="VisualShaderNodeTextureParameter.TextureSource" default="0"> + Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. see [enum TextureSource] for options. + </member> <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureParameter.TextureType" default="0"> Defines the type of data provided by the source texture. See [enum TextureType] for options. </member> @@ -88,5 +91,20 @@ <constant name="REPEAT_MAX" value="3" enum="TextureRepeat"> Represents the size of the [enum TextureRepeat] enum. </constant> + <constant name="SOURCE_NONE" value="0" enum="TextureSource"> + The texture source is not specified in the shader. + </constant> + <constant name="SOURCE_SCREEN" value="1" enum="TextureSource"> + The texture source is the screen texture which captures all opaque objects drawn this frame. + </constant> + <constant name="SOURCE_DEPTH" value="2" enum="TextureSource"> + The texture source is the depth texture from the depth prepass. + </constant> + <constant name="SOURCE_NORMAL_ROUGHNESS" value="3" enum="TextureSource"> + The texture source is the normal-roughness buffer from the depth prepass. + </constant> + <constant name="SOURCE_MAX" value="4" enum="TextureSource"> + Represents the size of the [enum TextureSource] enum. + </constant> </constants> </class> diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index 4cd6cf41da..c4ea11ab66 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -527,6 +527,39 @@ Set's the window's current mode. [b]Note:[/b] Fullscreen mode is not exclusive full screen on Windows and Linux. </member> + <member name="mouse_passthrough" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], all mouse event as passed to the underlying window of the same application. See also [member mouse_passthrough_polygon]. + [b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows. + </member> + <member name="mouse_passthrough_polygon" type="PackedVector2Array" setter="set_mouse_passthrough_polygon" getter="get_mouse_passthrough_polygon" default="PackedVector2Array()"> + Sets a polygonal region of the window which accepts mouse events. Mouse events outside the region will be passed through. + Passing an empty array will disable passthrough support (all mouse events will be intercepted by the window, which is the default behavior). + [codeblocks] + [gdscript] + # Set region, using Path2D node. + $Window.mouse_passthrough_polygon = $Path2D.curve.get_baked_points() + + # Set region, using Polygon2D node. + $Window.mouse_passthrough_polygon = $Polygon2D.polygon + + # Reset region to default. + $Window.mouse_passthrough_polygon = [] + [/gdscript] + [csharp] + // Set region, using Path2D node. + GetNode<Window>("Window").MousePassthrough = GetNode<Path2D>("Path2D").Curve.GetBakedPoints(); + + // Set region, using Polygon2D node. + GetNode<Window>("Window").MousePassthrough = GetNode<Polygon2D>("Polygon2D").Polygon; + + // Reset region to default. + GetNode<Window>("Window").MousePassthrough = new Vector2[] {}; + [/csharp] + [/codeblocks] + [b]Note:[/b] This property is ignored if [member mouse_passthrough] is set to [code]true[/code]. + [b]Note:[/b] On Windows, the portion of a window that lies outside the region is not drawn, while on Linux (X11) and macOS it is. + [b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows. + </member> <member name="popup_window" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the [Window] will be considered a popup. Popups are sub-windows that don't show as separate windows in system's window manager's window list and will send close request when anything is clicked outside of them (unless [member exclusive] is enabled). </member> @@ -695,7 +728,10 @@ Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons. Set with [member extend_to_title]. [b]Note:[/b] This flag is implemented on macOS. </constant> - <constant name="FLAG_MAX" value="7" enum="Flags"> + <constant name="FLAG_MOUSE_PASSTHROUGH" value="7" enum="Flags"> + All mouse events are passed to the underlying window of the same application. + </constant> + <constant name="FLAG_MAX" value="8" enum="Flags"> Max value of the [enum Flags]. </constant> <constant name="CONTENT_SCALE_MODE_DISABLED" value="0" enum="ContentScaleMode"> @@ -735,8 +771,16 @@ Right-to-left layout direction. </constant> <constant name="WINDOW_INITIAL_POSITION_ABSOLUTE" value="0" enum="WindowInitialPosition"> + Initial window position is determined by [member position]. + </constant> + <constant name="WINDOW_INITIAL_POSITION_CENTER_PRIMARY_SCREEN" value="1" enum="WindowInitialPosition"> + Initial window position is a center of the primary screen. + </constant> + <constant name="WINDOW_INITIAL_POSITION_CENTER_MAIN_WINDOW_SCREEN" value="2" enum="WindowInitialPosition"> + Initial window position is a center of the main window screen. </constant> - <constant name="WINDOW_INITIAL_POSITION_CENTER_SCREEN" value="1" enum="WindowInitialPosition"> + <constant name="WINDOW_INITIAL_POSITION_CENTER_OTHER_SCREEN" value="3" enum="WindowInitialPosition"> + Initial window position is a center of [member current_screen] screen. </constant> </constants> <theme_items> diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml index 9e192177e5..0b21002893 100644 --- a/doc/classes/XRController3D.xml +++ b/doc/classes/XRController3D.xml @@ -13,11 +13,18 @@ <link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link> </tutorials> <methods> - <method name="get_axis" qualifiers="const"> - <return type="Vector2" /> + <method name="get_float" qualifiers="const"> + <return type="float" /> <param index="0" name="name" type="StringName" /> <description> - Returns a [Vector2] for the input with the given [param name]. This is used for thumbsticks and thumbpads found on many controllers. + Returns a numeric value for the input with the given [param name]. This is used for triggers and grip sensors. + </description> + </method> + <method name="get_input" qualifiers="const"> + <return type="Variant" /> + <param index="0" name="name" type="StringName" /> + <description> + Returns a [Variant] for the input with the given [param name]. This works for any input type, the variant will be typed according to the actions configuration. </description> </method> <method name="get_tracker_hand" qualifiers="const"> @@ -26,11 +33,11 @@ Returns the hand holding this controller, if known. See [enum XRPositionalTracker.TrackerHand]. </description> </method> - <method name="get_value" qualifiers="const"> - <return type="float" /> + <method name="get_vector2" qualifiers="const"> + <return type="Vector2" /> <param index="0" name="name" type="StringName" /> <description> - Returns a numeric value for the input with the given [param name]. This is used for triggers and grip sensors. + Returns a [Vector2] for the input with the given [param name]. This is used for thumbsticks and thumbpads found on many controllers. </description> </method> <method name="is_button_pressed" qualifiers="const"> @@ -54,18 +61,18 @@ Emitted when a button on this controller is released. </description> </signal> - <signal name="input_axis_changed"> + <signal name="input_float_changed"> <param index="0" name="name" type="String" /> - <param index="1" name="value" type="Vector2" /> + <param index="1" name="value" type="float" /> <description> - Emitted when a thumbstick or thumbpad on this controller is moved. + Emitted when a trigger or similar input on this controller changes value. </description> </signal> - <signal name="input_value_changed"> + <signal name="input_vector2_changed"> <param index="0" name="name" type="String" /> - <param index="1" name="value" type="float" /> + <param index="1" name="value" type="Vector2" /> <description> - Emitted when a trigger or similar input on this controller changes value. + Emitted when a thumbstick or thumbpad on this controller is moved. </description> </signal> </signals> diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml index db2910f25e..93e6a5497c 100644 --- a/doc/classes/XRPositionalTracker.xml +++ b/doc/classes/XRPositionalTracker.xml @@ -92,18 +92,18 @@ Emitted when a button on this tracker is released. </description> </signal> - <signal name="input_axis_changed"> + <signal name="input_float_changed"> <param index="0" name="name" type="String" /> - <param index="1" name="vector" type="Vector2" /> + <param index="1" name="value" type="float" /> <description> - Emitted when a thumbstick or thumbpad on this tracker moves. + Emitted when a trigger or similar input on this tracker changes value. </description> </signal> - <signal name="input_value_changed"> + <signal name="input_vector2_changed"> <param index="0" name="name" type="String" /> - <param index="1" name="value" type="float" /> + <param index="1" name="vector" type="Vector2" /> <description> - Emitted when a trigger or similar input on this tracker changes value. + Emitted when a thumbstick or thumbpad on this tracker moves. </description> </signal> <signal name="pose_changed"> diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml index d0ef664281..e1a98f0ea4 100644 --- a/doc/classes/bool.xml +++ b/doc/classes/bool.xml @@ -60,7 +60,7 @@ _can_shoot = false _cool_down.start() - func _on_CoolDownTimer_timeout(): + func _on_cool_down_timer_timeout(): _can_shoot = true [/gdscript] [csharp] |