diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/AudioStreamPlayer3D.xml | 28 | ||||
-rw-r--r-- | doc/classes/Image.xml | 54 | ||||
-rw-r--r-- | doc/classes/Input.xml | 36 | ||||
-rw-r--r-- | doc/classes/InputMap.xml | 2 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 3 |
5 files changed, 59 insertions, 64 deletions
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index aadbc865bb..7a8c4b2cc7 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -4,7 +4,7 @@ Plays 3D sound in 3D space. </brief_description> <description> - Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. + Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. For greater realism, a low-pass filter is automatically applied to distant sounds. This can be disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/code]. By default, audio is heard from the camera position. This can be changed by adding a [Listener3D] node to the scene and enabling it by calling [method Listener3D.make_current] on it. </description> <tutorials> @@ -56,19 +56,19 @@ Areas in which this sound plays. </member> <member name="attenuation_filter_cutoff_hz" type="float" setter="set_attenuation_filter_cutoff_hz" getter="get_attenuation_filter_cutoff_hz" default="5000.0"> - Dampens audio above this frequency, in Hz. + Dampens audio using a low-pass filter above this frequency, in Hz. To disable the dampening effect entirely, set this to [code]20500[/code] as this frequency is above the human hearing limit. </member> <member name="attenuation_filter_db" type="float" setter="set_attenuation_filter_db" getter="get_attenuation_filter_db" default="-24.0"> - Amount how much the filter affects the loudness, in dB. + Amount how much the filter affects the loudness, in decibels. </member> <member name="attenuation_model" type="int" setter="set_attenuation_model" getter="get_attenuation_model" enum="AudioStreamPlayer3D.AttenuationModel" default="0"> Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation. </member> <member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled" default="false"> - If [code]true[/code], audio plays when added to scene tree. + If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added to scene tree. </member> <member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="@"Master""> - Bus on which this audio is playing. + The bus on which this audio is playing. </member> <member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="AudioStreamPlayer3D.DopplerTracking" default="0"> Decides in which step the Doppler effect should be calculated. @@ -80,10 +80,10 @@ If [code]true[/code], the audio should be dampened according to the direction of the sound. </member> <member name="emission_angle_filter_attenuation_db" type="float" setter="set_emission_angle_filter_attenuation_db" getter="get_emission_angle_filter_attenuation_db" default="-12.0"> - Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in dB. + Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in decibels. </member> <member name="max_db" type="float" setter="set_max_db" getter="get_max_db" default="3.0"> - Sets the absolute maximum of the soundlevel, in dB. + Sets the absolute maximum of the soundlevel, in decibels. </member> <member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0"> Sets the distance from which the [member out_of_range_mode] takes effect. Has no effect if set to 0. @@ -98,16 +98,16 @@ If [code]true[/code], audio is playing. </member> <member name="stream" type="AudioStream" setter="set_stream" getter="get_stream"> - The [AudioStream] object to be played. + The [AudioStream] resource to be played. </member> <member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false"> - If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code]. + If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code]. </member> <member name="unit_db" type="float" setter="set_unit_db" getter="get_unit_db" default="0.0"> - Base sound level unaffected by dampening, in dB. + The base sound level unaffected by dampening, in decibels. </member> <member name="unit_size" type="float" setter="set_unit_size" getter="get_unit_size" default="1.0"> - Factor for the attenuation effect. + The factor for the attenuation effect. Higher values make the sound audible over a larger distance. </member> </members> <signals> @@ -128,13 +128,13 @@ Logarithmic dampening of loudness according to distance. </constant> <constant name="ATTENUATION_DISABLED" value="3" enum="AttenuationModel"> - No dampening of loudness according to distance. + No dampening of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer]. </constant> <constant name="OUT_OF_RANGE_MIX" value="0" enum="OutOfRangeMode"> - Mix this audio in, even when it's out of range. + Mix this audio in, even when it's out of range. This increases CPU usage, but keeps the sound playing at the correct position if the camera leaves and enters the [AudioStreamPlayer3D]'s [member max_distance] radius. </constant> <constant name="OUT_OF_RANGE_PAUSE" value="1" enum="OutOfRangeMode"> - Pause this audio when it gets out of range. + Pause this audio when it gets out of range. This decreases CPU usage, but will cause the sound to restart if the camera leaves and enters the [AudioStreamPlayer3D]'s [member max_distance] radius. </constant> <constant name="DOPPLER_TRACKING_DISABLED" value="0" enum="DopplerTracking"> Disables doppler tracking. diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index edf27b1660..b4325e822c 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -269,16 +269,18 @@ <argument index="1" name="y" type="int"> </argument> <description> - Returns the color of the pixel at [code](x, y)[/code]. This is the same as [method get_pixelv], but with two integer arguments instead of a [Vector2] argument. + Returns the color of the pixel at [code](x, y)[/code]. + This is the same as [method get_pixelv], but with two integer arguments instead of a [Vector2i] argument. </description> </method> <method name="get_pixelv" qualifiers="const"> <return type="Color"> </return> - <argument index="0" name="src" type="Vector2"> + <argument index="0" name="point" type="Vector2i"> </argument> <description> - Returns the color of the pixel at [code]src[/code]. This is the same as [method get_pixel], but with a [Vector2] argument instead of two integer arguments. + Returns the color of the pixel at [code]point[/code]. + This is the same as [method get_pixel], but with a [Vector2i] argument instead of two integer arguments. </description> </method> <method name="get_rect" qualifiers="const"> @@ -475,28 +477,56 @@ <argument index="2" name="color" type="Color"> </argument> <description> - Sets the [Color] of the pixel at [code](x, y)[/code]. Example: - [codeblock] + Sets the [Color] of the pixel at [code](x, y)[/code] to [code]color[/code]. Example: + [codeblocks] + [gdscript] + var img_width = 10 + var img_height = 5 var img = Image.new() img.create(img_width, img_height, false, Image.FORMAT_RGBA8) - img.set_pixel(x, y, color) - [/codeblock] + + img.set_pixel(1, 2, Color.red) # Sets the color at (1, 2) to red. + [/gdscript] + [csharp] + int imgWidth = 10; + int imgHeight = 5; + var img = new Image(); + img.Create(imgWidth, imgHeight, false, Image.Format.Rgba8); + + img.SetPixel(1, 2, Colors.Red); // Sets the color at (1, 2) to red. + [/csharp] + [/codeblocks] + This is the same as [method set_pixelv], but with a two integer arguments instead of a [Vector2i] argument. </description> </method> <method name="set_pixelv"> <return type="void"> </return> - <argument index="0" name="dst" type="Vector2"> + <argument index="0" name="point" type="Vector2i"> </argument> <argument index="1" name="color" type="Color"> </argument> <description> - Sets the [Color] of the pixel at [code](dst.x, dst.y)[/code]. Note that the [code]dst[/code] values must be integers. Example: - [codeblock] + Sets the [Color] of the pixel at [code]point[/code] to [code]color[/code]. Example: + [codeblocks] + [gdscript] + var img_width = 10 + var img_height = 5 var img = Image.new() img.create(img_width, img_height, false, Image.FORMAT_RGBA8) - img.set_pixelv(Vector2(x, y), color) - [/codeblock] + + img.set_pixelv(Vector2i(1, 2), Color.red) # Sets the color at (1, 2) to red. + [/gdscript] + [csharp] + int imgWidth = 10; + int imgHeight = 5; + var img = new Image(); + img.Create(imgWidth, imgHeight, false, Image.Format.Rgba8); + + img.SetPixelv(new Vector2i(1, 2), Colors.Red); // Sets the color at (1, 2) to red. + [/csharp] + [/codeblocks] + This is the same as [method set_pixel], but with a [Vector2i] argument instead of two integer arguments. </description> </method> <method name="shrink_x2"> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index eafae7310c..2e619802e3 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -125,42 +125,6 @@ Returns the current value of the joypad axis at given index (see [enum JoyAxisList]). </description> </method> - <method name="get_joy_axis_index_from_string"> - <return type="int"> - </return> - <argument index="0" name="axis" type="String"> - </argument> - <description> - Returns the index of the provided axis name. - </description> - </method> - <method name="get_joy_axis_string"> - <return type="String"> - </return> - <argument index="0" name="axis_index" type="int"> - </argument> - <description> - Receives a [enum JoyAxisList] axis and returns its equivalent name as a string. - </description> - </method> - <method name="get_joy_button_index_from_string"> - <return type="int"> - </return> - <argument index="0" name="button" type="String"> - </argument> - <description> - Returns the index of the provided button name. - </description> - </method> - <method name="get_joy_button_string"> - <return type="String"> - </return> - <argument index="0" name="button_index" type="int"> - </argument> - <description> - Receives a gamepad button from [enum JoyButtonList] and returns its equivalent name as a string. - </description> - </method> <method name="get_joy_guid" qualifiers="const"> <return type="String"> </return> diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 062ac3869d..49d29b3a53 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -120,7 +120,7 @@ Returns [code]true[/code] if the [InputMap] has a registered action with the given name. </description> </method> - <method name="load_from_globals"> + <method name="load_from_project_settings"> <return type="void"> </return> <description> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 5830a8452c..22a9925d4b 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -3365,7 +3365,8 @@ Objects are displayed with only light information. </constant> <constant name="VIEWPORT_DEBUG_DRAW_OVERDRAW" value="3" enum="ViewportDebugDraw"> - Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others. + Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw (represented by brighter colors) means you are wasting performance on drawing pixels that are being hidden behind others. + [b]Note:[/b] When using this debug draw mode, custom shaders will be ignored. This means vertex displacement won't be visible anymore. </constant> <constant name="VIEWPORT_DEBUG_DRAW_WIREFRAME" value="4" enum="ViewportDebugDraw"> Debug draw draws objects in wireframe. |