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-rw-r--r--doc/classes/Area2D.xml6
-rw-r--r--doc/classes/Area3D.xml6
-rw-r--r--doc/classes/BaseButton.xml9
-rw-r--r--doc/classes/ButtonGroup.xml2
-rw-r--r--doc/classes/Camera3D.xml7
-rw-r--r--doc/classes/ColorRect.xml2
-rw-r--r--doc/classes/Environment.xml51
-rw-r--r--doc/classes/Gradient.xml14
-rw-r--r--doc/classes/GraphEdit.xml12
-rw-r--r--doc/classes/KinematicBody2D.xml6
-rw-r--r--doc/classes/KinematicBody3D.xml6
-rw-r--r--doc/classes/LinkButton.xml1
-rw-r--r--doc/classes/MenuButton.xml1
-rw-r--r--doc/classes/MultiMesh.xml2
-rw-r--r--doc/classes/Node.xml1
-rw-r--r--doc/classes/PhysicsBody2D.xml3
-rw-r--r--doc/classes/PhysicsDirectSpaceState2D.xml3
-rw-r--r--doc/classes/ProjectSettings.xml6
-rw-r--r--doc/classes/RandomNumberGenerator.xml1
-rw-r--r--doc/classes/ReferenceRect.xml5
-rw-r--r--doc/classes/RenderingServer.xml2
-rw-r--r--doc/classes/RigidBody2D.xml2
-rw-r--r--doc/classes/RigidBody3D.xml2
-rw-r--r--doc/classes/StyleBox.xml1
-rw-r--r--doc/classes/SurfaceTool.xml1
-rw-r--r--doc/classes/TileMap.xml2
-rw-r--r--doc/classes/VisualShaderNodeCurveTexture.xml17
-rw-r--r--doc/classes/VisualShaderNodeGroupBase.xml7
-rw-r--r--doc/classes/VisualShaderNodeResizableBase.xml18
29 files changed, 126 insertions, 70 deletions
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index 4f8d102393..72c40478bb 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -91,7 +91,8 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="1.0">
- The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping).
+ The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
+ See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
</member>
<member name="audio_bus_name" type="StringName" setter="set_audio_bus_name" getter="get_audio_bus_name" default="@&quot;Master&quot;">
The name of the area's audio bus.
@@ -118,7 +119,8 @@
The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction.
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1">
- The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping).
+ The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
+ See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
</member>
<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true">
If [code]true[/code], other monitoring areas can detect this area.
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index db1c96c8cb..92a8465762 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -89,7 +89,8 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.1">
- The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping).
+ The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
+ See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
</member>
<member name="audio_bus_name" type="StringName" setter="set_audio_bus" getter="get_audio_bus" default="@&quot;Master&quot;">
The name of the area's audio bus.
@@ -116,7 +117,8 @@
The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction.
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1">
- The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping).
+ The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
+ See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
</member>
<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true">
If [code]true[/code], other monitoring areas can detect this area.
diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml
index bf4d9383ac..378df1ce65 100644
--- a/doc/classes/BaseButton.xml
+++ b/doc/classes/BaseButton.xml
@@ -44,6 +44,9 @@
<member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode" default="1">
Determines when the button is considered clicked, one of the [enum ActionMode] constants.
</member>
+ <member name="button_group" type="ButtonGroup" setter="set_button_group" getter="get_button_group">
+ The [ButtonGroup] associated with the button. Not to be confused with node groups.
+ </member>
<member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" default="1">
Binary mask to choose which mouse buttons this button will respond to.
To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | BUTTON_MASK_RIGHT[/code].
@@ -51,13 +54,7 @@
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
</member>
- <member name="enabled_focus_mode" type="int" setter="set_enabled_focus_mode" getter="get_enabled_focus_mode" enum="Control.FocusMode" default="2">
- Focus access mode to use when switching between enabled/disabled (see [member Control.focus_mode] and [member disabled]).
- </member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="2" />
- <member name="group" type="ButtonGroup" setter="set_button_group" getter="get_button_group">
- [ButtonGroup] associated to the button.
- </member>
<member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside" default="false">
If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it.
[b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value.
diff --git a/doc/classes/ButtonGroup.xml b/doc/classes/ButtonGroup.xml
index b7f3234b36..5aa2d699a8 100644
--- a/doc/classes/ButtonGroup.xml
+++ b/doc/classes/ButtonGroup.xml
@@ -14,7 +14,7 @@
<return type="Array">
</return>
<description>
- Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see [member BaseButton.group]).
+ Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see [member BaseButton.button_group]).
</description>
</method>
<method name="get_pressed_button">
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index b6a108fb25..b3fe452b12 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -163,6 +163,13 @@
</argument>
<description>
Returns the 2D coordinate in the [Viewport] rectangle that maps to the given 3D point in worldspace.
+ [b]Note:[/b] When using this to position GUI elements over a 3D viewport, use [method is_position_behind] to prevent them from appearing if the 3D point is behind the camera:
+ [codeblock]
+ # This code block is part of a script that inherits from Node3D.
+ # `control` is a reference to a node inheriting from Control.
+ control.visible = not get_viewport().get_camera().is_position_behind(global_transform.origin)
+ control.rect_position = get_viewport().get_camera().unproject_position(global_transform.origin)
+ [/codeblock]
</description>
</method>
</methods>
diff --git a/doc/classes/ColorRect.xml b/doc/classes/ColorRect.xml
index 072759e383..7c0cd981e4 100644
--- a/doc/classes/ColorRect.xml
+++ b/doc/classes/ColorRect.xml
@@ -4,7 +4,7 @@
Colored rectangle.
</brief_description>
<description>
- Displays a colored rectangle.
+ Displays a rectangle filled with a solid [member color]. If you need to display the border alone, consider using [ReferenceRect] instead.
</description>
<tutorials>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 8afc18f91b..104c149784 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -18,24 +18,24 @@
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
- <method name="is_glow_level_enabled" qualifiers="const">
- <return type="bool">
+ <method name="get_glow_level" qualifiers="const">
+ <return type="float">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
- Returns [code]true[/code] if the glow level [code]idx[/code] is specified, [code]false[/code] otherwise.
+ Returns the intensity of the glow level [code]idx[/code].
</description>
</method>
- <method name="set_glow_level_enabled">
+ <method name="set_glow_level">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
- <argument index="1" name="enabled" type="bool">
+ <argument index="1" name="intensity" type="float">
</argument>
<description>
- Enables or disables the glow level at index [code]idx[/code]. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren't enabled.
+ Sets the intensity of the glow level [code]idx[/code]. A value above [code]0.0[/code] enables the level. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren't enabled.
</description>
</method>
</methods>
@@ -98,6 +98,10 @@
<member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0">
The background mode. See [enum BGMode] for possible values.
</member>
+ <member name="fog_aerial_perspective" type="float" setter="set_fog_aerial_perspective" getter="get_fog_aerial_perspective" default="0.0">
+ Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant BG_SKY].
+ This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
+ </member>
<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001">
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
@@ -132,33 +136,36 @@
The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case.
</member>
<member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.8">
- The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
+ The overall brightness multiplier of the glow effect. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
</member>
- <member name="glow_levels/1" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
- If [code]true[/code], the 1st level of glow is enabled. This is the most "local" level (least blurry).
+ <member name="glow_levels/1" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
+ The intensity of the 1st level of glow. This is the most "local" level (least blurry).
</member>
- <member name="glow_levels/2" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
- If [code]true[/code], the 2th level of glow is enabled.
+ <member name="glow_levels/2" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
+ The intensity of the 2nd level of glow.
</member>
- <member name="glow_levels/3" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="true">
- If [code]true[/code], the 3th level of glow is enabled.
+ <member name="glow_levels/3" type="float" setter="set_glow_level" getter="get_glow_level" default="1.0">
+ The intensity of the 3rd level of glow.
</member>
- <member name="glow_levels/4" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
- If [code]true[/code], the 4th level of glow is enabled.
+ <member name="glow_levels/4" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
+ The intensity of the 4th level of glow.
</member>
- <member name="glow_levels/5" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="true">
- If [code]true[/code], the 5th level of glow is enabled.
+ <member name="glow_levels/5" type="float" setter="set_glow_level" getter="get_glow_level" default="1.0">
+ The intensity of the 5th level of glow.
</member>
- <member name="glow_levels/6" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
- If [code]true[/code], the 6th level of glow is enabled.
+ <member name="glow_levels/6" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
+ The intensity of the 6th level of glow.
</member>
- <member name="glow_levels/7" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
- If [code]true[/code], the 7th level of glow is enabled. This is the most "global" level (blurriest).
+ <member name="glow_levels/7" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
+ The intensity of the 7th level of glow. This is the most "global" level (blurriest).
</member>
<member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05">
</member>
+ <member name="glow_normalized" type="bool" setter="set_glow_normalized" getter="is_glow_normalized" default="false">
+ If [code]true[/code], glow levels will be normalized so that summed together their intensities equal [code]1.0[/code].
+ </member>
<member name="glow_strength" type="float" setter="set_glow_strength" getter="get_glow_strength" default="1.0">
- The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
+ The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
</member>
<member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0">
</member>
diff --git a/doc/classes/Gradient.xml b/doc/classes/Gradient.xml
index abb105a41c..4ccbdee144 100644
--- a/doc/classes/Gradient.xml
+++ b/doc/classes/Gradient.xml
@@ -4,7 +4,7 @@
A color interpolator resource which can be used to generate colors between user-defined color points.
</brief_description>
<description>
- Given a set of colors, this resource will interpolate them in order. This means that if you have color 1, color 2 and color 3, the ramp will interpolate from color 1 to color 2 and from color 2 to color 3. The ramp will initially have 2 colors (black and white), one (black) at ramp lower offset 0 and the other (white) at the ramp higher offset 1.
+ Given a set of colors, this resource will interpolate them in order. This means that if you have color 1, color 2 and color 3, the gradient will interpolate from color 1 to color 2 and from color 2 to color 3. The gradient will initially have 2 colors (black and white), one (black) at gradient lower offset 0 and the other (white) at the gradient higher offset 1.
</description>
<tutorials>
</tutorials>
@@ -17,7 +17,7 @@
<argument index="1" name="color" type="Color">
</argument>
<description>
- Adds the specified color to the end of the ramp, with the specified offset.
+ Adds the specified color to the end of the gradient, with the specified offset.
</description>
</method>
<method name="get_color">
@@ -26,7 +26,7 @@
<argument index="0" name="point" type="int">
</argument>
<description>
- Returns the color of the ramp color at index [code]point[/code].
+ Returns the color of the gradient color at index [code]point[/code].
</description>
</method>
<method name="get_offset">
@@ -35,14 +35,14 @@
<argument index="0" name="point" type="int">
</argument>
<description>
- Returns the offset of the ramp color at index [code]point[/code].
+ Returns the offset of the gradient color at index [code]point[/code].
</description>
</method>
<method name="get_point_count" qualifiers="const">
<return type="int">
</return>
<description>
- Returns the number of colors in the ramp.
+ Returns the number of colors in the gradient.
</description>
</method>
<method name="interpolate">
@@ -71,7 +71,7 @@
<argument index="1" name="color" type="Color">
</argument>
<description>
- Sets the color of the ramp color at index [code]point[/code].
+ Sets the color of the gradient color at index [code]point[/code].
</description>
</method>
<method name="set_offset">
@@ -82,7 +82,7 @@
<argument index="1" name="offset" type="float">
</argument>
<description>
- Sets the offset for the ramp color at index [code]point[/code].
+ Sets the offset for the gradient color at index [code]point[/code].
</description>
</method>
</methods>
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index 9d00ffe233..77bd2c60cc 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -193,16 +193,11 @@
</member>
</members>
<signals>
- <signal name="_begin_node_move">
+ <signal name="begin_node_move">
<description>
Emitted at the beginning of a GraphNode movement.
</description>
</signal>
- <signal name="_end_node_move">
- <description>
- Emitted at the end of a GraphNode movement.
- </description>
- </signal>
<signal name="connection_from_empty">
<argument index="0" name="to" type="StringName">
</argument>
@@ -266,6 +261,11 @@
Emitted when a GraphNode is attempted to be duplicated in the GraphEdit.
</description>
</signal>
+ <signal name="end_node_move">
+ <description>
+ Emitted at the end of a GraphNode movement.
+ </description>
+ </signal>
<signal name="node_selected">
<argument index="0" name="node" type="Node">
</argument>
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 17c4b85346..425df00b6f 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -55,21 +55,21 @@
<return type="bool">
</return>
<description>
- Returns [code]true[/code] if the body is on the ceiling. Only updates when calling [method move_and_slide] or [method move_and_slide_with_snap].
+ Returns [code]true[/code] if the body collided with the ceiling on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code].
</description>
</method>
<method name="is_on_floor" qualifiers="const">
<return type="bool">
</return>
<description>
- Returns [code]true[/code] if the body is on the floor. Only updates when calling [method move_and_slide] or [method move_and_slide_with_snap].
+ Returns [code]true[/code] if the body collided with the floor on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code].
</description>
</method>
<method name="is_on_wall" qualifiers="const">
<return type="bool">
</return>
<description>
- Returns [code]true[/code] if the body is on a wall. Only updates when calling [method move_and_slide] or [method move_and_slide_with_snap].
+ Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code].
</description>
</method>
<method name="move_and_collide">
diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml
index 17a6034e9a..a21496de54 100644
--- a/doc/classes/KinematicBody3D.xml
+++ b/doc/classes/KinematicBody3D.xml
@@ -59,21 +59,21 @@
<return type="bool">
</return>
<description>
- Returns [code]true[/code] if the body is on the ceiling. Only updates when calling [method move_and_slide] or [method move_and_slide_with_snap].
+ Returns [code]true[/code] if the body collided with the ceiling on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code].
</description>
</method>
<method name="is_on_floor" qualifiers="const">
<return type="bool">
</return>
<description>
- Returns [code]true[/code] if the body is on the floor. Only updates when calling [method move_and_slide] or [method move_and_slide_with_snap].
+ Returns [code]true[/code] if the body collided with the floor on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code].
</description>
</method>
<method name="is_on_wall" qualifiers="const">
<return type="bool">
</return>
<description>
- Returns [code]true[/code] if the body is on a wall. Only updates when calling [method move_and_slide] or [method move_and_slide_with_snap].
+ Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code].
</description>
</method>
<method name="move_and_collide">
diff --git a/doc/classes/LinkButton.xml b/doc/classes/LinkButton.xml
index fed936cc2f..2d475fc449 100644
--- a/doc/classes/LinkButton.xml
+++ b/doc/classes/LinkButton.xml
@@ -12,7 +12,6 @@
<methods>
</methods>
<members>
- <member name="enabled_focus_mode" type="int" setter="set_enabled_focus_mode" getter="get_enabled_focus_mode" override="true" enum="Control.FocusMode" default="0" />
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="0" />
<member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" override="true" enum="Control.CursorShape" default="2" />
<member name="text" type="String" setter="set_text" getter="get_text" default="&quot;&quot;">
diff --git a/doc/classes/MenuButton.xml b/doc/classes/MenuButton.xml
index cf1fdb5ba6..d97e0f0f21 100644
--- a/doc/classes/MenuButton.xml
+++ b/doc/classes/MenuButton.xml
@@ -30,7 +30,6 @@
</methods>
<members>
<member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" override="true" enum="BaseButton.ActionMode" default="0" />
- <member name="enabled_focus_mode" type="int" setter="set_enabled_focus_mode" getter="get_enabled_focus_mode" override="true" enum="Control.FocusMode" default="0" />
<member name="flat" type="bool" setter="set_flat" getter="is_flat" override="true" default="true" />
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="0" />
<member name="switch_on_hover" type="bool" setter="set_switch_on_hover" getter="is_switch_on_hover" default="false">
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index e1b3ffa2e4..6ebfc946dc 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -65,7 +65,7 @@
<argument index="1" name="color" type="Color">
</argument>
<description>
- Sets the color of a specific instance.
+ Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors.
For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material.
</description>
</method>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 623e4b099b..2e8b76865d 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -834,6 +834,7 @@
</member>
<member name="name" type="StringName" setter="set_name" getter="get_name">
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
+ [b]Note:[/b] Auto-generated names might include the [code]@[/code] character, which is reserved for unique names when using [method add_child]. When setting the name manually, any [code]@[/code] will be removed.
</member>
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index ca42f5801a..9c3c47afba 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -86,9 +86,6 @@
The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" />
- <member name="layers" type="int" setter="_set_layers" getter="_get_layers">
- Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.
- </member>
</members>
<constants>
</constants>
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml
index 676e33601a..c26cf0514c 100644
--- a/doc/classes/PhysicsDirectSpaceState2D.xml
+++ b/doc/classes/PhysicsDirectSpaceState2D.xml
@@ -64,13 +64,14 @@
<argument index="5" name="collide_with_areas" type="bool" default="false">
</argument>
<description>
- Checks whether a point is inside any shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
+ Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
+ [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
</description>
</method>
<method name="intersect_point_on_canvas">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index e9865a6198..91998ead34 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -469,7 +469,7 @@
[b]Note:[/b] This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.
</member>
<member name="editor/script_templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">
- Search path for project-specific script templates. Script templates will be search both in the editor-specific path and in this project-specific path.
+ Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
</member>
<member name="editor/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray( &quot;gd&quot;, &quot;shader&quot; )">
Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
@@ -883,6 +883,7 @@
</member>
<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
The default angular damp in 2D.
+ [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98">
The default gravity strength in 2D.
@@ -902,6 +903,7 @@
</member>
<member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1">
The default linear damp in 2D.
+ [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/2d/large_object_surface_threshold_in_cells" type="int" setter="" getter="" default="512">
Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.
@@ -928,6 +930,7 @@
</member>
<member name="physics/3d/default_angular_damp" type="float" setter="" getter="" default="0.1">
The default angular damp in 3D.
+ [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8">
The default gravity strength in 3D.
@@ -947,6 +950,7 @@
</member>
<member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1">
The default linear damp in 3D.
+ [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 3D physics.
diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml
index ec0f1a96b2..d4f9517dd1 100644
--- a/doc/classes/RandomNumberGenerator.xml
+++ b/doc/classes/RandomNumberGenerator.xml
@@ -15,6 +15,7 @@
[/codeblock]
</description>
<tutorials>
+ <link title="Random number generation">https://docs.godotengine.org/en/latest/tutorials/math/random_number_generation.html</link>
</tutorials>
<methods>
<method name="randf">
diff --git a/doc/classes/ReferenceRect.xml b/doc/classes/ReferenceRect.xml
index 4f8f71b3db..1a3fbbdfc5 100644
--- a/doc/classes/ReferenceRect.xml
+++ b/doc/classes/ReferenceRect.xml
@@ -4,7 +4,7 @@
Reference frame for GUI.
</brief_description>
<description>
- A rectangle box that displays only a [member border_color] border color around its rectangle. [ReferenceRect] has no fill [Color].
+ A rectangle box that displays only a [member border_color] border color around its rectangle. [ReferenceRect] has no fill [Color]. If you need to display a rectangle filled with a solid color, consider using [ColorRect] instead.
</description>
<tutorials>
</tutorials>
@@ -14,6 +14,9 @@
<member name="border_color" type="Color" setter="set_border_color" getter="get_border_color" default="Color( 1, 0, 0, 1 )">
Sets the border [Color] of the [ReferenceRect].
</member>
+ <member name="border_width" type="float" setter="set_border_width" getter="get_border_width" default="1.0">
+ Sets the border width of the [ReferenceRect]. The border grows both inwards and outwards with respect to the rectangle box.
+ </member>
<member name="editor_only" type="bool" setter="set_editor_only" getter="get_editor_only" default="true">
If set to [code]true[/code], the [ReferenceRect] will only be visible while in editor. Otherwise, [ReferenceRect] will be visible in game.
</member>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 456022a626..857c13deb5 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -718,7 +718,7 @@
</argument>
<argument index="1" name="enable" type="bool">
</argument>
- <argument index="2" name="level_flags" type="int">
+ <argument index="2" name="levels" type="PackedFloat32Array">
</argument>
<argument index="3" name="intensity" type="float">
</argument>
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index eca5b8054d..6f41d5ba27 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -119,6 +119,7 @@
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
Damps the body's [member angular_velocity]. If [code]-1[/code], the body will use the [b]Default Angular Damp[/b] defined in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b].
+ See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
</member>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
The body's rotational velocity.
@@ -155,6 +156,7 @@
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b].
+ See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2( 0, 0 )">
The body's linear velocity.
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 8d92c8b066..f8dc9887a9 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -134,6 +134,7 @@
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
Damps RigidBody3D's rotational forces.
+ See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
</member>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )">
RigidBody3D's rotational velocity.
@@ -179,6 +180,7 @@
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden.
+ See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3( 0, 0, 0 )">
The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml
index 0e848a1bf6..04f8eb9d13 100644
--- a/doc/classes/StyleBox.xml
+++ b/doc/classes/StyleBox.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
StyleBox is [Resource] that provides an abstract base class for drawing stylized boxes for the UI. StyleBoxes are used for drawing the styles of buttons, line edit backgrounds, tree backgrounds, etc. and also for testing a transparency mask for pointer signals. If mask test fails on a StyleBox assigned as mask to a control, clicks and motion signals will go through it to the one below.
+ [b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], [code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the [code]focus[/code] [StyleBox] more reusable across different nodes.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index 385e31ccc7..4f02cd00dd 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -38,6 +38,7 @@
</argument>
<description>
Specifies a [Color] for the next vertex to use.
+ [b]Note:[/b] The material must have [member BaseMaterial3D.vertex_color_use_as_albedo] enabled for the vertex color to be visible.
</description>
</method>
<method name="add_index">
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 371ba80723..c500052592 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -280,7 +280,7 @@
Position for tile origin. See [enum TileOrigin] for possible values.
</member>
<member name="cell_y_sort" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false">
- If [code]true[/code], the TileMap's children will be drawn in order of their Y coordinate.
+ If [code]true[/code], the TileMap's direct children will be drawn in order of their Y coordinate.
</member>
<member name="centered_textures" type="bool" setter="set_centered_textures" getter="is_centered_textures_enabled" default="false">
If [code]true[/code], the textures will be centered in the middle of each tile. This is useful for certain isometric or top-down modes when textures are made larger or smaller than the tiles (e.g. to avoid flickering on tile edges). The offset is still applied, but from the center of the tile. If used, [member compatibility_mode] is ignored.
diff --git a/doc/classes/VisualShaderNodeCurveTexture.xml b/doc/classes/VisualShaderNodeCurveTexture.xml
new file mode 100644
index 0000000000..26b7b07df2
--- /dev/null
+++ b/doc/classes/VisualShaderNodeCurveTexture.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeCurveTexture" inherits="VisualShaderNodeResizableBase" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="texture" type="CurveTexture" setter="set_texture" getter="get_texture">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeGroupBase.xml b/doc/classes/VisualShaderNodeGroupBase.xml
index 13018d52f3..afa14c776e 100644
--- a/doc/classes/VisualShaderNodeGroupBase.xml
+++ b/doc/classes/VisualShaderNodeGroupBase.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeGroupBase" inherits="VisualShaderNode" version="4.0">
+<class name="VisualShaderNodeGroupBase" inherits="VisualShaderNodeResizableBase" version="4.0">
<brief_description>
Base class for a family of nodes with variable amount of input and output ports within the visual shader graph.
</brief_description>
@@ -199,11 +199,6 @@
</description>
</method>
</methods>
- <members>
- <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 0, 0 )">
- The size of the node in the visual shader graph.
- </member>
- </members>
<constants>
</constants>
</class>
diff --git a/doc/classes/VisualShaderNodeResizableBase.xml b/doc/classes/VisualShaderNodeResizableBase.xml
new file mode 100644
index 0000000000..9f827a96cc
--- /dev/null
+++ b/doc/classes/VisualShaderNodeResizableBase.xml
@@ -0,0 +1,18 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeResizableBase" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 0, 0 )">
+ The size of the node in the visual shader graph.
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>