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-rw-r--r--doc/classes/CharacterBody2D.xml3
-rw-r--r--doc/classes/CharacterBody3D.xml3
-rw-r--r--doc/classes/Engine.xml8
-rw-r--r--doc/classes/Input.xml2
-rw-r--r--doc/classes/InputEventKey.xml4
-rw-r--r--doc/classes/NavigationMesh.xml94
-rw-r--r--doc/classes/Node.xml4
-rw-r--r--doc/classes/PhysicsBody2D.xml12
-rw-r--r--doc/classes/PhysicsBody3D.xml12
-rw-r--r--doc/classes/PhysicsServer2D.xml29
-rw-r--r--doc/classes/PhysicsServer3D.xml34
-rw-r--r--doc/classes/ProjectSettings.xml16
-rw-r--r--doc/classes/RayShape2D.xml23
-rw-r--r--doc/classes/RayShape3D.xml23
-rw-r--r--doc/classes/StyleBoxFlat.xml2
-rw-r--r--doc/classes/TextLine.xml18
-rw-r--r--doc/classes/TextParagraph.xml21
17 files changed, 160 insertions, 148 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index a6138ee7df..a20b0aeea6 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -122,9 +122,6 @@
Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction].
As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping.
</member>
- <member name="infinite_inertia" type="bool" setter="set_infinite_inertia_enabled" getter="is_infinite_inertia_enabled" default="true">
- If [code]true[/code], the body will be able to push [RigidBody2D] nodes when calling [method move_and_slide], but it also won't detect any collisions with them. If [code]false[/code], it will interact with [RigidBody2D] nodes like with [StaticBody2D].
- </member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
</member>
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 4cb4f9a850..7dc4ae9be3 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -79,9 +79,6 @@
<member name="floor_max_angle" type="float" setter="set_floor_max_angle" getter="get_floor_max_angle" default="0.785398">
Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees.
</member>
- <member name="infinite_inertia" type="bool" setter="set_infinite_inertia_enabled" getter="is_infinite_inertia_enabled" default="true">
- If [code]true[/code], the body will be able to push [RigidBody3D] nodes when calling [method move_and_slide], but it also won't detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D].
- </member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
</member>
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index e4411ab125..886a18900e 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -149,20 +149,20 @@
See [url=https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project.
</member>
- <member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second" default="60">
- The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage.
- </member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
</member>
+ <member name="physics_ticks_per_second" type="int" setter="set_physics_ticks_per_second" getter="get_physics_ticks_per_second" default="60">
+ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage. See also [member target_fps].
+ </member>
<member name="print_error_messages" type="bool" setter="set_print_error_messages" getter="is_printing_error_messages" default="true">
If [code]false[/code], stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to the [member ProjectSettings.application/run/disable_stderr] project setting.
[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. If this is set to [code]false[/code] in a [code]@tool[/code] script, this will also impact the editor itself. Do [i]not[/i] report bugs before ensuring error messages are enabled (as they are by default).
[b]Note:[/b] This property does not impact the editor's Errors tab when running a project from the editor.
</member>
<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
- The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
+ The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit. See also [member physics_ticks_per_second].
</member>
<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
Controls how fast or slow the in-game clock ticks versus the real life one. It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real life, whilst a value of 0.5 means the game moves at half the regular speed.
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 293456b645..ebbcd2b894 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -217,7 +217,7 @@
</method>
<method name="is_key_pressed" qualifiers="const">
<return type="bool" />
- <argument index="0" name="keycode" type="int" />
+ <argument 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.
</description>
diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml
index 1b09ddee94..f670d907fc 100644
--- a/doc/classes/InputEventKey.xml
+++ b/doc/classes/InputEventKey.xml
@@ -29,11 +29,11 @@
<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="keycode" type="int" setter="set_keycode" getter="get_keycode" default="0">
+ <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.
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="physical_keycode" type="int" setter="set_physical_keycode" getter="get_physical_keycode" default="0">
+ <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.
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>
diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml
index 1d9b2b0a36..89a394ef6c 100644
--- a/doc/classes/NavigationMesh.xml
+++ b/doc/classes/NavigationMesh.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationMesh" inherits="Resource" version="4.0">
<brief_description>
+ A mesh to approximate the walkable areas and obstacles.
</brief_description>
<description>
+ A navigation mesh is a collection of polygons that define which areas of an environment are traversable to aid agents in pathfinding through complicated spaces.
</description>
<tutorials>
<link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link>
@@ -12,39 +14,46 @@
<return type="void" />
<argument index="0" name="polygon" type="PackedInt32Array" />
<description>
+ Adds a polygon using the indices of the vertices you get when calling [method get_vertices].
</description>
</method>
<method name="clear_polygons">
<return type="void" />
<description>
+ Clears the array of polygons, but it doesn't clear the array of vertices.
</description>
</method>
<method name="create_from_mesh">
<return type="void" />
<argument index="0" name="mesh" type="Mesh" />
<description>
+ Initializes the navigation mesh by setting the vertices and indices according to a [Mesh].
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool" />
<argument index="0" name="bit" type="int" />
<description>
+ Returns whether the specified [code]bit[/code] of the [member geometry/collision_mask] is set.
</description>
</method>
<method name="get_polygon">
<return type="PackedInt32Array" />
<argument index="0" name="idx" type="int" />
<description>
+ Returns a [PackedInt32Array] containing the indices of the vertices of a created polygon.
</description>
</method>
<method name="get_polygon_count" qualifiers="const">
<return type="int" />
<description>
+ Returns the number of polygons in the navigation mesh.
</description>
</method>
<method name="get_vertices" qualifiers="const">
<return type="PackedVector3Array" />
<description>
+ Returns a [PackedVector3Array] containing all the vertices being used to create the polygons.
</description>
</method>
<method name="set_collision_mask_bit">
@@ -52,84 +61,127 @@
<argument index="0" name="bit" type="int" />
<argument index="1" name="value" type="bool" />
<description>
+ If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/code] in the [member geometry/collision_mask].
+ If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/code] in the [member geometry/collision_mask].
</description>
</method>
<method name="set_vertices">
<return type="void" />
<argument index="0" name="vertices" type="PackedVector3Array" />
<description>
+ Sets the vertices that can be then indexed to create polygons with the [method add_polygon] method.
</description>
</method>
</methods>
<members>
<member name="agent/height" type="float" setter="set_agent_height" getter="get_agent_height" default="2.0">
- The minimum Y space needed for navigation to be generated.
+ The minimum floor to ceiling height that will still allow the floor area to be considered walkable.
+ [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/height].
</member>
<member name="agent/max_climb" type="float" setter="set_agent_max_climb" getter="get_agent_max_climb" default="0.9">
- The maximum height difference between two areas for navigation to be generated between them.
+ The minimum ledge height that is considered to still be traversable.
+ [b]Note:[/b] While baking, this value will be rounded down to the nearest multiple of [member cell/height].
</member>
<member name="agent/max_slope" type="float" setter="set_agent_max_slope" getter="get_agent_max_slope" default="45.0">
- The maximum angle a slope can be at for navigation to be generated on it.
+ The maximum slope that is considered walkable, in degrees.
</member>
<member name="agent/radius" type="float" setter="set_agent_radius" getter="get_agent_radius" default="0.6">
- Determines where the edge of a navigation mesh is. This way an agent will not overlap with another mesh or stand over nothing.
+ The distance to erode/shrink the walkable area of the heightfield away from obstructions.
+ [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size].
</member>
<member name="cell/height" type="float" setter="set_cell_height" getter="get_cell_height" default="0.2">
- The height of a cell.
+ The Y axis cell size to use for fields.
</member>
<member name="cell/size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.3">
- The size of cells in the [NavigationMesh].
+ The XZ plane cell size to use for fields.
</member>
<member name="detail/sample_distance" type="float" setter="set_detail_sample_distance" getter="get_detail_sample_distance" default="6.0">
+ The sampling distance to use when generating the detail mesh, in cell unit.
</member>
<member name="detail/sample_max_error" type="float" setter="set_detail_sample_max_error" getter="get_detail_sample_max_error" default="1.0">
+ The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.
</member>
<member name="edge/max_error" type="float" setter="set_edge_max_error" getter="get_edge_max_error" default="1.3">
+ The maximum distance a simplfied contour's border edges should deviate the original raw contour.
</member>
<member name="edge/max_length" type="float" setter="set_edge_max_length" getter="get_edge_max_length" default="12.0">
+ The maximum allowed length for contour edges along the border of the mesh.
+ [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size].
</member>
<member name="filter/filter_walkable_low_height_spans" type="bool" setter="set_filter_walkable_low_height_spans" getter="get_filter_walkable_low_height_spans" default="false">
+ If [code]true[/code], marks walkable spans as not walkable if the clearance above the span is less than [member agent/height].
</member>
<member name="filter/ledge_spans" type="bool" setter="set_filter_ledge_spans" getter="get_filter_ledge_spans" default="false">
+ If [code]true[/code], marks spans that are ledges as non-walkable.
</member>
<member name="filter/low_hanging_obstacles" type="bool" setter="set_filter_low_hanging_obstacles" getter="get_filter_low_hanging_obstacles" default="false">
+ If [code]true[/code], marks non-walkable spans as walkable if their maximum is within [member agent/max_climb] of a walkable neighbor.
</member>
<member name="geometry/collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
- The physics layers used to generate the [NavigationMesh].
+ The physics layers to scan for static colliders.
+ Only used when [member geometry/parsed_geometry_type] is [constant PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH].
</member>
- <member name="geometry/parsed_geometry_type" type="int" setter="set_parsed_geometry_type" getter="get_parsed_geometry_type" default="0">
- What kind of geometry is used to generate the [NavigationMesh].
+ <member name="geometry/parsed_geometry_type" type="int" setter="set_parsed_geometry_type" getter="get_parsed_geometry_type" enum="NavigationMesh.ParsedGeometryType" default="0">
+ Determines which type of nodes will be parsed as geometry. See [enum ParsedGeometryType] for possible values.
</member>
- <member name="geometry/source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" default="0">
- Which geometry is used to generate the [NavigationMesh].
+ <member name="geometry/source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" enum="NavigationMesh.SourceGeometryMode" default="0">
+ The source of the geometry used when baking. See [enum SourceGeometryMode] for possible values.
</member>
<member name="geometry/source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name">
- The name of the group that is used to generate the [NavigationMesh].
+ The name of the group to scan for geometry.
+ Only used when [member geometry/source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT].
</member>
<member name="polygon/verts_per_poly" type="float" setter="set_verts_per_poly" getter="get_verts_per_poly" default="6.0">
- The number of vertices to use per polygon. Higher values will improve performance at the cost of lower precision.
+ The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
</member>
<member name="region/merge_size" type="float" setter="set_region_merge_size" getter="get_region_merge_size" default="20.0">
- If two adjacent regions' edges are separated by a distance lower than this value, the regions will be merged together.
+ Any regions with a size smaller than this will be merged with larger regions if possible.
+ [b]Note:[/b] This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400.
</member>
<member name="region/min_size" type="float" setter="set_region_min_size" getter="get_region_min_size" default="8.0">
The minimum size of a region for it to be created.
+ [b]Note:[/b] This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64.
</member>
- <member name="sample_partition_type/sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" default="0">
+ <member name="sample_partition_type/sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" enum="NavigationMesh.SamplePartitionType" default="0">
+ Partitioning algorithm for creating the navigation mesh polys. See [enum SamplePartitionType] for possible values.
</member>
</members>
<constants>
- <constant name="SAMPLE_PARTITION_WATERSHED" value="0">
+ <constant name="SAMPLE_PARTITION_WATERSHED" value="0" enum="SamplePartitionType">
+ Watershed partitioning. Generally the best choice if you precompute the navigation mesh, use this if you have large open areas.
</constant>
- <constant name="SAMPLE_PARTITION_MONOTONE" value="1">
+ <constant name="SAMPLE_PARTITION_MONOTONE" value="1" enum="SamplePartitionType">
+ Monotone partitioning. Use this if you want fast navigation mesh generation.
</constant>
- <constant name="SAMPLE_PARTITION_LAYERS" value="2">
+ <constant name="SAMPLE_PARTITION_LAYERS" value="2" enum="SamplePartitionType">
+ Layer partitioning. Good choice to use for tiled navigation mesh with medium and small sized tiles.
</constant>
- <constant name="PARSED_GEOMETRY_MESH_INSTANCES" value="0">
+ <constant name="SAMPLE_PARTITION_MAX" value="3" enum="SamplePartitionType">
+ Represents the size of the [enum SamplePartitionType] enum.
</constant>
- <constant name="PARSED_GEOMETRY_STATIC_COLLIDERS" value="1">
+ <constant name="PARSED_GEOMETRY_MESH_INSTANCES" value="0" enum="ParsedGeometryType">
+ Parses mesh instances as geometry. This includes [MeshInstance3D], [CSGShape3D], and [GridMap] nodes.
</constant>
- <constant name="PARSED_GEOMETRY_BOTH" value="2">
+ <constant name="PARSED_GEOMETRY_STATIC_COLLIDERS" value="1" enum="ParsedGeometryType">
+ Parses [StaticBody3D] colliders as geometry. The collider should be in any of the layers specified by [member geometry/collision_mask].
+ </constant>
+ <constant name="PARSED_GEOMETRY_BOTH" value="2" enum="ParsedGeometryType">
+ Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant PARSED_GEOMETRY_STATIC_COLLIDERS].
+ </constant>
+ <constant name="PARSED_GEOMETRY_MAX" value="3" enum="ParsedGeometryType">
+ Represents the size of the [enum ParsedGeometryType] enum.
+ </constant>
+ <constant name="SOURCE_GEOMETRY_NAVMESH_CHILDREN" value="0" enum="SourceGeometryMode">
+ Scans the child nodes of [NavigationRegion3D] recursively for geometry.
+ </constant>
+ <constant name="SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN" value="1" enum="SourceGeometryMode">
+ Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry/source_group_name].
+ </constant>
+ <constant name="SOURCE_GEOMETRY_GROUPS_EXPLICIT" value="2" enum="SourceGeometryMode">
+ Uses nodes in a group for geometry. The group is specified by [member geometry/source_group_name].
+ </constant>
+ <constant name="SOURCE_GEOMETRY_MAX" value="3" enum="SourceGeometryMode">
+ Represents the size of the [enum SourceGeometryMode] enum.
</constant>
</constants>
</class>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 3874046628..096fbbf2c0 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -325,7 +325,7 @@
<method name="get_physics_process_delta_time" qualifiers="const">
<return type="float" />
<description>
- Returns the time elapsed (in seconds) since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
+ Returns the time elapsed (in seconds) since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.physics_ticks_per_second].
</description>
</method>
<method name="get_process_delta_time" qualifiers="const">
@@ -605,7 +605,7 @@
<return type="void" />
<argument index="0" name="enable" type="bool" />
<description>
- Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.iterations_per_second] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden. Any calls to this before [method _ready] will be ignored.
+ Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.physics_ticks_per_second] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden. Any calls to this before [method _ready] will be ignored.
</description>
</method>
<method name="set_physics_process_internal">
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index 4d1cd072d0..e00c473bcd 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -26,10 +26,8 @@
<method name="move_and_collide">
<return type="KinematicCollision2D" />
<argument index="0" name="rel_vec" type="Vector2" />
- <argument index="1" name="infinite_inertia" type="bool" default="true" />
- <argument index="2" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="3" name="test_only" type="bool" default="false" />
- <argument index="4" name="safe_margin" type="float" default="0.08" />
+ <argument index="1" name="test_only" type="bool" default="false" />
+ <argument index="2" name="safe_margin" type="float" default="0.08" />
<description>
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
@@ -47,10 +45,8 @@
<return type="bool" />
<argument index="0" name="from" type="Transform2D" />
<argument index="1" name="rel_vec" type="Vector2" />
- <argument index="2" name="infinite_inertia" type="bool" default="true" />
- <argument index="3" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="4" name="collision" type="KinematicCollision2D" default="null" />
- <argument index="5" name="safe_margin" type="float" default="0.08" />
+ <argument index="2" name="collision" type="KinematicCollision2D" default="null" />
+ <argument index="3" name="safe_margin" type="float" default="0.08" />
<description>
Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
[code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one).
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index a2a68115d0..ea2553e28a 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -33,10 +33,8 @@
<method name="move_and_collide">
<return type="KinematicCollision3D" />
<argument index="0" name="rel_vec" type="Vector3" />
- <argument index="1" name="infinite_inertia" type="bool" default="true" />
- <argument index="2" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="3" name="test_only" type="bool" default="false" />
- <argument index="4" name="safe_margin" type="float" default="0.001" />
+ <argument index="1" name="test_only" type="bool" default="false" />
+ <argument index="2" name="safe_margin" type="float" default="0.001" />
<description>
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision.
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
@@ -62,10 +60,8 @@
<return type="bool" />
<argument index="0" name="from" type="Transform3D" />
<argument index="1" name="rel_vec" type="Vector3" />
- <argument index="2" name="infinite_inertia" type="bool" default="true" />
- <argument index="3" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="4" name="collision" type="KinematicCollision3D" default="null" />
- <argument index="5" name="safe_margin" type="float" default="0.001" />
+ <argument index="2" name="collision" type="KinematicCollision3D" default="null" />
+ <argument index="3" name="safe_margin" type="float" default="0.001" />
<description>
Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
[code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision (should there be one).
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index cf23fecd08..387d79d210 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -593,11 +593,9 @@
<argument index="0" name="body" type="RID" />
<argument index="1" name="from" type="Transform2D" />
<argument index="2" name="motion" type="Vector2" />
- <argument index="3" name="infinite_inertia" type="bool" />
- <argument index="4" name="margin" type="float" default="0.08" />
- <argument index="5" name="result" type="PhysicsTestMotionResult2D" default="null" />
- <argument index="6" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="7" name="exclude" type="Array" default="[]" />
+ <argument index="3" name="margin" type="float" default="0.08" />
+ <argument index="4" name="result" type="PhysicsTestMotionResult2D" default="null" />
+ <argument index="5" name="exclude" type="Array" default="[]" />
<description>
Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult2D] can be passed to return additional information in.
</description>
@@ -723,11 +721,6 @@
<description>
</description>
</method>
- <method name="ray_shape_create">
- <return type="RID" />
- <description>
- </description>
- </method>
<method name="rectangle_shape_create">
<return type="RID" />
<description>
@@ -847,27 +840,25 @@
<constant name="SHAPE_LINE" value="0" enum="ShapeType">
This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks.
</constant>
- <constant name="SHAPE_RAY" value="1" enum="ShapeType">
- </constant>
- <constant name="SHAPE_SEGMENT" value="2" enum="ShapeType">
+ <constant name="SHAPE_SEGMENT" value="1" enum="ShapeType">
This is the constant for creating segment shapes. A segment shape is a line from a point A to a point B. It can be checked for intersections.
</constant>
- <constant name="SHAPE_CIRCLE" value="3" enum="ShapeType">
+ <constant name="SHAPE_CIRCLE" value="2" enum="ShapeType">
This is the constant for creating circle shapes. A circle shape only has a radius. It can be used for intersections and inside/outside checks.
</constant>
- <constant name="SHAPE_RECTANGLE" value="4" enum="ShapeType">
+ <constant name="SHAPE_RECTANGLE" value="3" enum="ShapeType">
This is the constant for creating rectangle shapes. A rectangle shape is defined by a width and a height. It can be used for intersections and inside/outside checks.
</constant>
- <constant name="SHAPE_CAPSULE" value="5" enum="ShapeType">
+ <constant name="SHAPE_CAPSULE" value="4" enum="ShapeType">
This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks.
</constant>
- <constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
+ <constant name="SHAPE_CONVEX_POLYGON" value="5" enum="ShapeType">
This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the [member CollisionPolygon2D.polygon] property, polygons modified with [method shape_set_data] do not verify that the points supplied form is a convex polygon.
</constant>
- <constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
+ <constant name="SHAPE_CONCAVE_POLYGON" value="6" enum="ShapeType">
This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks.
</constant>
- <constant name="SHAPE_CUSTOM" value="8" enum="ShapeType">
+ <constant name="SHAPE_CUSTOM" value="7" enum="ShapeType">
This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
</constant>
<constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter">
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index d6b7318a06..d46e38ac5f 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -569,11 +569,9 @@
<argument index="0" name="body" type="RID" />
<argument index="1" name="from" type="Transform3D" />
<argument index="2" name="motion" type="Vector3" />
- <argument index="3" name="infinite_inertia" type="bool" />
- <argument index="4" name="margin" type="float" default="0.001" />
- <argument index="5" name="result" type="PhysicsTestMotionResult3D" default="null" />
- <argument index="6" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="7" name="exclude" type="Array" default="[]" />
+ <argument index="3" name="margin" type="float" default="0.001" />
+ <argument index="4" name="result" type="PhysicsTestMotionResult3D" default="null" />
+ <argument index="5" name="exclude" type="Array" default="[]" />
<description>
Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult3D] can be passed to return additional information in.
</description>
@@ -851,11 +849,6 @@
<description>
</description>
</method>
- <method name="ray_shape_create">
- <return type="RID" />
- <description>
- </description>
- </method>
<method name="set_active">
<return type="void" />
<argument index="0" name="active" type="bool" />
@@ -1178,34 +1171,31 @@
<constant name="SHAPE_PLANE" value="0" enum="ShapeType">
The [Shape3D] is a [WorldMarginShape3D].
</constant>
- <constant name="SHAPE_RAY" value="1" enum="ShapeType">
- The [Shape3D] is a [RayShape3D].
- </constant>
- <constant name="SHAPE_SPHERE" value="2" enum="ShapeType">
+ <constant name="SHAPE_SPHERE" value="1" enum="ShapeType">
The [Shape3D] is a [SphereShape3D].
</constant>
- <constant name="SHAPE_BOX" value="3" enum="ShapeType">
+ <constant name="SHAPE_BOX" value="2" enum="ShapeType">
The [Shape3D] is a [BoxShape3D].
</constant>
- <constant name="SHAPE_CAPSULE" value="4" enum="ShapeType">
+ <constant name="SHAPE_CAPSULE" value="3" enum="ShapeType">
The [Shape3D] is a [CapsuleShape3D].
</constant>
- <constant name="SHAPE_CYLINDER" value="5" enum="ShapeType">
+ <constant name="SHAPE_CYLINDER" value="4" enum="ShapeType">
The [Shape3D] is a [CylinderShape3D].
</constant>
- <constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
+ <constant name="SHAPE_CONVEX_POLYGON" value="5" enum="ShapeType">
The [Shape3D] is a [ConvexPolygonShape3D].
</constant>
- <constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
+ <constant name="SHAPE_CONCAVE_POLYGON" value="6" enum="ShapeType">
The [Shape3D] is a [ConcavePolygonShape3D].
</constant>
- <constant name="SHAPE_HEIGHTMAP" value="8" enum="ShapeType">
+ <constant name="SHAPE_HEIGHTMAP" value="7" enum="ShapeType">
The [Shape3D] is a [HeightMapShape3D].
</constant>
- <constant name="SHAPE_SOFT_BODY" value="9" enum="ShapeType">
+ <constant name="SHAPE_SOFT_BODY" value="8" enum="ShapeType">
The [Shape3D] is a [SoftBody3D].
</constant>
- <constant name="SHAPE_CUSTOM" value="10" enum="ShapeType">
+ <constant name="SHAPE_CUSTOM" value="9" enum="ShapeType">
This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
</constant>
<constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index fb8776430c..e843c63764 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1346,7 +1346,7 @@
</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.
+ [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_ticks_per_second], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/2d/default_gravity" type="float" setter="" getter="" default="980.0">
The default gravity strength in 2D (in pixels per second squared).
@@ -1378,7 +1378,7 @@
</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.
+ [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_ticks_per_second], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/2d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 2D physics.
@@ -1398,7 +1398,7 @@
</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.
+ [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_ticks_per_second], [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 (in meters per second squared).
@@ -1430,7 +1430,7 @@
</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.
+ [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_ticks_per_second], [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.
@@ -1448,15 +1448,15 @@
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
</member>
- <member name="physics/common/physics_fps" type="int" setter="" getter="" default="60">
- The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run.
- [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.iterations_per_second] instead.
- </member>
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
+ <member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
+ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run.
+ [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
+ </member>
<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/2d/sdf/scale" type="int" setter="" getter="" default="1">
diff --git a/doc/classes/RayShape2D.xml b/doc/classes/RayShape2D.xml
deleted file mode 100644
index 432c650074..0000000000
--- a/doc/classes/RayShape2D.xml
+++ /dev/null
@@ -1,23 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RayShape2D" inherits="Shape2D" version="4.0">
- <brief_description>
- Ray shape for 2D collisions.
- </brief_description>
- <description>
- Ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <members>
- <member name="length" type="float" setter="set_length" getter="get_length" default="20.0">
- The ray's length.
- </member>
- <member name="slips_on_slope" type="bool" setter="set_slips_on_slope" getter="get_slips_on_slope" default="false">
- If [code]true[/code], allow the shape to return the correct normal.
- </member>
- </members>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/RayShape3D.xml b/doc/classes/RayShape3D.xml
deleted file mode 100644
index 9839044c30..0000000000
--- a/doc/classes/RayShape3D.xml
+++ /dev/null
@@ -1,23 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RayShape3D" inherits="Shape3D" version="4.0">
- <brief_description>
- Ray shape for 3D collisions.
- </brief_description>
- <description>
- Ray shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <members>
- <member name="length" type="float" setter="set_length" getter="get_length" default="1.0">
- The ray's length.
- </member>
- <member name="slips_on_slope" type="bool" setter="set_slips_on_slope" getter="get_slips_on_slope" default="false">
- If [code]true[/code], allow the shape to return the correct normal.
- </member>
- </members>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/StyleBoxFlat.xml b/doc/classes/StyleBoxFlat.xml
index 540b007341..59ab724f48 100644
--- a/doc/classes/StyleBoxFlat.xml
+++ b/doc/classes/StyleBoxFlat.xml
@@ -121,7 +121,7 @@
<member name="anti_aliasing" type="bool" setter="set_anti_aliased" getter="is_anti_aliased" default="true">
Antialiasing draws a small ring around the edges, which fades to transparency. As a result, edges look much smoother. This is only noticeable when using rounded corners.
</member>
- <member name="anti_aliasing_size" type="int" setter="set_aa_size" getter="get_aa_size" default="1">
+ <member name="anti_aliasing_size" type="float" setter="set_aa_size" getter="get_aa_size" default="0.625">
This changes the size of the faded ring. Higher values can be used to achieve a "blurry" effect.
</member>
<member name="bg_color" type="Color" setter="set_bg_color" getter="get_bg_color" default="Color(0.6, 0.6, 0.6, 1)">
diff --git a/doc/classes/TextLine.xml b/doc/classes/TextLine.xml
index daa7298418..598d0fb859 100644
--- a/doc/classes/TextLine.xml
+++ b/doc/classes/TextLine.xml
@@ -162,10 +162,28 @@
<member name="preserve_invalid" type="bool" setter="set_preserve_invalid" getter="get_preserve_invalid" default="true">
If set to [code]true[/code] text will display invalid characters.
</member>
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextLine.OverrunBehavior" default="3">
+ Sets the clipping behavior when the text exceeds the text line's set width. See [enum OverrunBehavior] for a description of all modes.
+ </member>
<member name="width" type="float" setter="set_width" getter="get_width" default="-1.0">
Text line width.
</member>
</members>
<constants>
+ <constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
+ No text trimming is performed.
+ </constant>
+ <constant name="OVERRUN_TRIM_CHAR" value="1" enum="OverrunBehavior">
+ Trims the text per character.
+ </constant>
+ <constant name="OVERRUN_TRIM_WORD" value="2" enum="OverrunBehavior">
+ Trims the text per word.
+ </constant>
+ <constant name="OVERRUN_TRIM_ELLIPSIS" value="3" enum="OverrunBehavior">
+ Trims the text per character and adds an ellipsis to indicate that parts are hidden.
+ </constant>
+ <constant name="OVERRUN_TRIM_WORD_ELLIPSIS" value="4" enum="OverrunBehavior">
+ Trims the text per word and adds an ellipsis to indicate that parts are hidden.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/TextParagraph.xml b/doc/classes/TextParagraph.xml
index 811fe32eb2..fb94e14c8d 100644
--- a/doc/classes/TextParagraph.xml
+++ b/doc/classes/TextParagraph.xml
@@ -284,6 +284,9 @@
<member name="flags" type="int" setter="set_flags" getter="get_flags" default="51">
Line breaking and alignment rules. For more info see [TextServer].
</member>
+ <member name="max_lines_visible" type="int" setter="set_max_lines_visible" getter="get_max_lines_visible" default="-1">
+ Limits the lines of text shown.
+ </member>
<member name="orientation" type="int" setter="set_orientation" getter="get_orientation" enum="TextServer.Orientation" default="0">
Text orientation.
</member>
@@ -293,10 +296,28 @@
<member name="preserve_invalid" type="bool" setter="set_preserve_invalid" getter="get_preserve_invalid" default="true">
If set to [code]true[/code] text will display invalid characters.
</member>
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextParagraph.OverrunBehavior" default="0">
+ Sets the clipping behavior when the text exceeds the paragraph's set width. See [enum OverrunBehavior] for a description of all modes.
+ </member>
<member name="width" type="float" setter="set_width" getter="get_width" default="-1.0">
Paragraph width.
</member>
</members>
<constants>
+ <constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
+ No text trimming is performed.
+ </constant>
+ <constant name="OVERRUN_TRIM_CHAR" value="1" enum="OverrunBehavior">
+ Trims the text per character.
+ </constant>
+ <constant name="OVERRUN_TRIM_WORD" value="2" enum="OverrunBehavior">
+ Trims the text per word.
+ </constant>
+ <constant name="OVERRUN_TRIM_ELLIPSIS" value="3" enum="OverrunBehavior">
+ Trims the text per character and adds an ellipsis to indicate that parts are hidden.
+ </constant>
+ <constant name="OVERRUN_TRIM_WORD_ELLIPSIS" value="4" enum="OverrunBehavior">
+ Trims the text per word and adds an ellipsis to indicate that parts are hidden.
+ </constant>
</constants>
</class>