diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/ARVRController.xml | 7 | ||||
-rw-r--r-- | doc/classes/ARVRInterface.xml | 20 | ||||
-rw-r--r-- | doc/classes/AnimationPlayer.xml | 15 | ||||
-rw-r--r-- | doc/classes/CharFXTransform.xml | 23 | ||||
-rw-r--r-- | doc/classes/OS.xml | 47 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 3 | ||||
-rw-r--r-- | doc/classes/RichTextEffect.xml | 11 | ||||
-rw-r--r-- | doc/classes/VisualServer.xml | 8 |
8 files changed, 109 insertions, 25 deletions
diff --git a/doc/classes/ARVRController.xml b/doc/classes/ARVRController.xml index 9c6cfc1d7d..24d8b48077 100644 --- a/doc/classes/ARVRController.xml +++ b/doc/classes/ARVRController.xml @@ -22,7 +22,7 @@ <return type="int" enum="ARVRPositionalTracker.TrackerHand"> </return> <description> - Returns the hand holding this controller, if known. See [code]TRACKER_*[/code] constants in [ARVRPositionalTracker]. + Returns the hand holding this controller, if known. See [enum ARVRPositionalTracker.TrackerHand]. </description> </method> <method name="get_is_active" qualifiers="const"> @@ -61,7 +61,7 @@ <argument index="0" name="button" type="int"> </argument> <description> - Returns [code]true[/code] if the button at index [code]button[/code] is pressed. + Returns [code]true[/code] if the button at index [code]button[/code] is pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] constants. </description> </method> </methods> @@ -73,7 +73,8 @@ When a controller is turned off, its slot is freed. This ensures controllers will keep the same ID even when controllers with lower IDs are turned off. </member> <member name="rumble" type="float" setter="set_rumble" getter="get_rumble" default="0.0"> - The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code]. If changed, updates [member ARVRPositionalTracker.rumble] accordingly. + The degree to which the controller vibrates. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code]. If changed, updates [member ARVRPositionalTracker.rumble] accordingly. + This is a useful property to animate if you want the controller to vibrate for a limited duration. </member> </members> <signals> diff --git a/doc/classes/ARVRInterface.xml b/doc/classes/ARVRInterface.xml index 1da1351e49..41effcaecb 100644 --- a/doc/classes/ARVRInterface.xml +++ b/doc/classes/ARVRInterface.xml @@ -21,7 +21,7 @@ <return type="int"> </return> <description> - Returns a combination of flags providing information about the capabilities of this interface. + Returns a combination of [enum Capabilities] flags providing information about the capabilities of this interface. </description> </method> <method name="get_name" qualifiers="const"> @@ -51,9 +51,9 @@ <description> Call this to initialize this interface. The first interface that is initialized is identified as the primary interface and it will be used for rendering output. After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence. - [b]Note:[/b] You must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot such as for mobile VR. - If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport and it will be used to output to the HMD leaving you free to do anything you like in the main window such as using a separate camera as a spectator camera or render out something completely different. - While currently not used you can activate additional interfaces, you may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD. + [b]Note:[/b] You must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot, such as for mobile VR. + If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport. It will be used to output to the HMD, leaving you free to do anything you like in the main window, such as using a separate camera as a spectator camera or rendering something completely different. + While currently not used, you can activate additional interfaces. You may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD. </description> </method> <method name="is_stereo"> @@ -73,13 +73,13 @@ </methods> <members> <member name="ar_is_anchor_detection_enabled" type="bool" setter="set_anchor_detection_is_enabled" getter="get_anchor_detection_is_enabled" default="false"> - On an AR interface, is our anchor detection enabled? + On an AR interface, [code]true[/code] if anchor detection is enabled. </member> <member name="interface_is_initialized" type="bool" setter="set_is_initialized" getter="is_initialized" default="false"> - Has this interface been initialized? + [code]true[/code] if this interface been initialized. </member> <member name="interface_is_primary" type="bool" setter="set_is_primary" getter="is_primary" default="false"> - Is this our primary interface? + [code]true[/code] if this is the primary interface. </member> </members> <constants> @@ -93,10 +93,10 @@ This interface supports stereoscopic rendering. </constant> <constant name="ARVR_AR" value="4" enum="Capabilities"> - This interface support AR (video background and real world tracking). + This interface supports AR (video background and real world tracking). </constant> <constant name="ARVR_EXTERNAL" value="8" enum="Capabilities"> - This interface outputs to an external device, if the main viewport is used the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of [method get_render_targetsize]). Using a separate viewport node frees up the main viewport for other purposes. + This interface outputs to an external device. If the main viewport is used, the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of [method get_render_targetsize]). Using a separate viewport node frees up the main viewport for other purposes. </constant> <constant name="EYE_MONO" value="0" enum="Eyes"> Mono output, this is mostly used internally when retrieving positioning information for our camera node or when stereo scopic rendering is not supported. @@ -111,7 +111,7 @@ Tracking is behaving as expected. </constant> <constant name="ARVR_EXCESSIVE_MOTION" value="1" enum="Tracking_status"> - Tracking is hindered by excessive motion, player is moving faster than tracking can keep up. + Tracking is hindered by excessive motion (the player is moving faster than tracking can keep up). </constant> <constant name="ARVR_INSUFFICIENT_FEATURES" value="2" enum="Tracking_status"> Tracking is hindered by insufficient features, it's too dark (for camera-based tracking), player is blocked, etc. diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 60d04649a8..a47b4a590e 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -106,7 +106,7 @@ <return type="float"> </return> <description> - Gets the actual playing speed of current animation or 0 if not playing. This speed is the [code]playback_speed[/code] property multiplied by [code]custom_speed[/code] argument specified when calling the [code]play[/code] method. + Gets the actual playing speed of current animation or 0 if not playing. This speed is the [member playback_speed] property multiplied by [code]custom_speed[/code] argument specified when calling the [method play] method. </description> </method> <method name="get_queue"> @@ -144,9 +144,9 @@ <argument index="3" name="from_end" type="bool" default="false"> </argument> <description> - Plays the animation with key [code]name[/code]. Custom speed and blend times can be set. If [code]custom_speed[/code] is negative and [code]from_end[/code] is [code]true[/code], the animation will play backwards. - If the animation has been paused by [method stop], it will be resumed. Calling [method play] without arguments will also resume the animation. - [b]Note:[/b] The animation will be updated the next time the AnimationPlayer is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call [code]advance(0)[/code]. + Plays the animation with key [code]name[/code]. Custom blend times and speed can be set. If [code]custom_speed[/code] is negative and [code]from_end[/code] is [code]true[/code], the animation will play backwards (which is equivalent to calling [method play_backwards]). + The [AnimationPlayer] keeps track of its current or last played animation with [member assigned_animation]. If this method is called with that same animation [code]name[/code], or with no [code]name[/code] parameter, the assigned animation will resume playing if it was paused, or restart if it was stopped (see [method stop] for both pause and stop). If the animation was already playing, it will keep playing. + [b]Note:[/b] The animation will be updated the next time the [AnimationPlayer] is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call [code]advance(0)[/code]. </description> </method> <method name="play_backwards"> @@ -158,8 +158,7 @@ </argument> <description> Plays the animation with key [code]name[/code] in reverse. - If the animation has been paused by [code]stop(true)[/code], it will be resumed backwards. Calling [code]play_backwards()[/code] without arguments will also resume the animation backwards. - [b]Note:[/b] This is the same as [code]play[/code] in regards to process/update behavior. + This method is a shorthand for [method play] with [code]custom_speed = -1.0[/code] and [code]from_end = true[/code], so see its description for more information. </description> </method> <method name="queue"> @@ -222,8 +221,8 @@ <argument index="0" name="reset" type="bool" default="true"> </argument> <description> - Stops the currently playing animation. If [code]reset[/code] is [code]true[/code], the animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. - If [code]reset[/code] is [code]false[/code], then calling [method play] without arguments or [code]play("same_as_before")[/code] will resume the animation. Works the same for the [method play_backwards]. + Stops or pauses the currently playing animation. If [code]reset[/code] is [code]true[/code], the animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. + If [code]reset[/code] is [code]false[/code], the [member current_animation_position] will be kept and calling [method play] or [method play_backwards] without arguments or with the same animation name as [member assigned_animation] will resume the animation. </description> </method> </methods> diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index e03229abe1..399530bb5d 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -1,10 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CharFXTransform" inherits="Reference" category="Core" version="3.2"> <brief_description> + Controls how an individual character will be displayed in a [RichTextEffect]. </brief_description> <description> + By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. </description> <tutorials> + <link>http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <methods> <method name="get_value_or"> @@ -15,25 +19,44 @@ <argument index="1" name="default_value" type="Variant"> </argument> <description> + Returns the value for [code]key[/code] in the [member env] [Dictionary], or [code]default_value[/code] if [code]key[/code] isn't defined in [member env]. If the value's type doesn't match [code]default_value[/code]'s type, this method will return [code]default_value[/code]. </description> </method> </methods> <members> <member name="absolute_index" type="int" setter="set_absolute_index" getter="get_absolute_index" default="0"> + The index of the current character (starting from 0). Setting this property won't affect drawing. </member> <member name="character" type="int" setter="set_character" getter="get_character" default="0"> + The Unicode codepoint the character will use. This only affects non-whitespace characters. [method @GDScript.ord] can be useful here. For example, the following will replace all characters with asterisks: + [codeblock] + # `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`. + # See the RichTextEffect documentation for details. + char_fx.character = ord("*") + [/codeblock] </member> <member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 0, 0, 0, 1 )"> + The color the character will be drawn with. </member> <member name="elapsed_time" type="float" setter="set_elapsed_time" getter="get_elapsed_time" default="0.0"> + The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the project is paused, unless the [RichTextLabel]'s [member Node.pause_mode] is set to [constant Node.PAUSE_MODE_PROCESS]. + [b]Note:[/b] Time still passes while the [RichTextLabel] is hidden. </member> <member name="env" type="Dictionary" setter="set_environment" getter="get_environment" default="{}"> + Contains the arguments passed in the opening BBCode tag. By default, arguments are strings; if their contents match a type such as [bool], [int] or [float], they will be converted automatically. Color codes in the form [code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque [Color]. String arguments may not contain spaces, even if they're quoted. If present, quotes will also be present in the final string. + For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 color=#ffffff][/code] will map to the following [Dictionary]: + [codeblock] + {"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)} + [/codeblock] </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )"> + The position offset the character will be drawn with (in pixels). </member> <member name="relative_index" type="int" setter="set_relative_index" getter="get_relative_index" default="0"> + The index of the current character (starting from 0). Setting this property won't affect drawing. </member> <member name="visible" type="bool" setter="set_visibility" getter="is_visible" default="true"> + If [code]true[/code], the character will be drawn. If [code]false[/code], the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their [member color] to [code]Color(1, 1, 1, 0)[/code] instead. </member> </members> <constants> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 6da0547352..54b4f3df64 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -45,6 +45,8 @@ <return type="void"> </return> <description> + Shuts down system MIDI driver. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="delay_msec" qualifiers="const"> @@ -119,6 +121,7 @@ [codeblock] OS.execute("CMD.exe", ["/C", "cd %TEMP% && dir"], true, output) [/codeblock] + [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. </description> </method> <method name="find_scancode_from_string" qualifiers="const"> @@ -159,6 +162,7 @@ <description> Returns an array of MIDI device names. The returned array will be empty if the system MIDI driver has not previously been initialised with [method open_midi_inputs]. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="get_current_video_driver" qualifiers="const"> @@ -224,6 +228,7 @@ </return> <description> With this function you can get the list of dangerous permissions that have been granted to the Android application. + [b]Note:[/b] This method is implemented on Android. </description> </method> <method name="get_ime_selection" qualifiers="const"> @@ -232,6 +237,7 @@ <description> Returns the IME cursor position (the currently-edited portion of the string) relative to the characters in the composition string. [constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to notify it of changes to the IME cursor position. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="get_ime_text" qualifiers="const"> @@ -240,6 +246,7 @@ <description> Returns the IME intermediate composition string. [constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to notify it of changes to the IME composition string. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="get_latin_keyboard_variant" qualifiers="const"> @@ -248,6 +255,7 @@ <description> Returns the current latin keyboard variant as a String. Possible return values are: [code]"QWERTY"[/code], [code]"AZERTY"[/code], [code]"QZERTY"[/code], [code]"DVORAK"[/code], [code]"NEO"[/code], [code]"COLEMAK"[/code] or [code]"ERROR"[/code]. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. Returns [code]"QWERTY"[/code] on unsupported platforms. </description> </method> <method name="get_locale" qualifiers="const"> @@ -262,6 +270,7 @@ </return> <description> Returns the model name of the current device. + [b]Note:[/b] This method is implemented on Android and iOS. Returns [code]"GenericDevice"[/code] on unsupported platforms. </description> </method> <method name="get_name" qualifiers="const"> @@ -275,14 +284,16 @@ <return type="int"> </return> <description> - Returns the amount of battery left in the device as a percentage. + Returns the amount of battery left in the device as a percentage. Returns [code]-1[/code] if power state is unknown. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="get_power_seconds_left"> <return type="int"> </return> <description> - Returns an estimate of the time left in seconds before the device runs out of battery. + Returns an estimate of the time left in seconds before the device runs out of battery. Returns [code]-1[/code] if power state is unknown. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="get_power_state"> @@ -290,6 +301,7 @@ </return> <description> Returns the current state of the device regarding battery and power. See [enum PowerState] constants. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="get_process_id" qualifiers="const"> @@ -297,6 +309,7 @@ </return> <description> Returns the project's process ID. + [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. </description> </method> <method name="get_processor_count" qualifiers="const"> @@ -345,6 +358,7 @@ xxhdpi - 480 dpi xxxhdpi - 640 dpi [/codeblock] + [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. Returns [code]72[/code] on unsupported platforms. </description> </method> <method name="get_screen_position" qualifiers="const"> @@ -393,6 +407,7 @@ </argument> <description> Returns the actual path to commonly used folders across different platforms. Available locations are specified in [enum SystemDir]. + [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. </description> </method> <method name="get_system_time_msecs" qualifiers="const"> @@ -519,6 +534,7 @@ </argument> <description> Add a new item with text "label" to global menu. Use "_dock" menu to add item to the macOS dock icon menu. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="global_menu_add_separator"> @@ -528,6 +544,7 @@ </argument> <description> Add a separator between items. Separators also occupy an index. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="global_menu_clear"> @@ -537,6 +554,7 @@ </argument> <description> Clear the global menu, in effect removing all items. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="global_menu_remove_item"> @@ -548,6 +566,7 @@ </argument> <description> Removes the item at index "idx" from the global menu. Note that the indexes of items after the removed item are going to be shifted by one. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="has_environment" qualifiers="const"> @@ -644,6 +663,7 @@ <description> Kill (terminate) the process identified by the given process ID ([code]pid[/code]), e.g. the one returned by [method execute] in non-blocking mode. [b]Note:[/b] This method can also be used to kill processes that were not spawned by the game. + [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. </description> </method> <method name="move_window_to_foreground"> @@ -651,6 +671,7 @@ </return> <description> Moves the window to the front. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="native_video_is_playing"> @@ -658,6 +679,7 @@ </return> <description> Returns [code]true[/code] if native video is playing. + [b]Note:[/b] This method is implemented on Android and iOS. </description> </method> <method name="native_video_pause"> @@ -665,6 +687,7 @@ </return> <description> Pauses native video playback. + [b]Note:[/b] This method is implemented on Android and iOS. </description> </method> <method name="native_video_play"> @@ -680,7 +703,7 @@ </argument> <description> Plays native video from the specified path, at the given volume and with audio and subtitle tracks. - [b]Note:[/b] This method is only implemented on Android and iOS, and the current Android implementation does not support the [code]volume[/code], [code]audio_track[/code] and [code]subtitle_track[/code] options. + [b]Note:[/b] This method is implemented on Android and iOS, and the current Android implementation does not support the [code]volume[/code], [code]audio_track[/code] and [code]subtitle_track[/code] options. </description> </method> <method name="native_video_stop"> @@ -688,6 +711,7 @@ </return> <description> Stops native video playback. + [b]Note:[/b] This method is implemented on Android and iOS. </description> </method> <method name="native_video_unpause"> @@ -695,6 +719,7 @@ </return> <description> Resumes native video playback. + [b]Note:[/b] This method is implemented on Android and iOS. </description> </method> <method name="open_midi_inputs"> @@ -702,6 +727,7 @@ </return> <description> Initialises the singleton for the system MIDI driver. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="print_all_resources"> @@ -743,6 +769,7 @@ </return> <description> Request the user attention to the window. It'll flash the taskbar button on Windows or bounce the dock icon on OSX. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="request_permission"> @@ -759,6 +786,7 @@ </return> <description> With this function you can request dangerous permissions since normal permissions are automatically granted at install time in Android application. + [b]Note:[/b] This method is implemented on Android. </description> </method> <method name="set_icon"> @@ -769,6 +797,7 @@ <description> Sets the game's icon using an [Image] resource. The same image is used for window caption, taskbar/dock and window selection dialog. Image is scaled as needed. + [b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows. </description> </method> <method name="set_ime_active"> @@ -781,6 +810,7 @@ If active IME handles key events before the application and creates an composition string and suggestion list. Application can retrieve the composition status by using [method get_ime_selection] and [method get_ime_text] functions. Completed composition string is committed when input is finished. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="set_ime_position"> @@ -790,6 +820,7 @@ </argument> <description> Sets position of IME suggestion list popup (in window coordinates). + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="set_native_icon"> @@ -800,7 +831,7 @@ <description> Sets the game's icon using a multi-size platform-specific icon file ([code]*.ico[/code] on Windows and [code]*.icns[/code] on macOS). Appropriate size sub-icons are used for window caption, taskbar/dock and window selection dialog. - [b]Note:[/b] This method is only implemented on macOS and Windows. + [b]Note:[/b] This method is implemented on macOS and Windows. </description> </method> <method name="set_thread_name"> @@ -828,6 +859,7 @@ </argument> <description> Sets whether the window should always be on top. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="set_window_title"> @@ -838,6 +870,7 @@ <description> Sets the window title to the specified string. [b]Note:[/b] This should be used sporadically. Don't set this every frame, as that will negatively affect performance on some window managers. + [b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows. </description> </method> <method name="shell_open"> @@ -850,6 +883,7 @@ - [code]OS.shell_open("C:\\Users\name\Downloads")[/code] on Windows opens the file explorer at the user's Downloads folder. - [code]OS.shell_open("https://godotengine.org")[/code] opens the default web browser on the official Godot website. - [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://blog.escapecreative.com/customizing-mailto-links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields that can be added. + [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows. </description> </method> <method name="show_virtual_keyboard"> @@ -859,6 +893,7 @@ </argument> <description> Shows the virtual keyboard if the platform has one. The [code]existing_text[/code] parameter is useful for implementing your own LineEdit, as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions). + [b]Note:[/b] This method is implemented on Android, iOS and UWP. </description> </method> </methods> @@ -893,6 +928,9 @@ <member name="vsync_enabled" type="bool" setter="set_use_vsync" getter="is_vsync_enabled" default="true"> If [code]true[/code], vertical synchronization (Vsync) is enabled. </member> + <member name="vsync_via_compositor" type="bool" setter="set_vsync_via_compositor" getter="is_vsync_via_compositor_enabled" default="false"> + If [code]true[/code] and [code]vsync_enabled[/code] is true, the operating system's window compositor will be used for vsync when the compositor is enabled and the game is in windowed mode. + </member> <member name="window_borderless" type="bool" setter="set_borderless_window" getter="get_borderless_window" default="false"> If [code]true[/code], removes the window frame. [b]Note:[/b] Setting [code]window_borderless[/code] to [code]false[/code] disables per-pixel transparency. @@ -910,6 +948,7 @@ If [code]true[/code], the window background is transparent and window frame is removed. Use [code]get_tree().get_root().set_transparent_background(true)[/code] to disable main viewport background rendering. [b]Note:[/b] This property has no effect if [b]Project > Project Settings > Display > Window > Per-pixel transparency > Allowed[/b] setting is disabled. + [b]Note:[/b] This property is implemented on Linux, macOS and Windows. </member> <member name="window_position" type="Vector2" setter="set_window_position" getter="get_window_position" default="Vector2( 0, 0 )"> The window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 772c2f5073..97af3ec77a 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -431,6 +431,9 @@ <member name="display/window/vsync/use_vsync" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5). </member> + <member name="display/window/vsync/vsync_via_compositor" type="bool" setter="" getter="" default="false"> + If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], enables vertical synchronization via the operating system's window compositor when in windowed mode and the compositor is enabled. This will prevent stutter in certain situations. (Windows only.) + </member> <member name="editor/script_templates_search_path" type="String" setter="" getter="" default=""res://script_templates""> </member> <member name="editor/search_in_file_extensions" type="PoolStringArray" setter="" getter="" default="PoolStringArray( "gd", "shader" )"> diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index 5c3ffd9cff..0e043b1d50 100644 --- a/doc/classes/RichTextEffect.xml +++ b/doc/classes/RichTextEffect.xml @@ -1,10 +1,20 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="RichTextEffect" inherits="Resource" category="Core" version="3.2"> <brief_description> + A custom effect for use with [RichTextLabel]. </brief_description> <description> + A custom effect for use with [RichTextLabel]. + [b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be defined as a member variable called [code]bbcode[/code] in the script. + [codeblock] + # The RichTextEffect will be usable like this: `[example]Some text[/example]` + var bbcode = "example" + [/codeblock] + [b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively. </description> <tutorials> + <link>http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <methods> <method name="_process_custom_fx" qualifiers="virtual"> @@ -13,6 +23,7 @@ <argument index="0" name="char_fx" type="CharFXTransform"> </argument> <description> + Override this method to modify properties in [code]char_fx[/code]. The method must return [code]true[/code] if the character could be transformed successfully. If the method returns [code]false[/code], it will skip transformation to avoid displaying broken text. </description> </method> </methods> diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml index f1926834ad..3f3996e570 100644 --- a/doc/classes/VisualServer.xml +++ b/doc/classes/VisualServer.xml @@ -2606,6 +2606,14 @@ <description> </description> </method> + <method name="multimesh_create"> + <return type="RID"> + </return> + <description> + Creates a new multimesh on the VisualServer and returns an [RID] handle. + Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + </description> + </method> <method name="multimesh_get_aabb" qualifiers="const"> <return type="AABB"> </return> |