diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Camera2D.xml | 16 | ||||
-rw-r--r-- | doc/classes/Camera3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/CharacterBody2D.xml | 3 | ||||
-rw-r--r-- | doc/classes/CollisionObject2D.xml | 18 | ||||
-rw-r--r-- | doc/classes/LineEdit.xml | 7 | ||||
-rw-r--r-- | doc/classes/MultiplayerAPI.xml | 9 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 4 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 36 | ||||
-rw-r--r-- | doc/classes/StaticBody2D.xml | 3 | ||||
-rw-r--r-- | doc/classes/StaticBody3D.xml | 3 | ||||
-rw-r--r-- | doc/classes/TextEdit.xml | 11 | ||||
-rw-r--r-- | doc/classes/Viewport.xml | 11 |
12 files changed, 90 insertions, 35 deletions
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml index 4620b3d93c..e8f4cb49b6 100644 --- a/doc/classes/Camera2D.xml +++ b/doc/classes/Camera2D.xml @@ -21,13 +21,6 @@ Aligns the camera to the tracked node. </description> </method> - <method name="clear_current"> - <return type="void"> - </return> - <description> - Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-assigned camera. - </description> - </method> <method name="force_update_scroll"> <return type="void"> </return> @@ -67,13 +60,6 @@ Returns the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right]. </description> </method> - <method name="make_current"> - <return type="void"> - </return> - <description> - Make this the current 2D camera for the scene (viewport and layer), in case there are many cameras in the scene. - </description> - </method> <method name="reset_smoothing"> <return type="void"> </return> @@ -109,7 +95,7 @@ <member name="anchor_mode" type="int" setter="set_anchor_mode" getter="get_anchor_mode" enum="Camera2D.AnchorMode" default="1"> The Camera2D's anchor point. See [enum AnchorMode] constants. </member> - <member name="current" type="bool" setter="_set_current" getter="is_current" default="false"> + <member name="current" type="bool" setter="set_current" getter="is_current" default="false"> If [code]true[/code], the camera is the active camera for the current scene. Only one camera can be current, so setting a different camera [code]current[/code] will disable this one. </member> <member name="custom_viewport" type="Node" setter="set_custom_viewport" getter="get_custom_viewport"> diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index afba478a20..0f0bfdc654 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -176,8 +176,8 @@ [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) + control.visible = not get_viewport().get_camera_3d().is_position_behind(global_transform.origin) + control.rect_position = get_viewport().get_camera_3d().unproject_position(global_transform.origin) [/codeblock] </description> </method> diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index b2d8aba174..e184e7dc82 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -110,9 +110,6 @@ <member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4"> Maximum number of times the body can change direction before it stops when calling [method move_and_slide]. </member> - <member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false"> - If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method PhysicsBody2D.move_and_collide] functions. - </member> <member name="snap" type="Vector2" setter="set_snap" getter="get_snap" default="Vector2(0, 0)"> When set to a value different from [code]Vector2(0, 0)[/code], the body is kept attached to slopes when calling [method move_and_slide]. As long as the [code]snap[/code] vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting [code]snap[/code] to [code]Vector2(0, 0)[/code]. diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index e96124c9eb..b0afbb201c 100644 --- a/doc/classes/CollisionObject2D.xml +++ b/doc/classes/CollisionObject2D.xml @@ -287,12 +287,26 @@ </signal> <signal name="mouse_entered"> <description> - Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. + Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted. </description> </signal> <signal name="mouse_exited"> <description> - Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. + Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted. + </description> + </signal> + <signal name="mouse_shape_entered"> + <argument index="0" name="shape_idx" type="int"> + </argument> + <description> + Emitted when the mouse pointer enters any of this object's shapes or moves from one shape to another. [code]shape_idx[/code] is the child index of the newly entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. + </description> + </signal> + <signal name="mouse_shape_exited"> + <argument index="0" name="shape_idx" type="int"> + </argument> + <description> + Emitted when the mouse pointer exits any of this object's shapes. [code]shape_idx[/code] is the child index of the exited [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. </description> </signal> </signals> diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index 773f7b1a02..af6fc738c7 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -102,6 +102,13 @@ Inserts [code]text[/code] at the caret. If the resulting value is longer than [member max_length], nothing happens. </description> </method> + <method name="is_menu_visible" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns whether the menu is visible. Use this instead of [code]get_menu().visible[/code] to improve performance (so the creation of the menu is avoided). + </description> + </method> <method name="menu_option"> <return type="void"> </return> diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index c4d8a5b1b9..82b929c1f7 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -146,14 +146,5 @@ <constant name="RPC_MODE_PUPPET" value="3" enum="RPCMode"> Used with [method Node.rpc_config] to set a method to be called or a property to be changed only on puppets for this node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or property changes from the node's network master, see [method Node.set_network_master]. </constant> - <constant name="RPC_MODE_REMOTESYNC" value="4" enum="RPCMode"> - Behave like [constant RPC_MODE_REMOTE] but also make the call or property change locally. Analogous to the [code]remotesync[/code] keyword. - </constant> - <constant name="RPC_MODE_MASTERSYNC" value="5" enum="RPCMode"> - Behave like [constant RPC_MODE_MASTER] but also make the call or property change locally. Analogous to the [code]mastersync[/code] keyword. - </constant> - <constant name="RPC_MODE_PUPPETSYNC" value="6" enum="RPCMode"> - Behave like [constant RPC_MODE_PUPPET] but also make the call or property change locally. Analogous to the [code]puppetsync[/code] keyword. - </constant> </constants> </class> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index fbd257cdba..c3ef9f2425 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1569,12 +1569,16 @@ <member name="rendering/shadows/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0"> Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3"> + </member> <member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2"> Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. </member> <member name="rendering/textures/default_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false"> If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used. </member> + <member name="rendering/textures/light_projectors/filter" type="int" setter="" getter="" default="3"> + </member> <member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. </member> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 6b45653bf2..31ced67ac4 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1209,6 +1209,14 @@ <description> </description> </method> + <method name="decals_set_filter"> + <return type="void"> + </return> + <argument index="0" name="filter" type="int" enum="RenderingServer.DecalFilter"> + </argument> + <description> + </description> + </method> <method name="directional_light_create"> <return type="RID"> </return> @@ -2153,6 +2161,14 @@ Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight3D.omni_shadow_mode]. </description> </method> + <method name="light_projectors_set_filter"> + <return type="void"> + </return> + <argument index="0" name="filter" type="int" enum="RenderingServer.LightProjectorFilter"> + </argument> + <description> + </description> + </method> <method name="light_set_bake_mode"> <return type="void"> </return> @@ -4865,6 +4881,16 @@ <constant name="MULTIMESH_TRANSFORM_3D" value="1" enum="MultimeshTransformFormat"> Use [Transform3D] to store MultiMesh transform. </constant> + <constant name="LIGHT_PROJECTOR_FILTER_NEAREST" value="0" enum="LightProjectorFilter"> + </constant> + <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="1" enum="LightProjectorFilter"> + </constant> + <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="2" enum="LightProjectorFilter"> + </constant> + <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS" value="3" enum="LightProjectorFilter"> + </constant> + <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter"> + </constant> <constant name="LIGHT_DIRECTIONAL" value="0" enum="LightType"> Is a directional (sun) light. </constant> @@ -4986,6 +5012,16 @@ </constant> <constant name="DECAL_TEXTURE_MAX" value="4" enum="DecalTexture"> </constant> + <constant name="DECAL_FILTER_NEAREST" value="0" enum="DecalFilter"> + </constant> + <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="1" enum="DecalFilter"> + </constant> + <constant name="DECAL_FILTER_LINEAR" value="2" enum="DecalFilter"> + </constant> + <constant name="DECAL_FILTER_LINEAR_MIPMAPS" value="3" enum="DecalFilter"> + </constant> + <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter"> + </constant> <constant name="VOXEL_GI_QUALITY_LOW" value="0" enum="VoxelGIQuality"> </constant> <constant name="VOXEL_GI_QUALITY_HIGH" value="1" enum="VoxelGIQuality"> diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml index 85915a53fe..326bf58e22 100644 --- a/doc/classes/StaticBody2D.xml +++ b/doc/classes/StaticBody2D.xml @@ -29,6 +29,9 @@ The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. </member> + <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false"> + If [code]true[/code] and [member kinematic_motion] is enabled, the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide]. + </member> </members> <constants> </constants> diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml index f83d440f10..69c123002f 100644 --- a/doc/classes/StaticBody3D.xml +++ b/doc/classes/StaticBody3D.xml @@ -32,6 +32,9 @@ The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. </member> + <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false"> + If [code]true[/code] and [member kinematic_motion] is enabled, the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody3D.move_and_collide]. + </member> </members> <constants> </constants> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 5de6c059c3..e51bf42bdb 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -382,6 +382,13 @@ <description> </description> </method> + <method name="is_menu_visible" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns whether the menu is visible. Use this instead of [code]get_menu().visible[/code] to improve performance (so the creation of the menu is avoided). + </description> + </method> <method name="is_selection_active" qualifiers="const"> <return type="bool"> </return> @@ -851,9 +858,9 @@ </constant> <constant name="GUTTER_TYPE_STRING" value="0" enum="GutterType"> </constant> - <constant name="GUTTER_TPYE_ICON" value="1" enum="GutterType"> + <constant name="GUTTER_TYPE_ICON" value="1" enum="GutterType"> </constant> - <constant name="GUTTER_TPYE_CUSTOM" value="2" enum="GutterType"> + <constant name="GUTTER_TYPE_CUSTOM" value="2" enum="GutterType"> </constant> <constant name="MENU_CUT" value="0" enum="MenuItems"> Cuts (copies and clears) the selected text. diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 00827fe324..bf58dc4d8c 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -36,11 +36,18 @@ Returns the 3D world of the viewport, or if none the world of the parent viewport. </description> </method> - <method name="get_camera" qualifiers="const"> + <method name="get_camera_2d" qualifiers="const"> + <return type="Camera2D"> + </return> + <description> + Returns the currently active 2D camera. Returns null if there are no active cameras. + </description> + </method> + <method name="get_camera_3d" qualifiers="const"> <return type="Camera3D"> </return> <description> - Returns the active 3D camera. + Returns the currently active 3D camera. </description> </method> <method name="get_final_transform" qualifiers="const"> |