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-rw-r--r--doc/classes/@GlobalScope.xml15
-rw-r--r--doc/classes/Area2D.xml16
-rw-r--r--doc/classes/Area3D.xml16
-rw-r--r--doc/classes/AspectRatioContainer.xml2
-rw-r--r--doc/classes/AudioStreamGenerator.xml2
-rw-r--r--doc/classes/AudioStreamGeneratorPlayback.xml4
-rw-r--r--doc/classes/ColorPickerButton.xml2
-rw-r--r--doc/classes/CompressedCubemap.xml9
-rw-r--r--doc/classes/CompressedCubemapArray.xml9
-rw-r--r--doc/classes/CompressedTexture2D.xml (renamed from doc/classes/StreamTexture2D.xml)4
-rw-r--r--doc/classes/CompressedTexture2DArray.xml9
-rw-r--r--doc/classes/CompressedTexture3D.xml (renamed from doc/classes/StreamTexture3D.xml)2
-rw-r--r--doc/classes/CompressedTextureLayered.xml (renamed from doc/classes/StreamTextureLayered.xml)2
-rw-r--r--doc/classes/Control.xml72
-rw-r--r--doc/classes/EditorSettings.xml20
-rw-r--r--doc/classes/EditorVCSInterface.xml2
-rw-r--r--doc/classes/GraphEdit.xml2
-rw-r--r--doc/classes/ImageTexture.xml2
-rw-r--r--doc/classes/ItemList.xml2
-rw-r--r--doc/classes/Light3D.xml22
-rw-r--r--doc/classes/Line2D.xml4
-rw-r--r--doc/classes/PackedScene.xml2
-rw-r--r--doc/classes/ParticlesMaterial.xml2
-rw-r--r--doc/classes/PhysicalBone3D.xml16
-rw-r--r--doc/classes/ProjectSettings.xml2
-rw-r--r--doc/classes/Rect2i.xml1
-rw-r--r--doc/classes/RenderingServer.xml19
-rw-r--r--doc/classes/ResourceFormatLoader.xml2
-rw-r--r--doc/classes/ResourceSaver.xml7
-rw-r--r--doc/classes/RichTextLabel.xml2
-rw-r--r--doc/classes/RigidDynamicBody2D.xml8
-rw-r--r--doc/classes/RigidDynamicBody3D.xml10
-rw-r--r--doc/classes/ScrollContainer.xml4
-rw-r--r--doc/classes/StreamCubemap.xml9
-rw-r--r--doc/classes/StreamCubemapArray.xml9
-rw-r--r--doc/classes/StreamTexture2DArray.xml9
-rw-r--r--doc/classes/SubViewport.xml1
-rw-r--r--doc/classes/SubViewportContainer.xml6
-rw-r--r--doc/classes/TabBar.xml27
-rw-r--r--doc/classes/TabContainer.xml67
-rw-r--r--doc/classes/Timer.xml2
-rw-r--r--doc/classes/Tree.xml2
-rw-r--r--doc/classes/Variant.xml1
-rw-r--r--doc/classes/VideoStreamPlayer.xml4
-rw-r--r--doc/classes/Viewport.xml3
-rw-r--r--doc/classes/VisualShader.xml38
-rw-r--r--doc/classes/VisualShaderNodeCustom.xml22
-rw-r--r--doc/classes/VisualShaderNodeVarying.xml15
-rw-r--r--doc/classes/VisualShaderNodeVaryingGetter.xml9
-rw-r--r--doc/classes/VisualShaderNodeVaryingSetter.xml9
-rw-r--r--doc/classes/XRInterface.xml2
51 files changed, 335 insertions, 193 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 17cb50d1a4..1228cd771c 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -791,12 +791,6 @@
[/codeblock]
</description>
</method>
- <method name="range_step_decimals">
- <return type="int" />
- <argument index="0" name="x" type="float" />
- <description>
- </description>
- </method>
<method name="rid_allocate_id">
<return type="int" />
<description>
@@ -1284,6 +1278,9 @@
<constant name="INLINE_ALIGNMENT_TEXT_MASK" value="12" enum="InlineAlignment">
A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants.
</constant>
+ <constant name="KEY_NONE" value="0" enum="Key">
+ Enum value which doesn't correspond to any key. This is used to initialize [enum Key] properties with a generic state.
+ </constant>
<constant name="KEY_SPECIAL" value="16777216" enum="Key">
Keycodes with this bit applied are non-printable.
</constant>
@@ -2040,6 +2037,9 @@
<constant name="KEY_MASK_GROUP_SWITCH" value="1073741824" enum="KeyModifierMask">
Group Switch key mask.
</constant>
+ <constant name="MOUSE_BUTTON_NONE" value="0" enum="MouseButton">
+ Enum value which doesn't correspond to any mouse button. This is used to initialize [enum MouseButton] properties with a generic state.
+ </constant>
<constant name="MOUSE_BUTTON_LEFT" value="1" enum="MouseButton">
Left mouse button.
</constant>
@@ -2184,6 +2184,9 @@
<constant name="JOY_AXIS_MAX" value="10" enum="JoyAxis">
The maximum number of game controller axes: OpenVR supports up to 5 Joysticks making a total of 10 axes.
</constant>
+ <constant name="MIDI_MESSAGE_NONE" value="0" enum="MIDIMessage">
+ Enum value which doesn't correspond to any MIDI message. This is used to initialize [enum MIDIMessage] properties with a generic state.
+ </constant>
<constant name="MIDI_MESSAGE_NOTE_OFF" value="8" enum="MIDIMessage">
MIDI note OFF message. See the documentation of [InputEventMIDI] for information of how to use MIDI inputs.
</constant>
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index ed3f873251..1eb74768f5 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -118,8 +118,8 @@
Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].
[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] used by the [PhysicsServer2D].
[code]area[/code] the other Area2D.
- [code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]area.shape_owner_get_owner(area_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="area_shape_exited">
@@ -131,8 +131,8 @@
Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].
[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] used by the [PhysicsServer2D].
[code]area[/code] the other Area2D.
- [code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]area.shape_owner_get_owner(area_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_entered">
@@ -158,8 +158,8 @@
Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody2D] or [TileMap].
- [code]body_shape_index[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -171,8 +171,8 @@
Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody2D] or [TileMap].
- [code]body_shape_index[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
</signals>
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index 3d893c1ae4..7d14fd825b 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -137,8 +137,8 @@
Emitted when one of another Area3D's [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code].
[code]area_rid[/code] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D].
[code]area[/code] the other Area3D.
- [code]area_shape_index[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]area_shape_index[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="area_shape_exited">
@@ -150,8 +150,8 @@
Emitted when one of another Area3D's [Shape3D]s exits one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code].
[code]area_rid[/code] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D].
[code]area[/code] the other Area3D.
- [code]area_shape_index[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]area_shape_index[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_entered">
@@ -177,8 +177,8 @@
Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[code]body_rid[/code] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap].
- [code]body_shape_index[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -190,8 +190,8 @@
Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[code]body_rid[/code] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap].
- [code]body_shape_index[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
</signals>
diff --git a/doc/classes/AspectRatioContainer.xml b/doc/classes/AspectRatioContainer.xml
index 41e06e6e98..742a7276d4 100644
--- a/doc/classes/AspectRatioContainer.xml
+++ b/doc/classes/AspectRatioContainer.xml
@@ -34,7 +34,7 @@
</constant>
<constant name="STRETCH_COVER" value="3" enum="StretchMode">
The width and height of child controls is automatically adjusted to make their bounding rectangle cover the entire area of the container while keeping the aspect ratio.
- When the bounding rectangle of child controls exceed the container's size and [member Control.rect_clip_content] is enabled, this allows to show only the container's area restricted by its own bounding rectangle.
+ When the bounding rectangle of child controls exceed the container's size and [member Control.clip_contents] is enabled, this allows to show only the container's area restricted by its own bounding rectangle.
</constant>
<constant name="ALIGNMENT_BEGIN" value="0" enum="AlignmentMode">
Aligns child controls with the beginning (left or top) of the container.
diff --git a/doc/classes/AudioStreamGenerator.xml b/doc/classes/AudioStreamGenerator.xml
index 78a1ed7c51..c8f081215d 100644
--- a/doc/classes/AudioStreamGenerator.xml
+++ b/doc/classes/AudioStreamGenerator.xml
@@ -6,7 +6,7 @@
<description>
This audio stream does not play back sounds, but expects a script to generate audio data for it instead. See also [AudioStreamGeneratorPlayback].
See also [AudioEffectSpectrumAnalyzer] for performing real-time audio spectrum analysis.
- [b]Note:[/b] Due to performance constraints, this class is best used from C# or from a compiled language via GDNative. If you still want to use this class from GDScript, consider using a lower [member mix_rate] such as 11,025 Hz or 22,050 Hz.
+ [b]Note:[/b] Due to performance constraints, this class is best used from C# or from a compiled language via GDExtension. If you still want to use this class from GDScript, consider using a lower [member mix_rate] such as 11,025 Hz or 22,050 Hz.
</description>
<tutorials>
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml
index 1cd82026a0..06c285bff7 100644
--- a/doc/classes/AudioStreamGeneratorPlayback.xml
+++ b/doc/classes/AudioStreamGeneratorPlayback.xml
@@ -39,14 +39,14 @@
<return type="bool" />
<argument index="0" name="frames" type="PackedVector2Array" />
<description>
- Pushes several audio data frames to the buffer. This is usually more efficient than [method push_frame] in C# and compiled languages via GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript.
+ Pushes several audio data frames to the buffer. This is usually more efficient than [method push_frame] in C# and compiled languages via GDExtension, but [method push_buffer] may be [i]less[/i] efficient in GDScript.
</description>
</method>
<method name="push_frame">
<return type="bool" />
<argument index="0" name="frame" type="Vector2" />
<description>
- Pushes a single audio data frame to the buffer. This is usually less efficient than [method push_buffer] in C# and compiled languages via GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript.
+ Pushes a single audio data frame to the buffer. This is usually less efficient than [method push_buffer] in C# and compiled languages via GDExtension, but [method push_frame] may be [i]more[/i] efficient in GDScript.
</description>
</method>
</methods>
diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml
index e2f1fdfae1..f5e752578e 100644
--- a/doc/classes/ColorPickerButton.xml
+++ b/doc/classes/ColorPickerButton.xml
@@ -6,7 +6,7 @@
<description>
Encapsulates a [ColorPicker] making it accessible by pressing a button. Pressing the button will toggle the [ColorPicker] visibility.
See also [BaseButton] which contains common properties and methods associated with this node.
- [b]Note:[/b] By default, the button may not be wide enough for the color preview swatch to be visible. Make sure to set [member Control.rect_min_size] to a big enough value to give the button enough space.
+ [b]Note:[/b] By default, the button may not be wide enough for the color preview swatch to be visible. Make sure to set [member Control.minimum_size] to a big enough value to give the button enough space.
</description>
<tutorials>
<link title="GUI Drag And Drop Demo">https://godotengine.org/asset-library/asset/133</link>
diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml
new file mode 100644
index 0000000000..fbb0879fdc
--- /dev/null
+++ b/doc/classes/CompressedCubemap.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="CompressedCubemap" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml
new file mode 100644
index 0000000000..ff096cea47
--- /dev/null
+++ b/doc/classes/CompressedCubemapArray.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="CompressedCubemapArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/StreamTexture2D.xml b/doc/classes/CompressedTexture2D.xml
index b18105cc29..c99fcf2280 100644
--- a/doc/classes/StreamTexture2D.xml
+++ b/doc/classes/CompressedTexture2D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="CompressedTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A [code].stex[/code] texture.
</brief_description>
@@ -19,7 +19,7 @@
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
- The StreamTexture's file path to a [code].stex[/code] file.
+ The CompressedTexture's file path to a [code].stex[/code] file.
</member>
</members>
</class>
diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml
new file mode 100644
index 0000000000..0c751759af
--- /dev/null
+++ b/doc/classes/CompressedTexture2DArray.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="CompressedTexture2DArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/StreamTexture3D.xml b/doc/classes/CompressedTexture3D.xml
index c0b783369f..de7a93d788 100644
--- a/doc/classes/StreamTexture3D.xml
+++ b/doc/classes/CompressedTexture3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="CompressedTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
diff --git a/doc/classes/StreamTextureLayered.xml b/doc/classes/CompressedTextureLayered.xml
index 8ed36ff54c..03bea84ba4 100644
--- a/doc/classes/StreamTextureLayered.xml
+++ b/doc/classes/CompressedTextureLayered.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="CompressedTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index cecc8f658d..97fd584ed1 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -100,7 +100,7 @@
<method name="_get_minimum_size" qualifiers="virtual const">
<return type="Vector2" />
<description>
- Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to [member rect_min_size] for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).
+ Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to [member minimum_size] for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).
If not overridden, defaults to [constant Vector2.ZERO].
[b]Note:[/b] This method will not be called when the script is attached to a [Control] node that already overrides its minimum size (e.g. [Label], [Button], [PanelContainer] etc.). It can only be used with most basic GUI nodes, like [Control], [Container], [Panel] etc.
</description>
@@ -137,7 +137,7 @@
* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];
* control is obstructed by another [Control] on top of it, which doesn't have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];
* control's parent has [member mouse_filter] set to [constant MOUSE_FILTER_STOP] or has accepted the event;
- * it happens outside the parent's rectangle and the parent has either [member rect_clip_content] enabled.
+ * it happens outside the parent's rectangle and the parent has either [member clip_contents] enabled.
[b]Note:[/b] Event position is relative to the control origin.
</description>
</method>
@@ -157,7 +157,7 @@
Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. The [code]for_text[/code] includes the contents of the [member hint_tooltip] property.
The returned node must be of type [Control] or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When [code]null[/code] or a non-Control node is returned, the default tooltip will be used instead.
The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member hint_tooltip] for an example).
- [b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member rect_min_size] to some non-zero value.
+ [b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member minimum_size] to some non-zero value.
[b]Note:[/b] The node (and any relevant children) should be [member CanvasItem.visible] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
Example of usage with a custom-constructed node:
[codeblocks]
@@ -351,13 +351,13 @@
<method name="get_begin" qualifiers="const">
<return type="Vector2" />
<description>
- Returns [member offset_left] and [member offset_top]. See also [member rect_position].
+ Returns [member offset_left] and [member offset_top]. See also [member position].
</description>
</method>
<method name="get_combined_minimum_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns combined minimum size from [member rect_min_size] and [method get_minimum_size].
+ Returns combined minimum size from [member minimum_size] and [method get_minimum_size].
</description>
</method>
<method name="get_cursor_shape" qualifiers="const">
@@ -383,13 +383,13 @@
<method name="get_global_rect" qualifiers="const">
<return type="Rect2" />
<description>
- Returns the position and size of the control relative to the top-left corner of the screen. See [member rect_position] and [member rect_size].
+ Returns the position and size of the control relative to the top-left corner of the screen. See [member position] and [member size].
</description>
</method>
<method name="get_minimum_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the minimum size for this control. See [member rect_min_size].
+ Returns the minimum size for this control. See [member minimum_size].
</description>
</method>
<method name="get_offset" qualifiers="const">
@@ -414,7 +414,7 @@
<method name="get_rect" qualifiers="const">
<return type="Rect2" />
<description>
- Returns the position and size of the control relative to the top-left corner of the parent Control. See [member rect_position] and [member rect_size].
+ Returns the position and size of the control relative to the top-left corner of the parent Control. See [member position] and [member size].
</description>
</method>
<method name="get_theme_color" qualifiers="const">
@@ -759,7 +759,7 @@
<return type="void" />
<argument index="0" name="position" type="Vector2" />
<description>
- Sets [member offset_left] and [member offset_top] at the same time. Equivalent of changing [member rect_position].
+ Sets [member offset_left] and [member offset_top] at the same time. Equivalent of changing [member position].
</description>
</method>
<method name="set_drag_forwarding">
@@ -840,7 +840,7 @@
# Use a control that is not in the tree
var cpb = ColorPickerButton.new()
cpb.color = color
- cpb.rect_size = Vector2(50, 50)
+ cpb.size = Vector2(50, 50)
set_drag_preview(cpb)
return color
[/gdscript]
@@ -881,7 +881,7 @@
<argument index="0" name="position" type="Vector2" />
<argument index="1" name="keep_offsets" type="bool" default="false" />
<description>
- Sets the [member rect_global_position] to given [code]position[/code].
+ Sets the [member global_position] to given [code]position[/code].
If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets.
</description>
</method>
@@ -909,7 +909,7 @@
<argument index="0" name="position" type="Vector2" />
<argument index="1" name="keep_offsets" type="bool" default="false" />
<description>
- Sets the [member rect_position] to given [code]position[/code].
+ Sets the [member position] to given [code]position[/code].
If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets.
</description>
</method>
@@ -918,21 +918,21 @@
<argument index="0" name="size" type="Vector2" />
<argument index="1" name="keep_offsets" type="bool" default="false" />
<description>
- Sets the size (see [member rect_size]).
+ Sets the size (see [member size]).
If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets.
</description>
</method>
<method name="update_minimum_size">
<return type="void" />
<description>
- Invalidates the size cache in this node and in parent nodes up to top level. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member rect_min_size] directly calls this method automatically.
+ Invalidates the size cache in this node and in parent nodes up to top level. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member minimum_size] directly calls this method automatically.
</description>
</method>
<method name="warp_mouse">
<return type="void" />
<argument index="0" name="to_position" type="Vector2" />
<description>
- Moves the mouse cursor to [code]to_position[/code], relative to [member rect_position] of this [Control].
+ Moves the mouse cursor to [code]to_position[/code], relative to [member position] of this [Control].
</description>
</method>
</methods>
@@ -953,6 +953,9 @@
Toggles if any text should automatically change to its translated version depending on the current locale. Note that this will not affect any internal nodes (e.g. the popup of a [MenuButton]).
Also decides if the node's strings should be parsed for POT generation.
</member>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" default="false">
+ Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered and won't receive input.
+ </member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
</member>
@@ -976,6 +979,9 @@
Tells Godot which node it should give keyboard focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_prev[/code] input action.
If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
</member>
+ <member name="global_position" type="Vector2" setter="_set_global_position" getter="get_global_position">
+ The node's global position, relative to the world (usually to the top-left corner of the window).
+ </member>
<member name="grow_horizontal" type="int" setter="set_h_grow_direction" getter="get_h_grow_direction" enum="Control.GrowDirection" default="1">
Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.
</member>
@@ -1007,6 +1013,9 @@
<member name="layout_direction" type="int" setter="set_layout_direction" getter="get_layout_direction" enum="Control.LayoutDirection" default="0">
Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).
</member>
+ <member name="minimum_size" type="Vector2" setter="set_custom_minimum_size" getter="get_custom_minimum_size" default="Vector2(0, 0)">
+ The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.
+ </member>
<member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" enum="Control.CursorShape" default="0">
The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system.
@@ -1030,30 +1039,21 @@
Distance between the node's top edge and its parent control, based on [member anchor_top].
Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" default="false">
- Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered and won't receive input.
- </member>
- <member name="rect_global_position" type="Vector2" setter="_set_global_position" getter="get_global_position">
- The node's global position, relative to the world (usually to the top-left corner of the window).
- </member>
- <member name="rect_min_size" type="Vector2" setter="set_custom_minimum_size" getter="get_custom_minimum_size" default="Vector2(0, 0)">
- The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.
- </member>
- <member name="rect_pivot_offset" type="Vector2" setter="set_pivot_offset" getter="get_pivot_offset" default="Vector2(0, 0)">
- By default, the node's pivot is its top-left corner. When you change its [member rect_scale], it will scale around this pivot. Set this property to [member rect_size] / 2 to center the pivot in the node's rectangle.
+ <member name="pivot_offset" type="Vector2" setter="set_pivot_offset" getter="get_pivot_offset" default="Vector2(0, 0)">
+ By default, the node's pivot is its top-left corner. When you change its [member rotation] or [member scale], it will rotate or scale around this pivot. Set this property to [member size] / 2 to pivot around the Control's center.
</member>
- <member name="rect_position" type="Vector2" setter="_set_position" getter="get_position" default="Vector2(0, 0)">
- The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by [member rect_pivot_offset].
+ <member name="position" type="Vector2" setter="_set_position" getter="get_position" default="Vector2(0, 0)">
+ The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by [member pivot_offset].
</member>
- <member name="rect_rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
- The node's rotation around its pivot, in radians. See [member rect_pivot_offset] to change the pivot's position.
+ <member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
+ The node's rotation around its pivot, in radians. See [member pivot_offset] to change the pivot's position.
</member>
- <member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
- The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
+ <member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
+ The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
[b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
- [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member rect_scale] property.
+ [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member scale] property.
</member>
- <member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)">
+ <member name="size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)">
The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically.
</member>
<member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags" default="1">
@@ -1110,7 +1110,7 @@
If you want to check whether the mouse truly left the area, ignoring any top nodes, you can use code like this:
[codeblock]
func _on_mouse_exited():
- if not Rect2(Vector2(), rect_size).has_point(get_local_mouse_position()):
+ if not Rect2(Vector2(), size).has_point(get_local_mouse_position()):
# Not hovering over area.
[/codeblock]
</description>
@@ -1141,7 +1141,7 @@
The node can grab focus on mouse click or using the arrows and the Tab keys on the keyboard. Use with [member focus_mode].
</constant>
<constant name="NOTIFICATION_RESIZED" value="40">
- Sent when the node changes size. Use [member rect_size] to get the new size.
+ Sent when the node changes size. Use [member size] to get the new size.
</constant>
<constant name="NOTIFICATION_MOUSE_ENTER" value="41">
Sent when the mouse pointer enters the node.
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 81472c09ee..ac2250ab6d 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -70,6 +70,13 @@
[/codeblocks]
</description>
</method>
+ <method name="check_changed_settings_in_group" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="setting_prefix" type="String" />
+ <description>
+ Checks if any settings with the prefix [code]setting_prefix[/code] exist in the set of changed settings. See also [method get_changed_settings].
+ </description>
+ </method>
<method name="erase">
<return type="void" />
<argument index="0" name="property" type="String" />
@@ -77,6 +84,12 @@
Erases the setting whose name is specified by [code]property[/code].
</description>
</method>
+ <method name="get_changed_settings" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Gets an array of the settings which have been changed since the last save. Note that internally [code]changed_settings[/code] is cleared after a successful save, so generally the most appropriate place to use this method is when processing [constant NOTIFICATION_EDITOR_SETTINGS_CHANGED]
+ </description>
+ </method>
<method name="get_favorites" qualifiers="const">
<return type="PackedStringArray" />
<description>
@@ -118,6 +131,13 @@
Returns [code]true[/code] if the setting specified by [code]name[/code] exists, [code]false[/code] otherwise.
</description>
</method>
+ <method name="mark_setting_changed">
+ <return type="void" />
+ <argument index="0" name="setting" type="String" />
+ <description>
+ Marks the passed editor setting as being changed, see [method get_changed_settings]. Only settings which exist (see [method has_setting]) will be accepted.
+ </description>
+ </method>
<method name="property_can_revert">
<return type="bool" />
<argument index="0" name="name" type="String" />
diff --git a/doc/classes/EditorVCSInterface.xml b/doc/classes/EditorVCSInterface.xml
index b78b027fa8..0215d81a4e 100644
--- a/doc/classes/EditorVCSInterface.xml
+++ b/doc/classes/EditorVCSInterface.xml
@@ -4,7 +4,7 @@
Version Control System (VCS) interface which reads and writes to the local VCS in use.
</brief_description>
<description>
- Used by the editor to display VCS extracted information in the editor. The implementation of this API is included in VCS addons, which are essentially GDNative plugins that need to be put into the project folder. These VCS addons are scripts which are attached (on demand) to the object instance of [code]EditorVCSInterface[/code]. All the functions listed below, instead of performing the task themselves, they call the internally defined functions in the VCS addons to provide a plug-n-play experience.
+ Used by the editor to display VCS extracted information in the editor. The implementation of this API is included in VCS addons, which are essentially GDExtension plugins that need to be put into the project folder. These VCS addons are scripts which are attached (on demand) to the object instance of [code]EditorVCSInterface[/code]. All the functions listed below, instead of performing the task themselves, they call the internally defined functions in the VCS addons to provide a plug-n-play experience.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index 5525e7f1f3..19f2915087 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -198,6 +198,7 @@
</method>
</methods>
<members>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="connection_lines_antialiased" type="bool" setter="set_connection_lines_antialiased" getter="is_connection_lines_antialiased" default="true">
If [code]true[/code], the lines between nodes will use antialiasing.
</member>
@@ -217,7 +218,6 @@
<member name="panning_scheme" type="int" setter="set_panning_scheme" getter="get_panning_scheme" enum="GraphEdit.PanningScheme" default="0">
Defines the control scheme for panning with mouse wheel.
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="right_disconnects" type="bool" setter="set_right_disconnects" getter="is_right_disconnects_enabled" default="false">
If [code]true[/code], enables disconnection of existing connections in the GraphEdit by dragging the right end.
</member>
diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml
index d35dacfcde..aecb4fc4b6 100644
--- a/doc/classes/ImageTexture.xml
+++ b/doc/classes/ImageTexture.xml
@@ -18,7 +18,7 @@
var texture = load("res://icon.png")
$Sprite2D.texture = texture
[/codeblock]
- This is because images have to be imported as a [StreamTexture2D] first to be loaded with [method @GDScript.load]. If you'd still like to load an image file just like any other [Resource], import it as an [Image] resource instead, and then load it normally using the [method @GDScript.load] method.
+ This is because images have to be imported as a [CompressedTexture2D] first to be loaded with [method @GDScript.load]. If you'd still like to load an image file just like any other [Resource], import it as an [Image] resource instead, and then load it normally using the [method @GDScript.load] method.
[b]Note:[/b] The image can be retrieved from an imported texture using the [method Texture2D.get_image] method, which returns a copy of the image:
[codeblock]
var texture = load("res://icon.png")
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 8b564c01c9..48fa009300 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -366,6 +366,7 @@
<member name="auto_height" type="bool" setter="set_auto_height" getter="has_auto_height" default="false">
If [code]true[/code], the control will automatically resize the height to fit its content.
</member>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="fixed_column_width" type="int" setter="set_fixed_column_width" getter="get_fixed_column_width" default="0">
The width all columns will be adjusted to.
A value of zero disables the adjustment, each item will have a width equal to the width of its content and the columns will have an uneven width.
@@ -393,7 +394,6 @@
Maximum lines of text allowed in each item. Space will be reserved even when there is not enough lines of text to display.
[b]Note:[/b] This property takes effect only when [member icon_mode] is [constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] should be greater than zero.
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="same_column_width" type="bool" setter="set_same_column_width" getter="is_same_column_width" default="false">
Whether all columns will have the same width.
If [code]true[/code], the width is equal to the largest column width of all columns.
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index a058611915..b7822f1bb0 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -28,6 +28,23 @@
</method>
</methods>
<members>
+ <member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="40.0">
+ The distance from the camera at which the light begins to fade away (in 3D units).
+ [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
+ </member>
+ <member name="distance_fade_enabled" type="bool" setter="set_enable_distance_fade" getter="is_distance_fade_enabled" default="false">
+ If [code]true[/code], the light will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. This acts as a form of level of detail (LOD). The light will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active lights in a scene and thus improve performance.
+ [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
+ </member>
+ <member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0">
+ Distance over which the light fades. The light's energy is progressively reduced over this distance and is completely invisible at the end.
+ [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
+ </member>
+ <member name="distance_fade_shadow" type="float" setter="set_distance_fade_shadow" getter="get_distance_fade_shadow" default="50.0">
+ The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than [member distance_fade_begin] + [member distance_fade_length] to further improve performance, as shadow rendering is often more expensive than light rendering itself.
+ [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only when [member shadow_enabled] is [code]true[/code].
+ [b]Note:[/b] Due to a rendering engine limitation, shadows will be disabled instantly instead of fading smoothly according to [member distance_fade_length]. This may result in visible pop-in depending on the scene topography.
+ </member>
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
</member>
@@ -69,11 +86,8 @@
<member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0">
Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-resolution shadow maps. A high value can impact performance, make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
</member>
- <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(0, 0, 0, 1)">
- The color of shadows cast by this light.
- </member>
<member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false">
- If [code]true[/code], the light will cast shadows.
+ If [code]true[/code], the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using [member distance_fade_enabled] to hide the light when far away from the [Camera3D].
</member>
<member name="shadow_fog_fade" type="float" setter="set_param" getter="get_param" default="0.1">
</member>
diff --git a/doc/classes/Line2D.xml b/doc/classes/Line2D.xml
index 88574c0028..e2cc43bb75 100644
--- a/doc/classes/Line2D.xml
+++ b/doc/classes/Line2D.xml
@@ -121,10 +121,10 @@
Takes the left pixels of the texture and renders it over the whole line.
</constant>
<constant name="LINE_TEXTURE_TILE" value="1" enum="LineTextureMode">
- Tiles the texture over the line. The texture must be imported with [b]Repeat[/b] enabled for it to work properly.
+ Tiles the texture over the line. [member CanvasItem.texture_repeat] of the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_ENABLED] or [constant CanvasItem.TEXTURE_REPEAT_MIRROR] for it to work properly.
</constant>
<constant name="LINE_TEXTURE_STRETCH" value="2" enum="LineTextureMode">
- Stretches the texture across the line. Import the texture with [b]Repeat[/b] disabled for best results.
+ Stretches the texture across the line. [member CanvasItem.texture_repeat] of the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_DISABLED] for best results.
</constant>
</constants>
</class>
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index 1a1a7f8333..821fc1ae95 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -82,7 +82,7 @@
Returns [code]true[/code] if the scene file has nodes.
</description>
</method>
- <method name="get_state">
+ <method name="get_state" qualifiers="const">
<return type="SceneState" />
<description>
Returns the [code]SceneState[/code] representing the scene file contents.
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index 1ce21d96e1..e05853e816 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -114,7 +114,7 @@
True if the interaction with particle attractors is enabled.
</member>
<member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce" default="0.0">
- Collision bouncyness.
+ Collision bounciness.
</member>
<member name="collision_enabled" type="bool" setter="set_collision_enabled" getter="is_collision_enabled" default="false">
True if collisions are enabled for this particle system.
diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml
index e7c702aefb..7e8cc91766 100644
--- a/doc/classes/PhysicalBone3D.xml
+++ b/doc/classes/PhysicalBone3D.xml
@@ -7,6 +7,13 @@
<tutorials>
</tutorials>
<methods>
+ <method name="_integrate_forces" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="state" type="PhysicsDirectBodyState3D" />
+ <description>
+ Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the [member custom_integrator] property allows you to disable the default behavior and do fully custom force integration for a body.
+ </description>
+ </method>
<method name="apply_central_impulse">
<return type="void" />
<argument index="0" name="impulse" type="Vector3" />
@@ -44,6 +51,9 @@
<member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
</member>
+ <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
+ The PhysicalBone3D's rotational velocity in [i]radians[/i] per second.
+ </member>
<member name="body_offset" type="Transform3D" setter="set_body_offset" getter="get_body_offset" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
Sets the body's transform.
</member>
@@ -53,6 +63,9 @@
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force.
</member>
+ <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false">
+ If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
+ </member>
<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction).
</member>
@@ -75,6 +88,9 @@
<member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
</member>
+ <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
+ The body's linear velocity in units per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
+ </member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
The body's mass.
</member>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index a3810bb575..701e947fd1 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1493,7 +1493,7 @@
</member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 3D physics.
- "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.
+ "DEFAULT" and "GodotPhysics3D" are the same, as there is currently no alternative 3D physics server implemented.
</member>
<member name="physics/3d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
If [code]true[/code], the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml
index 78ab4b9103..49fdd8e7e8 100644
--- a/doc/classes/Rect2i.xml
+++ b/doc/classes/Rect2i.xml
@@ -153,7 +153,6 @@
<argument index="0" name="b" type="Rect2i" />
<description>
Returns [code]true[/code] if the [Rect2i] overlaps with [code]b[/code] (i.e. they have at least one point in common).
- If [code]include_borders[/code] is [code]true[/code], they will also be considered overlapping if their borders touch, even without intersection.
</description>
</method>
<method name="merge" qualifiers="const">
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 11a681b235..50990b5320 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1650,6 +1650,17 @@
Sets the cull mask for this Light3D. Lights only affect objects in the selected layers. Equivalent to [member Light3D.light_cull_mask].
</description>
</method>
+ <method name="light_set_distance_fade">
+ <return type="void" />
+ <argument index="0" name="decal" type="RID" />
+ <argument index="1" name="enabled" type="bool" />
+ <argument index="2" name="begin" type="float" />
+ <argument index="3" name="shadow" type="float" />
+ <argument index="4" name="length" type="float" />
+ <description>
+ Sets the distance fade for this Light3D. This acts as a form of level of detail (LOD) and can be used to improve performance. Equivalent to [member Light3D.distance_fade_enabled], [member Light3D.distance_fade_begin], [member Light3D.distance_fade_shadow], and [member Light3D.distance_fade_length].
+ </description>
+ </method>
<method name="light_set_max_sdfgi_cascade">
<return type="void" />
<argument index="0" name="light" type="RID" />
@@ -1698,14 +1709,6 @@
If [code]true[/code], light will cast shadows. Equivalent to [member Light3D.shadow_enabled].
</description>
</method>
- <method name="light_set_shadow_color">
- <return type="void" />
- <argument index="0" name="light" type="RID" />
- <argument index="1" name="color" type="Color" />
- <description>
- Sets the color of the shadow cast by the light. Equivalent to [member Light3D.shadow_color].
- </description>
- </method>
<method name="lightmap_create">
<return type="RID" />
<description>
diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml
index c516aec809..983a05800f 100644
--- a/doc/classes/ResourceFormatLoader.xml
+++ b/doc/classes/ResourceFormatLoader.xml
@@ -6,7 +6,7 @@
<description>
Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine.
Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a [ResourceFormatSaver].
- [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([StreamTexture2D]) first, so they can be loaded with better efficiency on the graphics card.
+ [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([CompressedTexture2D]) first, so they can be loaded with better efficiency on the graphics card.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ResourceSaver.xml b/doc/classes/ResourceSaver.xml
index 3872db5ea9..a029fb9acf 100644
--- a/doc/classes/ResourceSaver.xml
+++ b/doc/classes/ResourceSaver.xml
@@ -21,15 +21,18 @@
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
<argument index="1" name="resource" type="Resource" />
- <argument index="2" name="flags" type="int" enum="ResourceSaver.SaverFlags" default="0" />
+ <argument index="2" name="flags" type="int" default="0" />
<description>
Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object.
- The [code]flags[/code] bitmask can be specified to customize the save behavior.
+ The [code]flags[/code] bitmask can be specified to customize the save behavior using [enum SaverFlags] flags.
Returns [constant OK] on success.
</description>
</method>
</methods>
<constants>
+ <constant name="FLAG_NONE" value="0" enum="SaverFlags">
+ No resource saving option.
+ </constant>
<constant name="FLAG_RELATIVE_PATHS" value="1" enum="SaverFlags">
Save the resource with a path relative to the scene which uses it.
</constant>
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index f480071d32..d5e134fc60 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -412,6 +412,7 @@
<member name="bbcode_enabled" type="bool" setter="set_use_bbcode" getter="is_using_bbcode" default="false">
If [code]true[/code], the label uses BBCode formatting.
</member>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="custom_effects" type="Array" setter="set_effects" getter="get_effects" default="[]">
The currently installed custom effects. This is an array of [RichTextEffect]s.
To add a custom effect, it's more convenient to use [method install_effect].
@@ -436,7 +437,6 @@
The range of characters to display, as a [float] between 0.0 and 1.0. When assigned an out of range value, it's the same as assigning 1.0.
[b]Note:[/b] Setting this property updates [member visible_characters] based on current [method get_total_character_count].
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="scroll_active" type="bool" setter="set_scroll_active" getter="is_scroll_active" default="true">
If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/code] does not block scrolling completely. See [method scroll_to_line].
</member>
diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidDynamicBody2D.xml
index 696ad7a98e..087156989e 100644
--- a/doc/classes/RigidDynamicBody2D.xml
+++ b/doc/classes/RigidDynamicBody2D.xml
@@ -219,8 +219,8 @@
Emitted when one of this RigidDynamicBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
- [code]body_shape_index[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -232,8 +232,8 @@
Emitted when the collision between one of this RigidDynamicBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
- [code]body_shape_index[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="sleeping_state_changed">
diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml
index 5fd53a7638..285176b8b0 100644
--- a/doc/classes/RigidDynamicBody3D.xml
+++ b/doc/classes/RigidDynamicBody3D.xml
@@ -225,9 +225,8 @@
Emitted when one of this RigidDynamicBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[code]body_rid[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
[code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
- [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
- [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices.
+ [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -239,9 +238,8 @@
Emitted when the collision between one of this RigidDynamicBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[code]body_rid[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s.
[code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
- [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
- [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices.
+ [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="sleeping_state_changed">
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index ea1d972d14..95255ed79f 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
A ScrollContainer node meant to contain a [Control] child.
- ScrollContainers will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.rect_min_size] of the Control relative to the ScrollContainer.
+ ScrollContainers will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.minimum_size] of the Control relative to the ScrollContainer.
Works great with a [Panel] control. You can set [code]EXPAND[/code] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension).
</description>
<tutorials>
@@ -40,13 +40,13 @@
</method>
</methods>
<members>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="follow_focus" type="bool" setter="set_follow_focus" getter="is_following_focus" default="false">
If [code]true[/code], the ScrollContainer will automatically scroll to focused children (including indirect children) to make sure they are fully visible.
</member>
<member name="horizontal_scroll_mode" type="int" setter="set_horizontal_scroll_mode" getter="get_horizontal_scroll_mode" enum="ScrollContainer.ScrollMode" default="1">
Controls whether horizontal scrollbar can be used and when it should be visible. See [enum ScrollMode] for options.
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="scroll_deadzone" type="int" setter="set_deadzone" getter="get_deadzone" default="0">
</member>
<member name="scroll_horizontal" type="int" setter="set_h_scroll" getter="get_h_scroll" default="0">
diff --git a/doc/classes/StreamCubemap.xml b/doc/classes/StreamCubemap.xml
deleted file mode 100644
index 61ab28ad41..0000000000
--- a/doc/classes/StreamCubemap.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamCubemap" inherits="StreamTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- </brief_description>
- <description>
- </description>
- <tutorials>
- </tutorials>
-</class>
diff --git a/doc/classes/StreamCubemapArray.xml b/doc/classes/StreamCubemapArray.xml
deleted file mode 100644
index 98e10d9a47..0000000000
--- a/doc/classes/StreamCubemapArray.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamCubemapArray" inherits="StreamTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- </brief_description>
- <description>
- </description>
- <tutorials>
- </tutorials>
-</class>
diff --git a/doc/classes/StreamTexture2DArray.xml b/doc/classes/StreamTexture2DArray.xml
deleted file mode 100644
index e78a23416c..0000000000
--- a/doc/classes/StreamTexture2DArray.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamTexture2DArray" inherits="StreamTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- </brief_description>
- <description>
- </description>
- <tutorials>
- </tutorials>
-</class>
diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml
index c439c1d016..b62c294f2c 100644
--- a/doc/classes/SubViewport.xml
+++ b/doc/classes/SubViewport.xml
@@ -4,6 +4,7 @@
Creates a sub-view into the screen.
</brief_description>
<description>
+ [SubViewport] is a [Viewport] that isn't a [Window], i.e. it doesn't draw anything by itself. To display something, [SubViewport]'s [member size] must be non-zero and it should be either put inside a [SubViewportContainer] or assigned to a [ViewportTexture].
</description>
<tutorials>
<link title="Using Viewports">$DOCS_URL/tutorials/rendering/viewports.html</link>
diff --git a/doc/classes/SubViewportContainer.xml b/doc/classes/SubViewportContainer.xml
index 050186a883..77aa7e3ff4 100644
--- a/doc/classes/SubViewportContainer.xml
+++ b/doc/classes/SubViewportContainer.xml
@@ -4,15 +4,15 @@
Control for holding [SubViewport]s.
</brief_description>
<description>
- A [Container] node that holds a [SubViewport], automatically setting its size.
- [b]Note:[/b] Changing a SubViewportContainer's [member Control.rect_scale] will cause its contents to appear distorted. To change its visual size without causing distortion, adjust the node's margins instead (if it's not already in a container).
+ A [Container] node that holds a [SubViewport]. It uses the [SubViewport]'s size as minimum size, unless [member stretch] is enabled.
+ [b]Note:[/b] Changing a SubViewportContainer's [member Control.scale] will cause its contents to appear distorted. To change its visual size without causing distortion, adjust the node's margins instead (if it's not already in a container).
[b]Note:[/b] The SubViewportContainer forwards mouse-enter and mouse-exit notifications to its sub-viewports.
</description>
<tutorials>
</tutorials>
<members>
<member name="stretch" type="bool" setter="set_stretch" getter="is_stretch_enabled" default="false">
- If [code]true[/code], the sub-viewport will be scaled to the control's size.
+ If [code]true[/code], the sub-viewport will be automatically resized to the control's size.
</member>
<member name="stretch_shrink" type="int" setter="set_stretch_shrink" getter="get_stretch_shrink" default="1">
Divides the sub-viewport's effective resolution by this value while preserving its scale. This can be used to speed up rendering.
diff --git a/doc/classes/TabBar.xml b/doc/classes/TabBar.xml
index 40d6e9f26c..698de783c0 100644
--- a/doc/classes/TabBar.xml
+++ b/doc/classes/TabBar.xml
@@ -57,6 +57,13 @@
Returns the [Texture2D] for the tab at index [code]tab_idx[/code] or [code]null[/code] if the tab has no [Texture2D].
</description>
</method>
+ <method name="get_tab_idx_at_point" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="point" type="Vector2" />
+ <description>
+ Returns the index of the tab at local coordinates [code]point[/code]. Returns [code]-1[/code] if the point is outside the control boundaries or if there's no tab at the queried position.
+ </description>
+ </method>
<method name="get_tab_language" qualifiers="const">
<return type="String" />
<argument index="0" name="tab_idx" type="int" />
@@ -99,12 +106,6 @@
Returns the title of the tab at index [code]tab_idx[/code].
</description>
</method>
- <method name="get_tabs_rearrange_group" qualifiers="const">
- <return type="int" />
- <description>
- Returns the [TabBar]'s rearrange group ID.
- </description>
- </method>
<method name="is_tab_disabled" qualifiers="const">
<return type="bool" />
<argument index="0" name="tab_idx" type="int" />
@@ -199,13 +200,6 @@
Sets a [code]title[/code] for the tab at index [code]tab_idx[/code].
</description>
</method>
- <method name="set_tabs_rearrange_group">
- <return type="void" />
- <argument index="0" name="group_id" type="int" />
- <description>
- Defines the rearrange group ID. Choose for each [TabBar] the same value to dragging tabs between [TabBar]. Enable drag with [member drag_to_rearrange_enabled].
- </description>
- </method>
</methods>
<members>
<member name="clip_tabs" type="bool" setter="set_clip_tabs" getter="get_clip_tabs" default="true">
@@ -217,6 +211,9 @@
<member name="drag_to_rearrange_enabled" type="bool" setter="set_drag_to_rearrange_enabled" getter="get_drag_to_rearrange_enabled" default="false">
If [code]true[/code], tabs can be rearranged with mouse drag.
</member>
+ <member name="max_tab_width" type="int" setter="set_max_tab_width" getter="get_max_tab_width" default="0">
+ Sets the maximum width which all tabs should be limited to. Unlimited if set to [code]0[/code].
+ </member>
<member name="scroll_to_selected" type="bool" setter="set_scroll_to_selected" getter="get_scroll_to_selected" default="true">
If [code]true[/code], the tab offset will be changed to keep the the currently selected tab visible.
</member>
@@ -235,6 +232,10 @@
<member name="tab_count" type="int" setter="set_tab_count" getter="get_tab_count" default="0">
The number of tabs currently in the bar.
</member>
+ <member name="tabs_rearrange_group" type="int" setter="set_tabs_rearrange_group" getter="get_tabs_rearrange_group" default="-1">
+ [TabBar]s with the same rearrange group ID will allow dragging the tabs between them. Enable drag with [member drag_to_rearrange_enabled].
+ Setting this to [code]-1[/code] will disable rearranging between [TabBar]s.
+ </member>
</members>
<signals>
<signal name="active_tab_rearranged">
diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index 3986983155..bdc73ee3c4 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -43,20 +43,6 @@
Returns the number of tabs.
</description>
</method>
- <method name="get_tab_disabled" qualifiers="const">
- <return type="bool" />
- <argument index="0" name="tab_idx" type="int" />
- <description>
- Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is disabled.
- </description>
- </method>
- <method name="get_tab_hidden" qualifiers="const">
- <return type="bool" />
- <argument index="0" name="tab_idx" type="int" />
- <description>
- Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden.
- </description>
- </method>
<method name="get_tab_icon" qualifiers="const">
<return type="Texture2D" />
<argument index="0" name="tab_idx" type="int" />
@@ -71,6 +57,13 @@
Returns the index of the tab at local coordinates [code]point[/code]. Returns [code]-1[/code] if the point is outside the control boundaries or if there's no tab at the queried position.
</description>
</method>
+ <method name="get_tab_idx_from_control" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="control" type="Control" />
+ <description>
+ Returns the index of the tab tied to the given [code]control[/code]. The control must be a child of the [TabContainer].
+ </description>
+ </method>
<method name="get_tab_title" qualifiers="const">
<return type="String" />
<argument index="0" name="tab_idx" type="int" />
@@ -78,17 +71,25 @@
Returns the title of the tab at index [code]tab_idx[/code]. Tab titles default to the name of the indexed child node, but this can be overridden with [method set_tab_title].
</description>
</method>
- <method name="get_tabs_rearrange_group" qualifiers="const">
- <return type="int" />
+ <method name="is_tab_disabled" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="tab_idx" type="int" />
+ <description>
+ Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is disabled.
+ </description>
+ </method>
+ <method name="is_tab_hidden" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="tab_idx" type="int" />
<description>
- Returns the [TabContainer] rearrange group id.
+ Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden.
</description>
</method>
<method name="set_popup">
<return type="void" />
<argument index="0" name="popup" type="Node" />
<description>
- If set on a [Popup] node instance, a popup menu icon appears in the top-right corner of the [TabContainer]. Clicking it will expand the [Popup] node.
+ If set on a [Popup] node instance, a popup menu icon appears in the top-right corner of the [TabContainer] (setting it to [code]null[/code] will make it go away). Clicking it will expand the [Popup] node.
</description>
</method>
<method name="set_tab_disabled">
@@ -120,14 +121,7 @@
<argument index="0" name="tab_idx" type="int" />
<argument index="1" name="title" type="String" />
<description>
- Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default to the name of the indexed child node.
- </description>
- </method>
- <method name="set_tabs_rearrange_group">
- <return type="void" />
- <argument index="0" name="group_id" type="int" />
- <description>
- Defines rearrange group id, choose for each [TabContainer] the same value to enable tab drag between [TabContainer]. Enable drag with [member drag_to_rearrange_enabled].
+ Sets a custom title for the tab at index [code]tab_idx[/code] (tab titles default to the name of the indexed child node). Set it back to the child's name to make the tab default to it again.
</description>
</method>
</methods>
@@ -135,13 +129,21 @@
<member name="all_tabs_in_front" type="bool" setter="set_all_tabs_in_front" getter="is_all_tabs_in_front" default="false">
If [code]true[/code], all tabs are drawn in front of the panel. If [code]false[/code], inactive tabs are drawn behind the panel.
</member>
+ <member name="clip_tabs" type="bool" setter="set_clip_tabs" getter="get_clip_tabs" default="true">
+ If [code]true[/code], tabs overflowing this node's width will be hidden, displaying two navigation buttons instead. Otherwise, this node's minimum size is updated so that all tabs are visible.
+ </member>
<member name="current_tab" type="int" setter="set_current_tab" getter="get_current_tab" default="0">
The current tab index. When set, this index's [Control] node's [code]visible[/code] property is set to [code]true[/code] and all others are set to [code]false[/code].
</member>
<member name="drag_to_rearrange_enabled" type="bool" setter="set_drag_to_rearrange_enabled" getter="get_drag_to_rearrange_enabled" default="false">
If [code]true[/code], tabs can be rearranged with mouse drag.
</member>
- <member name="tab_alignment" type="int" setter="set_tab_alignment" getter="get_tab_alignment" enum="TabContainer.AlignmentMode" default="1">
+ <member name="tab_alignment" type="int" setter="set_tab_alignment" getter="get_tab_alignment" enum="TabBar.AlignmentMode" default="1">
+ Sets the position at which tabs will be placed. See [enum TabBar.AlignmentMode] for details.
+ </member>
+ <member name="tabs_rearrange_group" type="int" setter="set_tabs_rearrange_group" getter="get_tabs_rearrange_group" default="-1">
+ [TabContainer]s with the same rearrange group ID will allow dragging the tabs between them. Enable drag with [member drag_to_rearrange_enabled].
+ Setting this to [code]-1[/code] will disable rearranging between [TabContainer]s.
</member>
<member name="tabs_visible" type="bool" setter="set_tabs_visible" getter="are_tabs_visible" default="true">
If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content and titles are hidden.
@@ -169,14 +171,6 @@
</description>
</signal>
</signals>
- <constants>
- <constant name="ALIGNMENT_LEFT" value="0" enum="AlignmentMode">
- </constant>
- <constant name="ALIGNMENT_CENTER" value="1" enum="AlignmentMode">
- </constant>
- <constant name="ALIGNMENT_RIGHT" value="2" enum="AlignmentMode">
- </constant>
- </constants>
<theme_items>
<theme_item name="font_disabled_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 0.5)">
Font color of disabled tabs.
@@ -197,7 +191,8 @@
The size of the tab text outline.
</theme_item>
<theme_item name="side_margin" data_type="constant" type="int" default="8">
- The space at the left and right edges of the tab bar.
+ The space at the left or right edges of the tab bar, accordingly with the current [member tab_alignment].
+ The margin is ignored with [code]ALIGNMENT_RIGHT[/code] if the tabs are clipped (see [member clip_tabs]) or a popup has been set (see [method set_popup]). The margin is always ignored with [code]ALIGNMENT_CENTER[/code].
</theme_item>
<theme_item name="font" data_type="font" type="Font">
The font used to draw tab names.
diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml
index 975be428d8..ebe25ed55e 100644
--- a/doc/classes/Timer.xml
+++ b/doc/classes/Timer.xml
@@ -21,7 +21,7 @@
<return type="void" />
<argument index="0" name="time_sec" type="float" default="-1" />
<description>
- Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if [code]time_sec &gt; 0[/code]. This also resets the remaining time to [code]wait_time[/code].
+ Starts the timer. Sets [member wait_time] to [code]time_sec[/code] if [code]time_sec &gt; 0[/code]. This also resets the remaining time to [member wait_time].
[b]Note:[/b] This method will not resume a paused timer. See [member paused].
</description>
</method>
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index 25e6f553ca..b8c39bee49 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -323,6 +323,7 @@
<member name="allow_rmb_select" type="bool" setter="set_allow_rmb_select" getter="get_allow_rmb_select" default="false">
If [code]true[/code], a right mouse button click can select items.
</member>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="column_titles_visible" type="bool" setter="set_column_titles_visible" getter="are_column_titles_visible" default="false">
If [code]true[/code], column titles are visible.
</member>
@@ -340,7 +341,6 @@
<member name="hide_root" type="bool" setter="set_hide_root" getter="is_root_hidden" default="false">
If [code]true[/code], the tree's root is hidden.
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="scroll_horizontal_enabled" type="bool" setter="set_h_scroll_enabled" getter="is_h_scroll_enabled" default="true">
If [code]true[/code], enables horizontal scrolling.
</member>
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index f2104d77ab..0d6fcd0ef5 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -25,7 +25,6 @@
- GDScript automatically wrap values in them. It keeps all data in plain Variants by default and then optionally enforces custom static typing rules on variable types.
- VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time.
- C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept.
- - The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects.
The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
[codeblocks]
[gdscript]
diff --git a/doc/classes/VideoStreamPlayer.xml b/doc/classes/VideoStreamPlayer.xml
index 033e1ecd29..092a754a39 100644
--- a/doc/classes/VideoStreamPlayer.xml
+++ b/doc/classes/VideoStreamPlayer.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Control node for playing video streams using [VideoStream] resources.
- Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] ([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a GDNative plugin using [VideoStreamGDNative].
+ Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] ([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a GDExtension plugin.
[b]Note:[/b] Due to a bug, VideoStreamPlayer does not support localization remapping yet.
[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to missing architecture-specific assembly optimizations.
</description>
@@ -69,7 +69,7 @@
</member>
<member name="stream_position" type="float" setter="set_stream_position" getter="get_stream_position">
The current position of the stream, in seconds.
- [b]Note:[/b] Changing this value won't have any effect as seeking is not implemented yet, except in video formats implemented by a GDNative add-on.
+ [b]Note:[/b] Changing this value won't have any effect as seeking is not implemented yet, except in video formats implemented by a GDExtension add-on.
</member>
<member name="volume" type="float" setter="set_volume" getter="get_volume">
Audio volume as a linear value.
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 531b09c6a0..ce61f51b9a 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -1,12 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Viewport" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Creates a sub-view into the screen.
+ Base class for viewports.
</brief_description>
<description>
A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera3D 3D nodes will render on it too.
Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports.
- If a viewport is a child of a [SubViewportContainer], it will automatically take up its size, otherwise it must be set manually.
Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.
Also, viewports can be assigned to different screens in case the devices have multiple screens.
Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
diff --git a/doc/classes/VisualShader.xml b/doc/classes/VisualShader.xml
index 3c5a6f3a33..138aad8d47 100644
--- a/doc/classes/VisualShader.xml
+++ b/doc/classes/VisualShader.xml
@@ -20,6 +20,14 @@
Adds the specified node to the shader.
</description>
</method>
+ <method name="add_varying">
+ <return type="void" />
+ <argument index="0" name="name" type="String" />
+ <argument index="1" name="mode" type="int" enum="VisualShader.VaryingMode" />
+ <argument index="2" name="type" type="int" enum="VisualShader.VaryingType" />
+ <description>
+ </description>
+ </method>
<method name="can_connect_nodes" qualifiers="const">
<return type="bool" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
@@ -100,6 +108,12 @@
<description>
</description>
</method>
+ <method name="has_varying" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="name" type="String" />
+ <description>
+ </description>
+ </method>
<method name="is_node_connection" qualifiers="const">
<return type="bool" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
@@ -119,6 +133,12 @@
Removes the specified node from the shader.
</description>
</method>
+ <method name="remove_varying">
+ <return type="void" />
+ <argument index="0" name="name" type="String" />
+ <description>
+ </description>
+ </method>
<method name="replace_node">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
@@ -182,6 +202,24 @@
<constant name="TYPE_MAX" value="10" enum="Type">
Represents the size of the [enum Type] enum.
</constant>
+ <constant name="VARYING_MODE_VERTEX_TO_FRAG_LIGHT" value="0" enum="VaryingMode">
+ </constant>
+ <constant name="VARYING_MODE_FRAG_TO_LIGHT" value="1" enum="VaryingMode">
+ </constant>
+ <constant name="VARYING_MODE_MAX" value="2" enum="VaryingMode">
+ </constant>
+ <constant name="VARYING_TYPE_FLOAT" value="0" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_VECTOR_2D" value="1" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_VECTOR_3D" value="2" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_COLOR" value="3" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_TRANSFORM" value="4" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_MAX" value="5" enum="VaryingType">
+ </constant>
<constant name="NODE_ID_INVALID" value="-1">
</constant>
<constant name="NODE_ID_OUTPUT" value="0">
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml
index 7b992abe24..0a962a4aa4 100644
--- a/doc/classes/VisualShaderNodeCustom.xml
+++ b/doc/classes/VisualShaderNodeCustom.xml
@@ -44,6 +44,17 @@
Defining this method is [b]optional[/b].
</description>
</method>
+ <method name="_get_func_code" qualifiers="virtual const">
+ <return type="String" />
+ <argument index="0" name="mode" type="int" enum="Shader.Mode" />
+ <argument index="1" name="type" type="int" enum="VisualShader.Type" />
+ <description>
+ Override this method to add a shader code to the beginning of each shader function (once). The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience).
+ If there are multiple custom nodes of different types which use this feature the order of each insertion is undefined.
+ You can customize the generated code based on the shader [code]mode[/code] (see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader.Type]).
+ Defining this method is [b]optional[/b].
+ </description>
+ </method>
<method name="_get_global_code" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="mode" type="int" enum="Shader.Mode" />
@@ -114,11 +125,20 @@
Defining this method is [b]optional[/b]. If not overridden, no return icon is shown.
</description>
</method>
+ <method name="_is_available" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="mode" type="int" enum="Shader.Mode" />
+ <argument index="1" name="type" type="int" enum="VisualShader.Type" />
+ <description>
+ Override this method to prevent the node to be visible in the member dialog for the certain [code]mode[/code] (see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader.Type]).
+ Defining this method is [b]optional[/b]. If not overridden, it's [code]true[/code].
+ </description>
+ </method>
<method name="_is_highend" qualifiers="virtual const">
<return type="bool" />
<description>
Override this method to enable high-end mark in the Visual Shader Editor's members dialog.
- Defining this method is [b]optional[/b]. If not overridden, it's false.
+ Defining this method is [b]optional[/b]. If not overridden, it's [code]false[/code].
</description>
</method>
</methods>
diff --git a/doc/classes/VisualShaderNodeVarying.xml b/doc/classes/VisualShaderNodeVarying.xml
new file mode 100644
index 0000000000..0dbbd61f3a
--- /dev/null
+++ b/doc/classes/VisualShaderNodeVarying.xml
@@ -0,0 +1,15 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeVarying" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="varying_name" type="String" setter="set_varying_name" getter="get_varying_name" default="&quot;[None]&quot;">
+ </member>
+ <member name="varying_type" type="int" setter="set_varying_type" getter="get_varying_type" enum="VisualShader.VaryingType" default="0">
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/VisualShaderNodeVaryingGetter.xml b/doc/classes/VisualShaderNodeVaryingGetter.xml
new file mode 100644
index 0000000000..de30b18d67
--- /dev/null
+++ b/doc/classes/VisualShaderNodeVaryingGetter.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeVaryingGetter" inherits="VisualShaderNodeVarying" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/VisualShaderNodeVaryingSetter.xml b/doc/classes/VisualShaderNodeVaryingSetter.xml
new file mode 100644
index 0000000000..57ead3d82b
--- /dev/null
+++ b/doc/classes/VisualShaderNodeVaryingSetter.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeVaryingSetter" inherits="VisualShaderNodeVarying" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml
index 623e4f5fbc..0f4159cbbf 100644
--- a/doc/classes/XRInterface.xml
+++ b/doc/classes/XRInterface.xml
@@ -4,7 +4,7 @@
Base class for an XR interface implementation.
</brief_description>
<description>
- This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDNative modules (note that for GDNative the subclass XRScriptInterface should be used). Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
+ This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDExtension modules. Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer].
</description>
<tutorials>