diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/@GlobalScope.xml | 4 | ||||
-rw-r--r-- | doc/classes/Array.xml | 2 | ||||
-rw-r--r-- | doc/classes/Camera3D.xml | 1 | ||||
-rw-r--r-- | doc/classes/CanvasItem.xml | 8 | ||||
-rw-r--r-- | doc/classes/Dictionary.xml | 1 | ||||
-rw-r--r-- | doc/classes/Image.xml | 7 | ||||
-rw-r--r-- | doc/classes/ImageTextureLayered.xml | 31 | ||||
-rw-r--r-- | doc/classes/Lightmapper.xml | 13 | ||||
-rw-r--r-- | doc/classes/Node.xml | 12 | ||||
-rw-r--r-- | doc/classes/Object.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicalSkyMaterial.xml | 3 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 24 |
12 files changed, 66 insertions, 42 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index bf2ce321ac..03eb733e54 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -1063,10 +1063,10 @@ <constant name="JOY_XBOX_RB" value="10" enum="JoyButtonList"> Xbox game controller right bumper button maps to SDL right shoulder button. </constant> - <constant name="JOY_BUTTON_MAX" value="36" enum="JoyAxisList"> + <constant name="JOY_BUTTON_MAX" value="36" enum="JoyButtonList"> The maximum number of game controller buttons. </constant> - <constant name="JOY_INVALID_BUTTON" value="-1" enum="JoyButtonList"> + <constant name="JOY_INVALID_AXIS" value="-1" enum="JoyAxisList"> An invalid game controller axis. </constant> <constant name="JOY_AXIS_LEFT_X" value="0" enum="JoyAxisList"> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 20296bbf45..7593f7dff4 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -20,7 +20,7 @@ var array2 = [3, "Four"] print(array1 + array2) # ["One", 2, 3, "Four"] [/codeblock] - Arrays are always passed by reference. + [b]Note:[/b] Arrays are always passed by reference. To get a copy of an array which can be modified independently of the original array, use [method duplicate]. </description> <tutorials> </tutorials> diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index 6ff4875364..598b4bd685 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -176,6 +176,7 @@ If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. See [enum DopplerTracking] for possible values. </member> <member name="effects" type="CameraEffects" setter="set_effects" getter="get_effects"> + The [CameraEffects] to use for this camera. </member> <member name="environment" type="Environment" setter="set_environment" getter="get_environment"> The [Environment] to use for this camera. diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 38e4453cf2..b3a3722836 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -608,8 +608,10 @@ If [code]true[/code], the object draws on top of its parent. </member> <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="CanvasItem.TextureFilter" default="0"> + The texture filtering mode to use on this [CanvasItem]. </member> <member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="CanvasItem.TextureRepeat" default="0"> + The texture repeating mode to use on this [CanvasItem]. </member> <member name="use_parent_material" type="bool" setter="set_use_parent_material" getter="get_use_parent_material" default="false"> If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material. @@ -666,12 +668,18 @@ The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style. </constant> <constant name="TEXTURE_FILTER_NEAREST_WITH_MIPMAPS" value="3" enum="TextureFilter"> + The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps. </constant> <constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS" value="4" enum="TextureFilter"> + The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. </constant> <constant name="TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC" value="5" enum="TextureFilter"> + The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. + [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate. </constant> <constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC" value="6" enum="TextureFilter"> + The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. + [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate. </constant> <constant name="TEXTURE_FILTER_MAX" value="7" enum="TextureFilter"> Represents the size of the [enum TextureFilter] enum. diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index e982e00d6d..385f4b7e59 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -7,6 +7,7 @@ Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are composed of pairs of keys (which must be unique) and values. Dictionaries will preserve the insertion order when adding elements, even though this may not be reflected when printing the dictionary. In other programming languages, this data structure is sometimes referred to as an hash map or associative array. You can define a dictionary by placing a comma-separated list of [code]key: value[/code] pairs in curly braces [code]{}[/code]. Erasing elements while iterating over them [b]is not supported[/b] and will result in undefined behavior. + [b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate]. Creating a dictionary: [codeblock] var my_dir = {} # Creates an empty dictionary. diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 99253e8840..55d2275194 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -190,13 +190,6 @@ <description> </description> </method> - <method name="expand_x2_hq2x"> - <return type="void"> - </return> - <description> - Stretches the image and enlarges it by a factor of 2. No interpolation is done. - </description> - </method> <method name="fill"> <return type="void"> </return> diff --git a/doc/classes/ImageTextureLayered.xml b/doc/classes/ImageTextureLayered.xml new file mode 100644 index 0000000000..d06b44afa9 --- /dev/null +++ b/doc/classes/ImageTextureLayered.xml @@ -0,0 +1,31 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="ImageTextureLayered" inherits="TextureLayered" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="create_from_images"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="images" type="Array"> + </argument> + <description> + </description> + </method> + <method name="update_layer"> + <return type="void"> + </return> + <argument index="0" name="image" type="Image"> + </argument> + <argument index="1" name="layer" type="int"> + </argument> + <description> + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Lightmapper.xml b/doc/classes/Lightmapper.xml new file mode 100644 index 0000000000..e80194858a --- /dev/null +++ b/doc/classes/Lightmapper.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="Lightmapper" inherits="Reference" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 0c0d16753a..04c8d2bf57 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -129,21 +129,19 @@ child_node.get_parent().remove_child(child_node) add_child(child_node) [/codeblock] - If you need the child node to be added below a specific node in the list of children, use [method add_child_below_node] instead of this method. + If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method. [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. </description> </method> - <method name="add_child_below_node"> + <method name="add_sibling"> <return type="void"> </return> - <argument index="0" name="preceding_node" type="Node"> + <argument index="0" name="sibling" type="Node"> </argument> - <argument index="1" name="node" type="Node"> - </argument> - <argument index="2" name="legible_unique_name" type="bool" default="false"> + <argument index="1" name="legible_unique_name" type="bool" default="false"> </argument> <description> - Adds a child node below the [code]preceding_node[/code]. + Adds a [code]sibling[/code] node to current's node parent, at the the same level as that node, right below it. If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type. Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children. </description> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 35e87d1a2a..87bcab25db 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -192,7 +192,7 @@ <return type="void"> </return> <description> - Deletes the object from memory. Any pre-existing reference to the freed object will now return [code]null[/code]. + Deletes the object from memory. Any pre-existing reference to the freed object will become invalid, e.g. [code]is_instance_valid(object)[/code] will return [code]false[/code]. </description> </method> <method name="get" qualifiers="const"> diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index 89b43158dc..2e0f9c52f2 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -31,6 +31,9 @@ <member name="mie_eccentricity" type="float" setter="set_mie_eccentricity" getter="get_mie_eccentricity" default="0.8"> Controls the direction of the mie scattering. A value of [code]1[/code] means that when light hits a particle it passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards. </member> + <member name="night_sky" type="Texture2D" setter="set_night_sky" getter="get_night_sky"> + [Texture2D] for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day. + </member> <member name="rayleigh_coefficient" type="float" setter="set_rayleigh_coefficient" getter="get_rayleigh_coefficient" default="2.0"> Controls the strength of the rayleigh scattering. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky. </member> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 92f116c7ec..055af18e25 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -844,30 +844,6 @@ <member name="network/limits/webrtc/max_channel_in_buffer_kb" type="int" setter="" getter="" default="64"> Maximum size (in kiB) for the [WebRTCDataChannel] input buffer. </member> - <member name="network/limits/websocket_client/max_in_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketClient] input buffer. - </member> - <member name="network/limits/websocket_client/max_in_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent input packets for [WebSocketClient]. - </member> - <member name="network/limits/websocket_client/max_out_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketClient] output buffer. - </member> - <member name="network/limits/websocket_client/max_out_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent output packets for [WebSocketClient]. - </member> - <member name="network/limits/websocket_server/max_in_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketServer] input buffer. - </member> - <member name="network/limits/websocket_server/max_in_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent input packets for [WebSocketServer]. - </member> - <member name="network/limits/websocket_server/max_out_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketServer] output buffer. - </member> - <member name="network/limits/websocket_server/max_out_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent output packets for [WebSocketServer]. - </member> <member name="network/remote_fs/page_read_ahead" type="int" setter="" getter="" default="4"> Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage. </member> |