diff options
Diffstat (limited to 'doc/classes')
84 files changed, 1041 insertions, 199 deletions
diff --git a/doc/classes/@GDScript.xml b/doc/classes/@GDScript.xml index 07e428faad..acece05510 100644 --- a/doc/classes/@GDScript.xml +++ b/doc/classes/@GDScript.xml @@ -326,7 +326,8 @@ <argument index="0" name="s" type="float"> </argument> <description> - Raises the Euler's constant [b]e[/b] to the power of [code]s[/code] and returns it. [b]e[/b] has an approximate value of 2.71828. + The natural exponential function. It raises the mathematical constant [b]e[/b] to the power of [code]s[/code] and returns it. + [b]e[/b] has an approximate value of 2.71828. [codeblock] a = exp(2) # approximately 7.39 [/codeblock] diff --git a/doc/classes/ARVRAnchor.xml b/doc/classes/ARVRAnchor.xml index a8366e3405..fa93d9668c 100644 --- a/doc/classes/ARVRAnchor.xml +++ b/doc/classes/ARVRAnchor.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ARVRAnchor" inherits="Spatial" category="Core" version="3.1"> <brief_description> - Anchor point in AR Space + Anchor point in AR Space. </brief_description> <description> The ARVR Anchor point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them. diff --git a/doc/classes/ARVRServer.xml b/doc/classes/ARVRServer.xml index 965fad1961..a7d3e46684 100644 --- a/doc/classes/ARVRServer.xml +++ b/doc/classes/ARVRServer.xml @@ -36,6 +36,13 @@ Find an interface by its name. Say that you're making a game that uses specific capabilities of an AR/VR platform you can find the interface for that platform by name and initialize it. </description> </method> + <method name="get_hmd_transform"> + <return type="Transform"> + </return> + <description> + Returns the primary interface's transformation. + </description> + </method> <method name="get_interface" qualifiers="const"> <return type="ARVRInterface"> </return> @@ -59,6 +66,24 @@ Returns a list of available interfaces with both id and name of the interface. </description> </method> + <method name="get_last_commit_usec"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_last_frame_usec"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_last_process_usec"> + <return type="int"> + </return> + <description> + </description> + </method> <method name="get_reference_frame" qualifiers="const"> <return type="Transform"> </return> @@ -82,17 +107,10 @@ Get the number of trackers currently registered. </description> </method> - <method name="set_primary_interface"> - <return type="void"> - </return> - <argument index="0" name="interface" type="ARVRInterface"> - </argument> - <description> - Changes the primary interface to the specified interface. Again mostly exposed for GDNative interfaces. - </description> - </method> </methods> <members> + <member name="primary_interface" type="ARVRInterface" setter="set_primary_interface" getter="get_primary_interface"> + </member> <member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale"> Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 meter in the real world. </member> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 178c714a20..673bbbea59 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -8,7 +8,7 @@ </description> <tutorials> http://docs.godotengine.org/en/3.0/getting_started/step_by_step/animations.html - http://docs.godotengine.org/en/3.0/tutorials/animation/index.html + http://docs.godotengine.org/en/3.0/tutorials/animation/index.html </tutorials> <demos> </demos> @@ -103,6 +103,13 @@ Get the blend time (in seconds) between two animations, referenced by their names. </description> </method> + <method name="get_playing_speed" qualifiers="const"> + <return type="float"> + </return> + <description> + Get the actual playing speed of current animation or 0 if not playing. This speed is the [code]playback_speed[/code] property multiplied by [code]custom_speed[/code] argument specified when calling the [code]play[/code] method. + </description> + </method> <method name="has_animation" qualifiers="const"> <return type="bool"> </return> @@ -131,8 +138,7 @@ <argument index="3" name="from_end" type="bool" default="false"> </argument> <description> - Play the animation with key [code]name[/code]. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the - animation backwards. + Play the animation with key [code]name[/code]. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the animation backwards. </description> </method> <method name="play_backwards"> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 2e2176743f..5f85751c13 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -131,8 +131,11 @@ <method name="duplicate"> <return type="Array"> </return> + <argument index="0" name="deep" type="bool" default="False"> + </argument> <description> - Returns a copy of this [code]Array[/code]. + Returns a copy of the array. + If [code]deep[/code] is [code]true[/code], a deep copy is be performed: all nested arrays and dictionaries are duplicated and will not be shared with the original array. If [code]false[/code], a shallow copy is made and references to the original nested arrays and dictionaries are kept, so that modifying a sub-array or dictionary in the copy will also impact those referenced in the source array. </description> </method> <method name="empty"> diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index c25044b120..38aab5231e 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -29,8 +29,11 @@ <argument index="3" name="compress_flags" type="int" default="97792"> </argument> <description> - Create a new surface ([method get_surface_count] that will become surf_idx for this. - Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. (As a note, when using indices, it is recommended to only use just points, lines or triangles). + Creates a new surface. + Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See [Mesh] for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). [method get_surface_count] will become the surf_idx for this new surface. + The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [code]ARRAY_INDEX[/code] if it is used. + Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices. + Godot uses clockwise winding order for front faces of triangle primitive modes. </description> </method> <method name="center_geometry"> @@ -232,7 +235,8 @@ Array of bone weights, as a float array. Each element in groups of 4 floats. </constant> <constant name="ARRAY_INDEX" value="8" enum="ArrayType"> - Array of integers, used as indices referencing vertices. No index can be beyond the vertex array size. + [Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices. + For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line. </constant> <constant name="ARRAY_MAX" value="9" enum="ArrayType"> </constant> diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 0be91427b1..7b3ba632cc 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -126,6 +126,18 @@ Returns the volume of the bus at index [code]bus_idx[/code] in dB. </description> </method> + <method name="get_device"> + <return type="String"> + </return> + <description> + </description> + </method> + <method name="get_device_list"> + <return type="Array"> + </return> + <description> + </description> + </method> <method name="get_mix_rate" qualifiers="const"> <return type="float"> </return> @@ -313,6 +325,14 @@ Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/code]. </description> </method> + <method name="set_device"> + <return type="void"> + </return> + <argument index="0" name="arg0" type="String"> + </argument> + <description> + </description> + </method> <method name="swap_bus_effects"> <return type="void"> </return> diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index 4a69695ae5..7d9fcf3e01 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -57,6 +57,7 @@ If the audio configuration has more than two speakers, this sets the target channels. See [code]MIX_TARGET_*[/code] constants. </member> <member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale"> + Changes the pitch and the tempo of the audio. </member> <member name="playing" type="bool" setter="_set_playing" getter="is_playing"> If [code]true[/code] audio is playing. diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 495d37e6b8..81beab245d 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -63,6 +63,7 @@ Maximum distance from which audio is still hearable. </member> <member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale"> + Changes the pitch and the tempo of the audio. </member> <member name="playing" type="bool" setter="_set_playing" getter="is_playing"> If [code]true[/code] audio is playing. diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index 1ab5184684..311efb7495 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AudioStreamPlayer3D" inherits="Spatial" category="Core" version="3.1"> <brief_description> - Plays 3D sound in 3D space + Plays 3D sound in 3D space. </brief_description> <description> Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. @@ -87,6 +87,7 @@ Decides if audio should pause when source is outside of 'max_distance' range. </member> <member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale"> + Changes the pitch and the tempo of the audio. </member> <member name="playing" type="bool" setter="_set_playing" getter="is_playing"> If [code]true[/code], audio is playing. diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index f7270fa5f9..554ed99964 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -8,6 +8,7 @@ For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S). </description> <tutorials> + http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html </tutorials> <demos> </demos> diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml index 0b7cd4ef7a..7f7f152ae9 100644 --- a/doc/classes/Camera.xml +++ b/doc/classes/Camera.xml @@ -14,15 +14,17 @@ <method name="clear_current"> <return type="void"> </return> + <argument index="0" name="enable_next" type="bool" default="true"> + </argument> <description> - If this is the current Camera, remove it from being current. If it is inside the node tree, request to make the next Camera current, if any. + If this is the current Camera, remove it from being current. If [code]enable_next[/code] is true, request to make the next Camera current, if any. </description> </method> <method name="get_camera_transform" qualifiers="const"> <return type="Transform"> </return> <description> - Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [Node] transform. + Gets the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [Node] transform. </description> </method> <method name="is_position_behind" qualifiers="const"> @@ -31,14 +33,14 @@ <argument index="0" name="world_point" type="Vector3"> </argument> <description> - Returns [code]true[/code] if the given position is behind the Camera. + Returns [code]true[/code] if the given position is behind the Camera. Note that a position which returns [code]false[/code] may still be outside the Camera's field of view. </description> </method> <method name="make_current"> <return type="void"> </return> <description> - Make this camera the current Camera for the [Viewport] (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it's added. + Makes this camera the current Camera for the [Viewport] (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it's added. </description> </method> <method name="project_local_ray_normal" qualifiers="const"> @@ -56,7 +58,7 @@ <argument index="0" name="screen_point" type="Vector2"> </argument> <description> - Returns how a 2D coordinate in the Viewport rectangle maps to a 3D point in worldspace. + Returns the 3D point in worldspace that maps to the given 2D coordinate in the [Viewport] rectangle. </description> </method> <method name="project_ray_normal" qualifiers="const"> @@ -87,7 +89,7 @@ <argument index="2" name="z_far" type="float"> </argument> <description> - Set the camera projection to orthogonal mode, by specifying a width and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels) + Sets the camera projection to orthogonal mode, by specifying a width and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels) </description> </method> <method name="set_perspective"> @@ -100,7 +102,7 @@ <argument index="2" name="z_far" type="float"> </argument> <description> - Set the camera projection to perspective mode, by specifying a [i]FOV[/i] Y angle in degrees (FOV means Field of View), and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. + Sets the camera projection to perspective mode, by specifying a [i]FOV[/i] Y angle in degrees (FOV means Field of View), and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. </description> </method> <method name="unproject_position" qualifiers="const"> @@ -109,7 +111,7 @@ <argument index="0" name="world_point" type="Vector3"> </argument> <description> - Returns how a 3D point in worldspace maps to a 2D coordinate in the [Viewport] rectangle. + Returns the 2D coordinate in the [Viewport] rectangle that maps to the given 3D point in worldspace. </description> </method> </methods> @@ -124,7 +126,7 @@ If not [code]DOPPLER_TRACKING_DISABLED[/code] this Camera will simulate the Doppler effect for objects changed in particular [code]_process[/code] methods. Default value: [code]DOPPLER_TRACKING_DISABLED[/code]. </member> <member name="environment" type="Environment" setter="set_environment" getter="get_environment"> - Set the [Environment] to use for this Camera. + The [Environment] to use for this Camera. </member> <member name="far" type="float" setter="set_zfar" getter="get_zfar"> The distance to the far culling boundary for this Camera relative to its local z-axis. @@ -136,7 +138,7 @@ The horizontal (X) offset of the Camera viewport. </member> <member name="keep_aspect" type="int" setter="set_keep_aspect_mode" getter="get_keep_aspect_mode" enum="Camera.KeepAspect"> - The axis to lock during [member fov]/[member size] adjustments. + The axis to lock during [member fov]/[member size] adjustments. Can be either [code]KEEP_WIDTH[/code] or [code]KEEP_HEIGHT[/code]. </member> <member name="near" type="float" setter="set_znear" getter="get_znear"> The distance to the near culling boundary for this Camera relative to its local z-axis. @@ -148,7 +150,7 @@ The camera's size measured as 1/2 the width or height. Only applicable in orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] sets the other axis' size length. </member> <member name="v_offset" type="float" setter="set_v_offset" getter="get_v_offset"> - The horizontal (Y) offset of the Camera viewport. + The vertical (Y) offset of the Camera viewport. </member> </members> <constants> diff --git a/doc/classes/CanvasItemMaterial.xml b/doc/classes/CanvasItemMaterial.xml index fe7194dcfe..354bc10cd2 100644 --- a/doc/classes/CanvasItemMaterial.xml +++ b/doc/classes/CanvasItemMaterial.xml @@ -36,6 +36,9 @@ <constant name="BLEND_MODE_PREMULT_ALPHA" value="4" enum="BlendMode"> Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value. </constant> + <constant name="BLEND_MODE_DISABLED" value="5" enum="BlendMode"> + Disable blending mode. Colors including alpha are written as is. Only applicable for render targets with a transparent background. No lighting will be applied. + </constant> <constant name="LIGHT_MODE_NORMAL" value="0" enum="LightMode"> Render the material using both light and non-light sensitive material properties. </constant> diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index b2b0938822..3e4d1b29f7 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -13,11 +13,11 @@ <demos> </demos> <methods> - <method name="get_world_2d" qualifiers="const"> - <return type="World2D"> + <method name="get_canvas" qualifiers="const"> + <return type="RID"> </return> <description> - Return the [World2D] used by this layer. + Returns the RID of the canvas used by this layer. </description> </method> </methods> diff --git a/doc/classes/CapsuleShape2D.xml b/doc/classes/CapsuleShape2D.xml index 488c1ddc4f..f05b194601 100644 --- a/doc/classes/CapsuleShape2D.xml +++ b/doc/classes/CapsuleShape2D.xml @@ -17,7 +17,7 @@ The capsule's height. </member> <member name="radius" type="float" setter="set_radius" getter="get_radius"> - The capsules's radius. + The capsule's radius. </member> </members> <constants> diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml index d37f0422bc..fb2cf64d98 100644 --- a/doc/classes/CheckBox.xml +++ b/doc/classes/CheckBox.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CheckBox" inherits="Button" category="Core" version="3.1"> <brief_description> - Binary choice user interface widget + Binary choice user interface widget. </brief_description> <description> A checkbox allows the user to make a binary choice (choosing only one of two possible options), for example Answer 'yes' or 'no'. diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml index 9910de494e..95fa1175c3 100644 --- a/doc/classes/CollisionShape.xml +++ b/doc/classes/CollisionShape.xml @@ -4,7 +4,7 @@ Node that represents collision shape data in 3D space. </brief_description> <description> - Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to give create solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape. + Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape. </description> <tutorials> http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index 6d62a0ba62..3136f132bf 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -4,7 +4,7 @@ Node that represents collision shape data in 2D space. </brief_description> <description> - Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to give create solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape. + Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape. </description> <tutorials> http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml index 717f7e4efc..eb86dc8af8 100644 --- a/doc/classes/ColorPickerButton.xml +++ b/doc/classes/ColorPickerButton.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ColorPickerButton" inherits="Button" category="Core" version="3.1"> <brief_description> - Button that pops out a [ColorPicker] + Button that pops out a [ColorPicker]. </brief_description> <description> Encapsulates a [ColorPicker] making it accesible by pressing a button, pressing the button will toggle the [ColorPicker] visibility diff --git a/doc/classes/ConeTwistJoint.xml b/doc/classes/ConeTwistJoint.xml index feb3262be0..d6b2f191a4 100644 --- a/doc/classes/ConeTwistJoint.xml +++ b/doc/classes/ConeTwistJoint.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ConeTwistJoint" inherits="Joint" category="Core" version="3.1"> <brief_description> - A twist joint between two 3D bodies + A twist joint between two 3D bodies. </brief_description> <description> The joint can rotate the bodies across an axis defined by the local x-axes of the [Joint]. diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 722bb5d258..4b6a9cca8a 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -158,7 +158,7 @@ </argument> <description> Forces drag and bypasses [method get_drag_data] and [method set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. Drag will start even if the mouse is neither over nor pressed on this control. - The methods [method can_drop_data] and [method drop_data] must be implemented on controls that want to recieve drop data. + The methods [method can_drop_data] and [method drop_data] must be implemented on controls that want to receive drop data. </description> </method> <method name="get_begin" qualifiers="const"> @@ -208,7 +208,7 @@ <argument index="0" name="position" type="Vector2"> </argument> <description> - Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Return null if there is no data to drag. Controls that want to recieve drop data should implement [method can_drop_data] and [method drop_data]. [code]position[/code] is local to this control. Drag may be forced with [method force_drag]. + Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Return null if there is no data to drag. Controls that want to receive drop data should implement [method can_drop_data] and [method drop_data]. [code]position[/code] is local to this control. Drag may be forced with [method force_drag]. A preview that will follow the mouse that should represent the data can be set with [method set_drag_preview]. A good time to set the preview is in this method. [codeblock] extends Control @@ -773,6 +773,10 @@ <constant name="NOTIFICATION_MODAL_CLOSE" value="46"> Sent when an open modal dialog closes. See [member show_modal]. </constant> + <constant name="NOTIFICATION_SCROLL_BEGIN" value="47"> + </constant> + <constant name="NOTIFICATION_SCROLL_END" value="48"> + </constant> <constant name="CURSOR_ARROW" value="0" enum="CursorShape"> Show the system's arrow mouse cursor when the user hovers the node. Use with [method set_default_cursor_shape]. </constant> @@ -908,6 +912,8 @@ </constant> <constant name="GROW_DIRECTION_END" value="1" enum="GrowDirection"> </constant> + <constant name="GROW_DIRECTION_BOTH" value="2" enum="GrowDirection"> + </constant> <constant name="ANCHOR_BEGIN" value="0" enum="Anchor"> Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/code], in the top left. Use it with one of the [code]anchor_*[/code] member variables, like [member anchor_left]. To change all 4 anchors at once, use [method set_anchors_preset]. </constant> diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index d7118265f1..9fa1e3ea6c 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -19,7 +19,10 @@ <method name="duplicate"> <return type="Dictionary"> </return> + <argument index="0" name="deep" type="bool" default="False"> + </argument> <description> + Creates a copy of the dictionary, and returns it. </description> </method> <method name="empty"> diff --git a/doc/classes/DynamicFontData.xml b/doc/classes/DynamicFontData.xml index 510f19dd78..7b34d02316 100644 --- a/doc/classes/DynamicFontData.xml +++ b/doc/classes/DynamicFontData.xml @@ -16,7 +16,19 @@ <member name="font_path" type="String" setter="set_font_path" getter="get_font_path"> The path to the vector font file. </member> + <member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="DynamicFontData.Hinting"> + The font hinting mode used by FreeType. + </member> </members> <constants> + <constant name="HINTING_NONE" value="0" enum="Hinting"> + Disable font hinting (smoother but less crisp). + </constant> + <constant name="HINTING_LIGHT" value="1" enum="Hinting"> + Use the light font hinting mode. + </constant> + <constant name="HINTING_NORMAL" value="2" enum="Hinting"> + Use the default font hinting mode (crisper but less smooth). + </constant> </constants> </class> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 0a8d95d25d..846d6f18ff 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -102,6 +102,21 @@ <description> </description> </method> + <method name="add_tool_menu_item"> + <return type="void"> + </return> + <argument index="0" name="name" type="String"> + </argument> + <argument index="1" name="handler" type="Object"> + </argument> + <argument index="2" name="callback" type="String"> + </argument> + <argument index="3" name="ud" type="Variant" default="null"> + </argument> + <description> + Adds a custom menu to 'Project > Tools' as [code]name[/code] that calls [code]callback[/code] on an instance of [code]handler[/code] with a parameter [code]ud[/code] when user activates it. + </description> + </method> <method name="add_tool_submenu_item"> <return type="void"> </return> @@ -347,6 +362,15 @@ <description> </description> </method> + <method name="remove_tool_menu_item"> + <return type="void"> + </return> + <argument index="0" name="name" type="String"> + </argument> + <description> + Removes a menu [code]name[/code] from 'Project > Tools'. + </description> + </method> <method name="save_external_data" qualifiers="virtual"> <return type="void"> </return> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index ea3c404346..6384b4d0fd 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -46,9 +46,9 @@ <description> Returns the current engine version information in a Dictionary. - "major" - Holds the major version number as a String - "minor" - Holds the minor version number as a String - "patch" - Holds the patch version number as a String + "major" - Holds the major version number as an int + "minor" - Holds the minor version number as an int + "patch" - Holds the patch version number as an int "status" - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String "build" - Holds the build name (e.g. "custom-build") as a String "string" - major + minor + patch + status + build in a single String diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 048c90e515..18adaa645c 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -4,8 +4,9 @@ Resource for environment nodes (like [WorldEnvironment]) that define multiple rendering options. </brief_description> <description> - Resource for environment nodes (like [WorldEnvironment]) that define multiple environment operations (such as background [Sky] or [Color], ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is: - - DOF Blur + Resource for environment nodes (like [WorldEnvironment]) that define multiple environment operations (such as background [Sky] or [Color], ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is: + + - DOF Blur - Motion Blur - Bloom - Tonemap (auto exposure) @@ -13,7 +14,7 @@ </description> <tutorials> http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html - http://docs.godotengine.org/en/3.0/tutorials/3d/high_dynamic_range.html + http://docs.godotengine.org/en/3.0/tutorials/3d/high_dynamic_range.html </tutorials> <demos> </demos> diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 3cafb6ba3b..bd368e967a 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -163,6 +163,20 @@ Returns a [String] saved in Pascal format from the file. </description> </method> + <method name="get_path" qualifiers="const"> + <return type="String"> + </return> + <description> + Returns the path as a [String] for the current open file. + </description> + </method> + <method name="get_path_absolute" qualifiers="const"> + <return type="String"> + </return> + <description> + Returns the absolute path as a [String] for the current open file. + </description> + </method> <method name="get_position" qualifiers="const"> <return type="int"> </return> diff --git a/doc/classes/Generic6DOFJoint.xml b/doc/classes/Generic6DOFJoint.xml index f49f4231ef..2aec6d7f4e 100644 --- a/doc/classes/Generic6DOFJoint.xml +++ b/doc/classes/Generic6DOFJoint.xml @@ -4,7 +4,7 @@ The generic 6 degrees of freedom joint can implement a variety of joint-types by locking certain axes' rotation or translation. </brief_description> <description> - The first 3 dof axes are linear axes, which represent translation of Bodies, and the latter 3 dof axes represent the angular motion. Each axis can be either locked, or limited. + The first 3 DOF axes are linear axes, which represent translation of Bodies, and the latter 3 DOF axes represent the angular motion. Each axis can be either locked, or limited. </description> <tutorials> </tutorials> @@ -18,7 +18,7 @@ The lower, the longer an impulse from one side takes to travel to the other side. </member> <member name="angular_limit_x/enabled" type="bool" setter="set_flag_x" getter="get_flag_x"> - If [code]true[/code] rotation across the x-axis is enabled. + If [code]true[/code] rotation across the x-axis is limited. </member> <member name="angular_limit_x/erp" type="float" setter="set_param_x" getter="get_param_x"> When rotating across x-axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower. @@ -42,7 +42,7 @@ The amount of rotational damping across the y-axis. The lower, the more dampening occurs. </member> <member name="angular_limit_y/enabled" type="bool" setter="set_flag_y" getter="get_flag_y"> - If [code]true[/code] rotation across the y-axis is enabled. + If [code]true[/code] rotation across the y-axis is limited. </member> <member name="angular_limit_y/erp" type="float" setter="set_param_y" getter="get_param_y"> When rotating across y-axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower. @@ -66,7 +66,7 @@ The amount of rotational damping across the z-axis. The lower, the more dampening occurs. </member> <member name="angular_limit_z/enabled" type="bool" setter="set_flag_z" getter="get_flag_z"> - If [code]true[/code] rotation across the z-axis is enabled. + If [code]true[/code] rotation across the z-axis is limited. </member> <member name="angular_limit_z/erp" type="float" setter="set_param_z" getter="get_param_z"> When rotating across z-axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower. @@ -117,7 +117,7 @@ The amount of damping that happens at the x-motion. </member> <member name="linear_limit_x/enabled" type="bool" setter="set_flag_x" getter="get_flag_x"> - If [code]true[/code] the linear motion across the x-axis is enabled. + If [code]true[/code] the linear motion across the x-axis is limited. </member> <member name="linear_limit_x/lower_distance" type="float" setter="set_param_x" getter="get_param_x"> The minimum difference between the pivot points' x-axis. @@ -135,7 +135,7 @@ The amount of damping that happens at the y-motion. </member> <member name="linear_limit_y/enabled" type="bool" setter="set_flag_y" getter="get_flag_y"> - If [code]true[/code] the linear motion across the y-axis is enabled. + If [code]true[/code] the linear motion across the y-axis is limited. </member> <member name="linear_limit_y/lower_distance" type="float" setter="set_param_y" getter="get_param_y"> The minimum difference between the pivot points' y-axis. @@ -153,7 +153,7 @@ The amount of damping that happens at the z-motion. </member> <member name="linear_limit_z/enabled" type="bool" setter="set_flag_z" getter="get_flag_z"> - If [code]true[/code] the linear motion across the z-axis is enabled. + If [code]true[/code] the linear motion across the z-axis is limited. </member> <member name="linear_limit_z/lower_distance" type="float" setter="set_param_z" getter="get_param_z"> The minimum difference between the pivot points' z-axis. diff --git a/doc/classes/Geometry.xml b/doc/classes/Geometry.xml index 7b25f87b19..78496700dc 100644 --- a/doc/classes/Geometry.xml +++ b/doc/classes/Geometry.xml @@ -259,6 +259,21 @@ Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant]. </description> </method> + <method name="line_intersects_line_2d"> + <return type="Variant"> + </return> + <argument index="0" name="from_a" type="Vector2"> + </argument> + <argument index="1" name="dir_a" type="Vector2"> + </argument> + <argument index="2" name="from_b" type="Vector2"> + </argument> + <argument index="3" name="dir_b" type="Vector2"> + </argument> + <description> + Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and ([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant]. Note that the lines are specified using direction vectors, not end points. + </description> + </method> <method name="segment_intersects_sphere"> <return type="PoolVector3Array"> </return> diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index 5fb12612ab..605efd9114 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -228,6 +228,7 @@ <argument index="0" name="node" type="Object"> </argument> <description> + Emitted when a GraphNode is selected. </description> </signal> <signal name="popup_request"> diff --git a/doc/classes/GridContainer.xml b/doc/classes/GridContainer.xml index 7f70a8b7b4..346ab9d357 100644 --- a/doc/classes/GridContainer.xml +++ b/doc/classes/GridContainer.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GridContainer" inherits="Container" category="Core" version="3.1"> <brief_description> - Grid container used to arrange elements in a grid like layout + Grid container used to arrange elements in a grid like layout. </brief_description> <description> Grid container will arrange its children in a grid like structure, the grid columns are specified using the [method set_columns] method and the number of rows will be equal to the number of children in the container divided by the number of columns, for example: if the container has 5 children, and 2 columns, there will be 3 rows in the container. Notice that grid layout will preserve the columns and rows for every size of the container. diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 5bd7c4cd3e..018b548ef1 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -111,6 +111,12 @@ String queryString = httpClient.query_string_from_dict(fields) returns:= "username=user&password=pass" [/codeblock] + Furthermore, if a key has a null value, only the key itself is added, without equal sign and value. If the value is an array, for each value in it a pair with the same key is added. + [codeblock] + var fields = {"single": 123, "not_valued": null, "multiple": [22, 33, 44]} + String queryString = httpClient.query_string_from_dict(fields) + returns:= "single=123&not_valued&multiple=22&multiple=33&multiple=44" + [/codeblock] </description> </method> <method name="read_response_body_chunk"> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 010ef6d9d5..ec9f86993f 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -55,6 +55,8 @@ <argument index="4" name="request_data" type="String" default=""""> </argument> <description> + Creates request on the underlying [HTTPClient]. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request]. + Returns [code]OK[/code] if request is successfully created. (Does not imply that the server has responded), [code]ERR_UNCONFIGURED[/code] if not in the tree, [code]ERR_BUSY[/code] if still processing previous request, [code]ERR_INVALID_PARAMETER[/code] if given string is not a valid URL format, or [code]ERR_CANT_CONNECT[/code] if not using thread and the [HTTPClient] cannot connect to host. </description> </method> </methods> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index b158154c49..ea61aced83 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -67,6 +67,14 @@ Blits [code]src_rect[/code] area from [code]src[/code] image to this image at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's alpha value is not 0. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats. </description> </method> + <method name="bumpmap_to_normalmap"> + <return type="void"> + </return> + <argument index="0" name="bump_scale" type="float" default="1.0"> + </argument> + <description> + </description> + </method> <method name="clear_mipmaps"> <return type="void"> </return> @@ -436,74 +444,109 @@ <constant name="FORMAT_LA8" value="1" enum="Format"> </constant> <constant name="FORMAT_R8" value="2" enum="Format"> + OpenGL texture format RED with a single component and a bitdepth of 8. </constant> <constant name="FORMAT_RG8" value="3" enum="Format"> + OpenGL texture format RG with two components and a bitdepth of 8 for each. </constant> <constant name="FORMAT_RGB8" value="4" enum="Format"> + OpenGL texture format RGB with three components, each with a bitdepth of 8. </constant> <constant name="FORMAT_RGBA8" value="5" enum="Format"> + OpenGL texture format RGBA with four components, each with a bitdepth of 8. </constant> <constant name="FORMAT_RGBA4444" value="6" enum="Format"> + OpenGL texture format RGBA with four components, each with a bitdepth of 4. </constant> <constant name="FORMAT_RGBA5551" value="7" enum="Format"> + OpenGL texture format GL_RGB5_A1 where 5 bits of depth for each component of RGB and one bit for alpha. </constant> <constant name="FORMAT_RF" value="8" enum="Format"> + OpenGL texture format GL_R32F where there's one component, a 32-bit floating-point value. </constant> <constant name="FORMAT_RGF" value="9" enum="Format"> + OpenGL texture format GL_RG32F where there are two components, each a 32-bit floating-point values. </constant> <constant name="FORMAT_RGBF" value="10" enum="Format"> + OpenGL texture format GL_RGB32F where there are three components, each a 32-bit floating-point values. </constant> <constant name="FORMAT_RGBAF" value="11" enum="Format"> + OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point values. </constant> <constant name="FORMAT_RH" value="12" enum="Format"> + OpenGL texture format GL_R32F where there's one component, a 16-bit "half-precision" floating-point value. </constant> <constant name="FORMAT_RGH" value="13" enum="Format"> + OpenGL texture format GL_RG32F where there's two components, each a 16-bit "half-precision" floating-point value. </constant> <constant name="FORMAT_RGBH" value="14" enum="Format"> + OpenGL texture format GL_RGB32F where there's three components, each a 16-bit "half-precision" floating-point value. </constant> <constant name="FORMAT_RGBAH" value="15" enum="Format"> + OpenGL texture format GL_RGBA32F where there's four components, each a 16-bit "half-precision" floating-point value. </constant> <constant name="FORMAT_RGBE9995" value="16" enum="Format"> + A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single exponent. </constant> <constant name="FORMAT_DXT1" value="17" enum="Format"> + The S3TC texture format that uses Block Compression 1, and is the smallest variation of S3TC, only providing 1 bit of alpha and color data being premultiplied with alpha. More information can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression. </constant> <constant name="FORMAT_DXT3" value="18" enum="Format"> + The S3TC texture format that uses Block Compression 2, and color data is interpreted as not having been premultiplied by alpha. Well suited for images with sharp alpha transitions between translucent and opaque areas. </constant> <constant name="FORMAT_DXT5" value="19" enum="Format"> + The S3TC texture format also known as Block Compression 3 or BC3 that contains 64 bits of alpha channel data followed by 64 bits of DXT1-encoded color data. Color data is not premultiplied by alpha, same as DXT3. DXT5 generally produces superior results for transparency gradients than DXT3. </constant> <constant name="FORMAT_RGTC_R" value="20" enum="Format"> + Texture format that uses Red Green Texture Compression, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel. More information can be found here https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression. </constant> <constant name="FORMAT_RGTC_RG" value="21" enum="Format"> + Texture format that uses Red Green Texture Compression, normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel. </constant> <constant name="FORMAT_BPTC_RGBA" value="22" enum="Format"> + Texture format that uses BPTC compression with unsigned normalized RGBA components. More information can be found at https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression. </constant> <constant name="FORMAT_BPTC_RGBF" value="23" enum="Format"> + Texture format that uses BPTC compression with signed floating-point RGB components. </constant> <constant name="FORMAT_BPTC_RGBFU" value="24" enum="Format"> + Texture format that uses BPTC compression with unsigned floating-point RGB components. </constant> <constant name="FORMAT_PVRTC2" value="25" enum="Format"> + Texture format used on PowerVR-supported mobile platforms, uses 2 bit color depth with no alpha. More information on PVRTC can be found here https://en.wikipedia.org/wiki/PVRTC. </constant> <constant name="FORMAT_PVRTC2A" value="26" enum="Format"> + Same as PVRTC2, but with an alpha component. </constant> <constant name="FORMAT_PVRTC4" value="27" enum="Format"> + Similar to PVRTC2, but with 4 bit color depth and no alpha. </constant> <constant name="FORMAT_PVRTC4A" value="28" enum="Format"> + Same as PVRTC4, but with an alpha component. </constant> <constant name="FORMAT_ETC" value="29" enum="Format"> + Ericsson Texture Compression format, also referred to as 'ETC1', and is part of the OpenGL ES graphics standard. An overview of the format is given at https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1. </constant> <constant name="FORMAT_ETC2_R11" value="30" enum="Format"> + Ericsson Texture Compression format 2 variant R11_EAC, which provides one channel of unsigned data. </constant> <constant name="FORMAT_ETC2_R11S" value="31" enum="Format"> + Ericsson Texture Compression format 2 variant SIGNED_R11_EAC, which provides one channel of signed data. </constant> <constant name="FORMAT_ETC2_RG11" value="32" enum="Format"> + Ericsson Texture Compression format 2 variant RG11_EAC, which provides two channels of unsigned data. </constant> <constant name="FORMAT_ETC2_RG11S" value="33" enum="Format"> + Ericsson Texture Compression format 2 variant SIGNED_RG11_EAC, which provides two channels of signed data. </constant> <constant name="FORMAT_ETC2_RGB8" value="34" enum="Format"> + Ericsson Texture Compression format 2 variant RGB8, which is a followup of ETC1 and compresses RGB888 data. </constant> <constant name="FORMAT_ETC2_RGBA8" value="35" enum="Format"> + Ericsson Texture Compression format 2 variant RGBA8, which compresses RGBA8888 data with full alpha support. </constant> <constant name="FORMAT_ETC2_RGB8A1" value="36" enum="Format"> + Ericsson Texture Compression format 2 variant RGB8_PUNCHTHROUGH_ALPHA1, which compresses RGBA data to make alpha either fully transparent or fully opaque. </constant> <constant name="FORMAT_MAX" value="37" enum="Format"> </constant> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index a7a6c2ef45..f537908625 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -7,6 +7,7 @@ A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the Project Settings / Input Map tab. Or be set with [InputMap]. </description> <tutorials> + http://docs.godotengine.org/en/3.0/tutorials/inputs/index.html </tutorials> <demos> </demos> @@ -44,7 +45,7 @@ <return type="Vector3"> </return> <description> - If the device has an accelerometer, this will return the movement. + If the device has an accelerometer, this will return the acceleration. Otherwise, it returns an empty [Vector3]. </description> </method> <method name="get_connected_joypads"> @@ -58,13 +59,14 @@ <return type="Vector3"> </return> <description> + If the device has an accelerometer, this will return the gravity. Otherwise, it returns an empty [Vector3]. </description> </method> <method name="get_gyroscope" qualifiers="const"> <return type="Vector3"> </return> <description> - If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's x, y, and z axis. + If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's x, y, and z axis. Otherwise, it returns an empty [Vector3]. </description> </method> <method name="get_joy_axis" qualifiers="const"> @@ -180,7 +182,8 @@ <argument index="0" name="action" type="String"> </argument> <description> - Returns [code]true[/code] when you start pressing the action event. + Returns [code]true[/code] when the user starts pressing the action event, meaning it's true only on the frame that the user pressed down the button. + This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed. </description> </method> <method name="is_action_just_released" qualifiers="const"> @@ -189,7 +192,7 @@ <argument index="0" name="action" type="String"> </argument> <description> - Returns [code]true[/code] when you stop pressing the action event. + Returns [code]true[/code] when the user stops pressing the action event, meaning it's true only on the frame that the user released the button. </description> </method> <method name="is_action_pressed" qualifiers="const"> @@ -259,6 +262,7 @@ <argument index="0" name="event" type="InputEvent"> </argument> <description> + Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. </description> </method> <method name="remove_joy_mapping"> @@ -329,12 +333,12 @@ </methods> <signals> <signal name="joy_connection_changed"> - <argument index="0" name="index" type="int"> + <argument index="0" name="device" type="int"> </argument> <argument index="1" name="connected" type="bool"> </argument> <description> - Emitted when a joypad device has been connected or disconnected + Emitted when a joypad device has been connected or disconnected. </description> </signal> </signals> @@ -349,40 +353,58 @@ Captures the mouse. The mouse will be hidden and unable to leave the game window. But it will still register movement and mouse button presses. </constant> <constant name="MOUSE_MODE_CONFINED" value="3" enum="MouseMode"> + Makes the mouse cursor visible but confines it to the game window. </constant> <constant name="CURSOR_ARROW" value="0" enum="CursorShape"> + Arrow cursor. Standard, default pointing cursor. </constant> <constant name="CURSOR_IBEAM" value="1" enum="CursorShape"> + I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked. </constant> <constant name="CURSOR_POINTING_HAND" value="2" enum="CursorShape"> + Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item. </constant> <constant name="CURSOR_CROSS" value="3" enum="CursorShape"> + Cross cursor. Typically appears over regions in which a drawing operation can be performance or for selections. </constant> <constant name="CURSOR_WAIT" value="4" enum="CursorShape"> + Wait cursor. Indicates that the application is busy performing an operation. </constant> <constant name="CURSOR_BUSY" value="5" enum="CursorShape"> + Busy cursor. See [code]CURSOR_WAIT[/code]. </constant> <constant name="CURSOR_DRAG" value="6" enum="CursorShape"> + Drag cursor. Usually displayed when dragging something. </constant> <constant name="CURSOR_CAN_DROP" value="7" enum="CursorShape"> + Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position. </constant> <constant name="CURSOR_FORBIDDEN" value="8" enum="CursorShape"> + Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled. </constant> <constant name="CURSOR_VSIZE" value="9" enum="CursorShape"> + Vertical resize mouse cursor. A double headed vertical arrow. It tells the user they can resize the window or the panel vertically. </constant> <constant name="CURSOR_HSIZE" value="10" enum="CursorShape"> + Horizontal resize mouse cursor. A double headed horizontal arrow. It tells the user they can resize the window or the panel horizontally. </constant> <constant name="CURSOR_BDIAGSIZE" value="11" enum="CursorShape"> + Window resize mouse cursor. The cursor is a double headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically. </constant> <constant name="CURSOR_FDIAGSIZE" value="12" enum="CursorShape"> + Window resize mouse cursor. The cursor is a double headed arrow that goes from the top left to the bottom right, the opposite of [code]CURSOR_BDIAGSIZE[/code]. It tells the user they can resize the window or the panel both horizontally and vertically. </constant> <constant name="CURSOR_MOVE" value="13" enum="CursorShape"> + Move cursor. Indicates that something can be moved. </constant> <constant name="CURSOR_VSPLIT" value="14" enum="CursorShape"> + Vertical split mouse cursor. On Windows, it's the same as [code]CURSOR_VSIZE[/code]. </constant> <constant name="CURSOR_HSPLIT" value="15" enum="CursorShape"> + Horizontal split mouse cursor. On Windows, it's the same as [code]CURSOR_HSIZE[/code]. </constant> <constant name="CURSOR_HELP" value="16" enum="CursorShape"> + Help cursor. Usually a question mark. </constant> </constants> </class> diff --git a/doc/classes/InstancePlaceholder.xml b/doc/classes/InstancePlaceholder.xml index 249c6921c4..5945e1068f 100644 --- a/doc/classes/InstancePlaceholder.xml +++ b/doc/classes/InstancePlaceholder.xml @@ -4,7 +4,7 @@ Placeholder for the root [Node] of a [PackedScene]. </brief_description> <description> - Turning on the option [b]Load As Placeholder[/b] for an instanced scene in the editor causes it to be replaced by an InstacePlaceholder when running the game. This makes it possible to delay actually loading the scene until calling [method replace_by_instance]. This is useful to avoid loading large scenes all at once by loading parts of it selectively. + Turning on the option [b]Load As Placeholder[/b] for an instanced scene in the editor causes it to be replaced by an InstancePlaceholder when running the game. This makes it possible to delay actually loading the scene until calling [method replace_by_instance]. This is useful to avoid loading large scenes all at once by loading parts of it selectively. The InstancePlaceholder does not have a transform. This causes any child nodes to be positioned relatively to the Viewport from point (0,0), rather than their parent as displayed in the editor. Replacing the placeholder with a scene with a transform will transform children relatively to their parent again. </description> <tutorials> diff --git a/doc/classes/InterpolatedCamera.xml b/doc/classes/InterpolatedCamera.xml index 9ee06b9d4f..1ac7b5107e 100644 --- a/doc/classes/InterpolatedCamera.xml +++ b/doc/classes/InterpolatedCamera.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="InterpolatedCamera" inherits="Camera" category="Core" version="3.1"> <brief_description> + Camera which moves toward another node. </brief_description> <description> + InterpolatedCamera is a [Camera] which smoothly moves to match a target node's position and rotation. + If it is not [member enabled] or does not have a valid target set, InterpolatedCamera acts like a normal Camera. </description> <tutorials> </tutorials> @@ -15,15 +18,19 @@ <argument index="0" name="target" type="Object"> </argument> <description> + Sets the node to move toward and orient with. </description> </method> </methods> <members> <member name="enabled" type="bool" setter="set_interpolation_enabled" getter="is_interpolation_enabled"> + If [code]true[/code] and a target is set, the camera will move automatically. </member> <member name="speed" type="float" setter="set_speed" getter="get_speed"> + How quickly the camera moves toward its target. Higher values will result in tighter camera motion. </member> <member name="target" type="NodePath" setter="set_target_path" getter="get_target_path"> + The target's [NodePath]. </member> </members> <constants> diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml index e4db5aeb84..bd1d6be4f5 100644 --- a/doc/classes/ItemList.xml +++ b/doc/classes/ItemList.xml @@ -87,6 +87,15 @@ <description> </description> </method> + <method name="get_item_icon_modulate" qualifiers="const"> + <return type="Color"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + Returns a [Color] modulating item's icon at the specified index. + </description> + </method> <method name="get_item_icon_region" qualifiers="const"> <return type="Rect2"> </return> @@ -135,6 +144,13 @@ Returns the current vertical scroll bar for the List. </description> </method> + <method name="is_anything_selected"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if one or more items are selected. + </description> + </method> <method name="is_item_disabled" qualifiers="const"> <return type="bool"> </return> @@ -171,6 +187,17 @@ Returns whether or not item at the specified index is currently selected. </description> </method> + <method name="move_item"> + <return type="void"> + </return> + <argument index="0" name="from_idx" type="int"> + </argument> + <argument index="1" name="to_idx" type="int"> + </argument> + <description> + Moves item at index [code]from_idx[/code] to [code]to_idx[/code]. + </description> + </method> <method name="remove_item"> <return type="void"> </return> @@ -225,6 +252,17 @@ Set (or replace) icon of the item at the specified index. </description> </method> + <method name="set_item_icon_modulate"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="modulate" type="Color"> + </argument> + <description> + Sets a modulating [Color] for item's icon at the specified index. + </description> + </method> <method name="set_item_icon_region"> <return type="void"> </return> @@ -306,6 +344,13 @@ Ensure item at specified index is not selected. </description> </method> + <method name="unselect_all"> + <return type="void"> + </return> + <description> + Ensure there are no items selected. + </description> + </method> </methods> <members> <member name="allow_reselect" type="bool" setter="set_allow_reselect" getter="get_allow_reselect"> diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index b6adf84abd..c31438283e 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -110,7 +110,10 @@ Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s default value (see [member text]). </member> <member name="secret" type="bool" setter="set_secret" getter="is_secret"> - If [code]true[/code] every character is shown as "*". + If [code]true[/code], every character is replaced with the secret character (see [member secret_character]). + </member> + <member name="secret_character" type="string" setter="set_secret_character" getter="get_secret_character"> + The character to use to mask secret input (defaults to "*"). Only a single character can be used as the secret character. </member> <member name="text" type="String" setter="set_text" getter="get_text"> String value of the [LineEdit]. diff --git a/doc/classes/LinkButton.xml b/doc/classes/LinkButton.xml index f419802958..a09edfad89 100644 --- a/doc/classes/LinkButton.xml +++ b/doc/classes/LinkButton.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="LinkButton" inherits="BaseButton" category="Core" version="3.1"> <brief_description> - Simple button used to represent a link to some resource + Simple button used to represent a link to some resource. </brief_description> <description> This kind of buttons are primarily used when the interaction with the button causes a context change (like linking to a web page). diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml new file mode 100644 index 0000000000..591d715174 --- /dev/null +++ b/doc/classes/MultiplayerAPI.xml @@ -0,0 +1,131 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="MultiplayerAPI" inherits="Reference" category="Core" version="3.1"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <demos> + </demos> + <methods> + <method name="add_peer"> + <return type="void"> + </return> + <argument index="0" name="id" type="int"> + </argument> + <description> + </description> + </method> + <method name="clear"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="connected_to_server"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="connection_failed"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="del_peer"> + <return type="void"> + </return> + <argument index="0" name="id" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_network_connected_peers" qualifiers="const"> + <return type="PoolIntArray"> + </return> + <description> + </description> + </method> + <method name="get_network_unique_id" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_rpc_sender_id" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="has_network_peer" qualifiers="const"> + <return type="bool"> + </return> + <description> + </description> + </method> + <method name="is_network_server" qualifiers="const"> + <return type="bool"> + </return> + <description> + </description> + </method> + <method name="poll"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="server_disconnected"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="set_root_node"> + <return type="void"> + </return> + <argument index="0" name="node" type="Node"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer"> + </member> + <member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections"> + </member> + </members> + <signals> + <signal name="connected_to_server"> + <description> + </description> + </signal> + <signal name="connection_failed"> + <description> + </description> + </signal> + <signal name="network_peer_connected"> + <argument index="0" name="id" type="int"> + </argument> + <description> + </description> + </signal> + <signal name="network_peer_disconnected"> + <argument index="0" name="id" type="int"> + </argument> + <description> + </description> + </signal> + <signal name="server_disconnected"> + <description> + </description> + </signal> + </signals> + <constants> + </constants> +</class> diff --git a/doc/classes/Navigation.xml b/doc/classes/Navigation.xml index b3b9ada26c..08f22d49d3 100644 --- a/doc/classes/Navigation.xml +++ b/doc/classes/Navigation.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Navigation" inherits="Spatial" category="Core" version="3.1"> <brief_description> - A collection of [code]NavigationMesh[/code] resources and methods used for pathfinding. + Mesh-based navigation and pathfinding node. </brief_description> <description> - The Navigation node is used for basic or advanced navigation. By default it will automatically collect all child [code]NavigationMesh[/code] resources, but they can also be added on the fly through scripting. It can be used for generating a simple path between two points or it can be used to ensure that a navigation agent is angled perfectly to the terrain it is navigating. + Provides navigation and pathfinding within a collection of [NavigationMesh]es. By default these will be automatically collected from child [NavigationMeshInstance] nodes, but they can also be added on the fly with [method navmesh_add]. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on. </description> <tutorials> </tutorials> @@ -17,7 +17,7 @@ <argument index="0" name="to_point" type="Vector3"> </argument> <description> - Returns the closest navigation point to the point passed. + Returns the navigation point closest to the point given. Points are in local coordinate space. </description> </method> <method name="get_closest_point_normal"> @@ -26,7 +26,7 @@ <argument index="0" name="to_point" type="Vector3"> </argument> <description> - Returns the surface normal of the navigation mesh at the point passed. For instance, if the point passed was at a 45 degree slope it would return something like (0.5,0.5,0). This is useful for rotating a navigation agent in accordance with the [code]NavigationMesh[/code]. + Returns the surface normal at the navigation point closest to the point given. Useful for rotating a navigation agent according to the navigation mesh it moves on. </description> </method> <method name="get_closest_point_owner"> @@ -35,7 +35,7 @@ <argument index="0" name="to_point" type="Vector3"> </argument> <description> - Returns the nearest [code]NavigationMeshInstance[/code] to the point passed. + Returns the owner of the [NavigationMesh] which contains the navigation point closest to the point given. This is usually a [NavigtionMeshInstance]. For meshes added via [method navmesh_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted). </description> </method> <method name="get_closest_point_to_segment"> @@ -48,7 +48,7 @@ <argument index="2" name="use_collision" type="bool" default="false"> </argument> <description> - Returns the nearest point to the line segment passed. The third optional parameter takes collisions into account. + Returns the navigation point closest to the given line segment. When enabling [code]use_collision[/code], only considers intersection points between segment and navigation meshes. If multiple intersection points are found, the one closest to the segment start point is returned. </description> </method> <method name="get_simple_path"> @@ -61,7 +61,7 @@ <argument index="2" name="optimize" type="bool" default="true"> </argument> <description> - Returns a path of points as a [code]PoolVector3Array[/code]. If [code]optimize[/code] is false the [code]NavigationMesh[/code] agent properties will be taken into account, otherwise it will return the nearest path and ignore agent radius, height, etc. + Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the agent properties associated with each [NavigationMesh] (raidus, height, etc.) are considered in the path calculation, otherwise they are ignored. </description> </method> <method name="navmesh_add"> @@ -74,7 +74,7 @@ <argument index="2" name="owner" type="Object" default="null"> </argument> <description> - Adds a [code]NavigationMesh[/code] to the list of NavigationMesh's in this node. Returns an id. Its position, rotation and scale are associated with the [code]Transform[/code] passed. The [code]Node[/code] (or [code]Object[/code]) that owns this node is an optional parameter. + Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] or [method navmesh_set_transform]. If given, a [Transform2D] is applied to the polygon. The optional [code]owner[/code] is used as return value for [method get_closest_point_owner]. </description> </method> <method name="navmesh_remove"> @@ -83,7 +83,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Removes a [code]NavigationMesh[/code] from the list of NavigationMesh's in this node. + Removes the [NavigationMesh] with the given ID. </description> </method> <method name="navmesh_set_transform"> @@ -94,13 +94,13 @@ <argument index="1" name="xform" type="Transform"> </argument> <description> - Associates a [code]NavigationMesh[/code]'s id with a [code]Transform[/code]. Its position, rotation and scale are based on the [code]Transform[/code] passed. + Sets the transform applied to the [NavigationMesh] with the given ID. </description> </method> </methods> <members> <member name="up_vector" type="Vector3" setter="set_up_vector" getter="get_up_vector"> - Defines which direction is up. The default defines 0,1,0 as up which is the world up direction. To make this a ceiling use 0,-1,0 to define down as up. + Defines which direction is up. By default this is [code](0, 1, 0)[/code], which is the world up direction. </member> </members> <constants> diff --git a/doc/classes/Navigation2D.xml b/doc/classes/Navigation2D.xml index 6f9ff7a2be..364da55f99 100644 --- a/doc/classes/Navigation2D.xml +++ b/doc/classes/Navigation2D.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Navigation2D" inherits="Node2D" category="Core" version="3.1"> <brief_description> + 2D navigation and pathfinding node. </brief_description> <description> + Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. By default these are automatically collected from child [NavigationPolygonInstance] nodes, but they can also be added on the fly with [method navpoly_add]. </description> <tutorials> </tutorials> @@ -15,6 +17,7 @@ <argument index="0" name="to_point" type="Vector2"> </argument> <description> + Returns the navigation point closest to the point given. Points are in local coordinate space. </description> </method> <method name="get_closest_point_owner"> @@ -23,6 +26,7 @@ <argument index="0" name="to_point" type="Vector2"> </argument> <description> + Returns the owner of the [NavigationPolygon] which contains the navigation point closest to the point given. This is usually a [NavigtionPolygonInstance]. For polygons added via [method navpoly_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted). </description> </method> <method name="get_simple_path"> @@ -35,6 +39,7 @@ <argument index="2" name="optimize" type="bool" default="true"> </argument> <description> + Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the path is smoothed by merging path segments where possible. </description> </method> <method name="navpoly_add"> @@ -47,6 +52,7 @@ <argument index="2" name="owner" type="Object" default="null"> </argument> <description> + Adds a [NavigationPolygon]. Returns an ID for use with [method navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] is applied to the polygon. The optional [code]owner[/code] is used as return value for [method get_closest_point_owner]. </description> </method> <method name="navpoly_remove"> @@ -55,6 +61,7 @@ <argument index="0" name="id" type="int"> </argument> <description> + Removes the [NavigationPolygon] with the given ID. </description> </method> <method name="navpoly_set_transform"> @@ -65,6 +72,7 @@ <argument index="1" name="xform" type="Transform2D"> </argument> <description> + Sets the transform applied to the [NavigationPolygon] with the given ID. </description> </method> </methods> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 8d07aa95f3..d43885a9d9 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -5,7 +5,7 @@ </brief_description> <description> Nodes are Godot's building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names. - A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects. Nodes can also optionally be added to groups. This makes it possible to access a number of nodes from code (an "enemies" group, for example) to perform grouped actions. + A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects. [b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the NOTIFICATION_ENTER_TREE notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's. Once all nodes have been added in the scene tree, they receive the NOTIFICATION_READY notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes. This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree). @@ -13,7 +13,8 @@ Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it. To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with [method set_owner]. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though. Finally, when a node is freed with [method free] or [method queue_free], it will also free all its children. - [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections), with behaviour varying depending on the network mode ([method set_network_mode]) of the receiving peer. To identify which node receives the RPC call Godot will use its [NodePath] (make sure node names are the same on all peers). + [b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree]. + [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call Godot will use its [NodePath] (make sure node names are the same on all peers). Also take a look at the high-level networking tutorial and corresponding demos. </description> <tutorials> http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scenes_and_nodes.html @@ -45,6 +46,8 @@ <description> Called when there is an input event. The input event propagates through the node tree until a node consumes it. It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input]. + To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. + For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first. </description> </method> <method name="_physics_process" qualifiers="virtual"> @@ -74,7 +77,8 @@ </return> <description> Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards. - Corresponds to the NOTIFICATION_READY notification in [method Object._notification]. + Corresponds to the NOTIFICATION_READY notification in [method Object._notification]. See also the [code]onready[/code] keyword for variables. + Usually used for initialization. For even earlier initialization, [method Object._init] may be used. Also see [method _enter_tree]. </description> </method> <method name="_unhandled_input" qualifiers="virtual"> @@ -83,8 +87,10 @@ <argument index="0" name="event" type="InputEvent"> </argument> <description> - Propagated to all nodes when the previous InputEvent is not consumed by any nodes. + Propagated to all nodes when the previous [InputEvent] is not consumed by any nodes. It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input]. + To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. + For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. </description> </method> <method name="_unhandled_key_input" qualifiers="virtual"> @@ -93,6 +99,10 @@ <argument index="0" name="event" type="InputEventKey"> </argument> <description> + Propagated to all nodes when the previous [InputEventKey] is not consumed by any nodes. + It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input]. + To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. + For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. </description> </method> <method name="add_child"> @@ -129,7 +139,7 @@ <argument index="1" name="persistent" type="bool" default="false"> </argument> <description> - Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]). + Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]). See notes in the description, and the group methods in [SceneTree]. </description> </method> <method name="can_process" qualifiers="const"> @@ -203,7 +213,7 @@ <return type="int"> </return> <description> - Returns the peer ID of the network master for this node. + Returns the peer ID of the network master for this node. See [method set_network_master]. </description> </method> <method name="get_node" qualifiers="const"> @@ -262,7 +272,7 @@ <argument index="0" name="node" type="Node"> </argument> <description> - Returns the relative path from the current node to the specified node in "node" argument. Both nodes must be in the same scene, or the function will fail. + Returns the relative [NodePath] from this node to the specified [code]node[/code]. Both nodes must be in the same scene or the function will fail. </description> </method> <method name="get_physics_process_delta_time" qualifiers="const"> @@ -290,6 +300,7 @@ <return type="bool"> </return> <description> + Returns [code]true[/code] if this is an instance load placeholder. See [InstancePlaceholder]. </description> </method> <method name="get_tree" qualifiers="const"> @@ -354,7 +365,7 @@ <argument index="0" name="group" type="String"> </argument> <description> - Returns [code]true[/code] if this node is in the specified group. + Returns [code]true[/code] if this node is in the specified group. See notes in the description, and the group methods in [SceneTree]. </description> </method> <method name="is_inside_tree" qualifiers="const"> @@ -368,6 +379,7 @@ <return type="bool"> </return> <description> + Returns [code]true[/code] if the local system is the master of this node. </description> </method> <method name="is_physics_processing" qualifiers="const"> @@ -381,6 +393,7 @@ <return type="bool"> </return> <description> + Returns [code]true[/code] if internal physics processing is enabled (see [method set_physics_process_internal]). </description> </method> <method name="is_processing" qualifiers="const"> @@ -401,6 +414,7 @@ <return type="bool"> </return> <description> + Returns [code]true[/code] if internal processing is enabled (see [method set_process_internal]). </description> </method> <method name="is_processing_unhandled_input" qualifiers="const"> @@ -432,13 +446,37 @@ <return type="void"> </return> <description> + Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. Works only in debug builds. </description> </method> <method name="print_tree"> <return type="void"> </return> <description> - Prints the scene to stdout. Used mainly for debugging purposes. + Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the [method get_node] function. Example output: + [codeblock] + TheGame + TheGame/Menu + TheGame/Menu/Label + TheGame/Menu/Camera2D + TheGame/SplashScreen + TheGame/SplashScreen/Camera2D + [/codeblock] + </description> + </method> + <method name="print_tree_pretty"> + <return type="void"> + </return> + <description> + Similar to [method print_tree], this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees. Example output: + [codeblock] + ┖╴TheGame + ┠╴Menu + ┃ ┠╴Label + ┃ ┖╴Camera2D + ┖-SplashScreen + ┖╴Camera2D + [/codeblock] </description> </method> <method name="propagate_call"> @@ -499,7 +537,7 @@ <argument index="0" name="group" type="String"> </argument> <description> - Removes a node from a group. + Removes a node from a group. See notes in the description, and the group methods in [SceneTree]. </description> </method> <method name="replace_by"> @@ -526,7 +564,7 @@ <argument index="0" name="method" type="String"> </argument> <description> - Sends a remote procedure call request to all peers on the network (and locally), optionally sending additional data as arguments. Call request will be received by nodes with the same [NodePath]. + Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Also see [method rset] and [method rset_config] for properties. Returns an empty [Variant]. Note that you can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [SceneTree]. You also need to keep track of the connection state, either by the [SceneTree] signals like [code]server_disconnected[/code] or by checking [code]SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]. </description> </method> <method name="rpc_config"> @@ -537,7 +575,7 @@ <argument index="1" name="mode" type="int" enum="Node.RPCMode"> </argument> <description> - Changes the method's RPC mode (one of RPC_MODE_* constants). + Changes the RPC mode for the given [code]method[/code] to the given [code]mode[/code]. See [enum RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]sync[/code], [code]master[/code], [code]slave[/code]). By default, methods are not exposed to networking (and RPCs). Also see [method rset] and [method rset_config] for properties. </description> </method> <method name="rpc_id" qualifiers="vararg"> @@ -548,7 +586,7 @@ <argument index="1" name="method" type="String"> </argument> <description> - Sends a [method rpc] to a specific peer identified by [i]peer_id[/i]. + Sends a [method rpc] to a specific peer identified by [code]peer_id[/code]. Returns an empty [Variant]. </description> </method> <method name="rpc_unreliable" qualifiers="vararg"> @@ -557,7 +595,7 @@ <argument index="0" name="method" type="String"> </argument> <description> - Sends a [method rpc] using an unreliable protocol. + Sends a [method rpc] using an unreliable protocol. Returns an empty [Variant]. </description> </method> <method name="rpc_unreliable_id" qualifiers="vararg"> @@ -568,7 +606,7 @@ <argument index="1" name="method" type="String"> </argument> <description> - Sends a [method rpc] to a specific peer identified by [i]peer_id[/i] using an unreliable protocol. + Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] using an unreliable protocol. Returns an empty [Variant]. </description> </method> <method name="rset"> @@ -579,7 +617,7 @@ <argument index="1" name="value" type="Variant"> </argument> <description> - Remotely changes property's value on other peers (and locally). + Remotely changes a property's value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see [method rset_config]. Also see [method rpc] for RPCs for methods, most information applies to this method as well. </description> </method> <method name="rset_config"> @@ -590,7 +628,7 @@ <argument index="1" name="mode" type="int" enum="Node.RPCMode"> </argument> <description> - Changes the property's RPC mode (one of RPC_MODE_* constants). + Changes the RPC mode for the given [code]property[/code] to the given [code]mode[/code]. See [enum RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]sync[/code], [code]master[/code], [code]slave[/code]). By default, properties are not exposed to networking (and RPCs). Also see [method rpc] and [method rpc_config] for methods. </description> </method> <method name="rset_id"> @@ -603,7 +641,7 @@ <argument index="2" name="value" type="Variant"> </argument> <description> - Remotely changes property's value on a specific peer identified by [i]peer_id[/i]. + Remotely changes the property's value on a specific peer identified by [code]peer_id[/code]. </description> </method> <method name="rset_unreliable"> @@ -614,7 +652,7 @@ <argument index="1" name="value" type="Variant"> </argument> <description> - Remotely changes property's value on other peers (and locally) using an unreliable protocol. + Remotely changes the property's value on other peers (and locally) using an unreliable protocol. </description> </method> <method name="rset_unreliable_id"> @@ -627,7 +665,7 @@ <argument index="2" name="value" type="Variant"> </argument> <description> - Remotely changes property's value on a specific peer identified by [i]peer_id[/i] using an unreliable protocol. + Remotely changes property's value on a specific peer identified by [code]peer_id[/code] using an unreliable protocol. </description> </method> <method name="set_display_folded"> @@ -647,7 +685,7 @@ <argument index="1" name="recursive" type="bool" default="true"> </argument> <description> - Sets the node network master to the peer with the given peer ID. The network master is the peer that has authority over it on the network. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). + Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the [code]master[/code] and [code]slave[/code] keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the master for all children of this node. </description> </method> <method name="set_physics_process"> @@ -665,6 +703,7 @@ <argument index="0" name="enable" type="bool"> </argument> <description> + Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method]_physics_process[/code] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes behaviour. </description> </method> <method name="set_process"> @@ -691,6 +730,7 @@ <argument index="0" name="enable" type="bool"> </argument> <description> + Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method]_process[/code] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes behaviour. </description> </method> <method name="set_process_unhandled_input"> @@ -717,24 +757,34 @@ <argument index="0" name="load_placeholder" type="bool"> </argument> <description> + Sets whether this is an instance load placeholder. See [InstancePlaceholder]. </description> </method> </methods> <members> + <member name="custom_multiplayer_api" type="MultiplayerAPI" setter="set_custom_multiplayer_api" getter="get_custom_multiplayer_api"> + </member> <member name="filename" type="String" setter="set_filename" getter="get_filename"> When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. </member> + <member name="multiplayer_api" type="MultiplayerAPI" setter="" getter="get_multiplayer_api"> + </member> <member name="name" type="String" setter="set_name" getter="get_name"> - The name of the node. This name is unique among the siblings (other child nodes from the same parent). - When set to an existing name, the node will be automatically renamed + The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed </member> <member name="owner" type="Node" setter="set_owner" getter="get_owner"> - The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using SceneSaver) all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing. + The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]) all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing. </member> <member name="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode"> + Pause mode. How the node will behave if the [SceneTree] is paused. </member> </members> <signals> + <signal name="ready"> + <description> + Emitted when the node is ready. + </description> + </signal> <signal name="renamed"> <description> Emitted when the node is renamed. @@ -752,7 +802,7 @@ </signal> <signal name="tree_exiting"> <description> - Emitted when the node is still active but about to exit the tree. This is the right place for de-initialization. + Emitted when the node is still active but about to exit the tree. This is the right place for de-initialization (or a "destructor", if you will). </description> </signal> </signals> @@ -800,33 +850,37 @@ Notification received when the node's [NodePath] changed. </constant> <constant name="NOTIFICATION_TRANSLATION_CHANGED" value="24"> + Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like [method Object.tr]. </constant> <constant name="NOTIFICATION_INTERNAL_PROCESS" value="25"> + Notification received every frame when the internal process flag is set (see [method set_process_internal]). </constant> <constant name="NOTIFICATION_INTERNAL_PHYSICS_PROCESS" value="26"> + Notification received every frame when the internal physics process flag is set (see [method set_physics_process_internal]). </constant> <constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode"> + Used with [method rpc_config] or [method rset_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods. </constant> <constant name="RPC_MODE_REMOTE" value="1" enum="RPCMode"> - Call a method remotely. + Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the [code]remote[/code] keyword. </constant> <constant name="RPC_MODE_SYNC" value="2" enum="RPCMode"> - Call a method both remotely and locally. + Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed both on the remote end and locally. Analogous to the [code]sync[/code] keyword. </constant> <constant name="RPC_MODE_MASTER" value="3" enum="RPCMode"> - Call a method if the Node is Master. + Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed only on the network master for this node. Analogous to the [code]master[/code] keyword. See [method set_network_master]. </constant> <constant name="RPC_MODE_SLAVE" value="4" enum="RPCMode"> - Call a method if the Node is Slave. + Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed only on slaves for this node. Analogous to the [code]slave[/code] keyword. See [method set_network_master]. </constant> <constant name="PAUSE_MODE_INHERIT" value="0" enum="PauseMode"> - Inherits pause mode from parent. For root node, it is equivalent to PAUSE_MODE_STOP. + Inherits pause mode from the node's parent. For the root node, it is equivalent to PAUSE_MODE_STOP. Default. </constant> <constant name="PAUSE_MODE_STOP" value="1" enum="PauseMode"> - Stop processing when SceneTree is paused. + Stop processing when the [SceneTree] is paused. </constant> <constant name="PAUSE_MODE_PROCESS" value="2" enum="PauseMode"> - Continue to process regardless of SceneTree pause state. + Continue to process regardless of the [SceneTree] pause state. </constant> <constant name="DUPLICATE_SIGNALS" value="1" enum="DuplicateFlags"> Duplicate the node's signals. diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index a98385f1d2..d38a89874c 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -40,6 +40,7 @@ <return type="void"> </return> <description> + Centers the window on the screen if in windowed mode. </description> </method> <method name="delay_msec" qualifiers="const"> @@ -48,7 +49,7 @@ <argument index="0" name="msec" type="int"> </argument> <description> - Delay executing of the current thread by given milliseconds. + Delay execution of the current thread by given milliseconds. </description> </method> <method name="delay_usec" qualifiers="const"> @@ -57,7 +58,7 @@ <argument index="0" name="usec" type="int"> </argument> <description> - Delay executing of the current thread by given microseconds. + Delay execution of the current thread by given microseconds. </description> </method> <method name="dump_memory_to_file"> @@ -67,7 +68,7 @@ </argument> <description> Dumps the memory allocation ringlist to a file (only works in debug). - Entry format per line: "Address - Size - Description" + Entry format per line: "Address - Size - Description". </description> </method> <method name="dump_resources_to_file"> @@ -77,7 +78,7 @@ </argument> <description> Dumps all used resources to file (only works in debug). - Entry format per line: "Resource Type : Resource Location" + Entry format per line: "Resource Type : Resource Location". At the end of the file is a statistic of all used Resource Types. </description> </method> @@ -116,6 +117,22 @@ Returns the scancode of the given string (e.g. "Escape") </description> </method> + <method name="get_audio_driver_count" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the total number of available audio drivers. + </description> + </method> + <method name="get_audio_driver_name" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="driver" type="int"> + </argument> + <description> + Returns the audio driver name for the given index. + </description> + </method> <method name="get_cmdline_args"> <return type="PoolStringArray"> </return> @@ -242,6 +259,7 @@ <return type="Vector2"> </return> <description> + Returns the window size including decorations like window borders. </description> </method> <method name="get_scancode_string" qualifiers="const"> @@ -366,7 +384,7 @@ <return type="int"> </return> <description> - Return the current unix timestamp. + Returns the current unix epoch timestamp. </description> </method> <method name="get_unix_time_from_datetime" qualifiers="const"> @@ -391,10 +409,25 @@ If the project name is empty, [code]user://[/code] falls back to [code]res://[/code]. </description> </method> + <method name="get_video_driver_count" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_video_driver_name" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="driver" type="int"> + </argument> + <description> + </description> + </method> <method name="get_virtual_keyboard_height"> <return type="int"> </return> <description> + Returns the on-screen keyboard's height in pixels. Returns 0 if there is no keyboard or it is currently hidden. </description> </method> <method name="has_environment" qualifiers="const"> @@ -412,6 +445,7 @@ <argument index="0" name="tag_name" type="String"> </argument> <description> + Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. See feature tags documentation. </description> </method> <method name="has_touchscreen_ui_hint" qualifiers="const"> @@ -478,6 +512,7 @@ <return type="bool"> </return> <description> + Returns [code]true[/code] if the window should always be on top of other windows. </description> </method> <method name="kill"> @@ -614,6 +649,7 @@ <argument index="0" name="enabled" type="bool"> </argument> <description> + Sets whether the window should always be on top. </description> </method> <method name="set_window_title"> @@ -654,27 +690,31 @@ The current screen index (starting from 0). </member> <member name="exit_code" type="int" setter="set_exit_code" getter="get_exit_code"> + The exit code passed to the OS when the main loop exits. </member> <member name="keep_screen_on" type="bool" setter="set_keep_screen_on" getter="is_keep_screen_on"> + If [code]true[/code] the engine tries to keep the screen on while the game is running. Useful on mobile. </member> <member name="low_processor_usage_mode" type="bool" setter="set_low_processor_usage_mode" getter="is_in_low_processor_usage_mode"> + If [code]true[/code] the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile. </member> - <member name="screen_orientation" type="int" setter="set_screen_orientation" getter="get_screen_orientation" enum="_OS.ScreenOrientation"> + <member name="screen_orientation" type="int" setter="set_screen_orientation" getter="get_screen_orientation" enum="OS.ScreenOrientation"> The current screen orientation. </member> <member name="vsync_enabled" type="bool" setter="set_use_vsync" getter="is_vsync_enabled"> + If [code]true[/code] vertical synchronization (Vsync) is enabled. </member> <member name="window_borderless" type="bool" setter="set_borderless_window" getter="get_borderless_window"> - If [code]true[/code], removes the window frame. + If [code]true[/code] removes the window frame. </member> <member name="window_fullscreen" type="bool" setter="set_window_fullscreen" getter="is_window_fullscreen"> - If [code]true[/code], the window is fullscreen. + If [code]true[/code] the window is fullscreen. </member> <member name="window_maximized" type="bool" setter="set_window_maximized" getter="is_window_maximized"> - If [code]true[/code], the window is maximized. + If [code]true[/code] the window is maximized. </member> <member name="window_minimized" type="bool" setter="set_window_minimized" getter="is_window_minimized"> - If [code]true[/code], the window is minimized. + If [code]true[/code] the window is minimized. </member> <member name="window_position" type="Vector2" setter="set_window_position" getter="get_window_position"> The window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right. @@ -688,82 +728,121 @@ </members> <constants> <constant name="DAY_SUNDAY" value="0" enum="Weekday"> + Sunday. </constant> <constant name="DAY_MONDAY" value="1" enum="Weekday"> + Monday. </constant> <constant name="DAY_TUESDAY" value="2" enum="Weekday"> + Tuesday. </constant> <constant name="DAY_WEDNESDAY" value="3" enum="Weekday"> + Wednesday. </constant> <constant name="DAY_THURSDAY" value="4" enum="Weekday"> + Thursday. </constant> <constant name="DAY_FRIDAY" value="5" enum="Weekday"> + Friday. </constant> <constant name="DAY_SATURDAY" value="6" enum="Weekday"> + Saturday. </constant> <constant name="MONTH_JANUARY" value="1" enum="Month"> + January. </constant> <constant name="MONTH_FEBRUARY" value="2" enum="Month"> + February. </constant> <constant name="MONTH_MARCH" value="3" enum="Month"> + March. </constant> <constant name="MONTH_APRIL" value="4" enum="Month"> + April. </constant> <constant name="MONTH_MAY" value="5" enum="Month"> + May. </constant> <constant name="MONTH_JUNE" value="6" enum="Month"> + June. </constant> <constant name="MONTH_JULY" value="7" enum="Month"> + July. </constant> <constant name="MONTH_AUGUST" value="8" enum="Month"> + August. </constant> <constant name="MONTH_SEPTEMBER" value="9" enum="Month"> + September. </constant> <constant name="MONTH_OCTOBER" value="10" enum="Month"> + October. </constant> <constant name="MONTH_NOVEMBER" value="11" enum="Month"> + November. </constant> <constant name="MONTH_DECEMBER" value="12" enum="Month"> + December. </constant> <constant name="SCREEN_ORIENTATION_LANDSCAPE" value="0" enum="ScreenOrientation"> + Landscape screen orientation. </constant> <constant name="SCREEN_ORIENTATION_PORTRAIT" value="1" enum="ScreenOrientation"> + Portrait screen orientation. </constant> <constant name="SCREEN_ORIENTATION_REVERSE_LANDSCAPE" value="2" enum="ScreenOrientation"> + Reverse landscape screen orientation. </constant> <constant name="SCREEN_ORIENTATION_REVERSE_PORTRAIT" value="3" enum="ScreenOrientation"> + Reverse portrait screen orientation. </constant> <constant name="SCREEN_ORIENTATION_SENSOR_LANDSCAPE" value="4" enum="ScreenOrientation"> + Uses landscape or reverse landscape based on the hardware sensor. </constant> <constant name="SCREEN_ORIENTATION_SENSOR_PORTRAIT" value="5" enum="ScreenOrientation"> + Uses portrait or reverse portrait based on the hardware sensor. </constant> <constant name="SCREEN_ORIENTATION_SENSOR" value="6" enum="ScreenOrientation"> + Uses most suitable orientation based on the hardware sensor. </constant> <constant name="SYSTEM_DIR_DESKTOP" value="0" enum="SystemDir"> + Desktop directory path. </constant> <constant name="SYSTEM_DIR_DCIM" value="1" enum="SystemDir"> + DCIM (Digital Camera Images) directory path. </constant> <constant name="SYSTEM_DIR_DOCUMENTS" value="2" enum="SystemDir"> + Documents directory path. </constant> <constant name="SYSTEM_DIR_DOWNLOADS" value="3" enum="SystemDir"> + Downloads directory path. </constant> <constant name="SYSTEM_DIR_MOVIES" value="4" enum="SystemDir"> + Movies directory path. </constant> <constant name="SYSTEM_DIR_MUSIC" value="5" enum="SystemDir"> + Music directory path. </constant> <constant name="SYSTEM_DIR_PICTURES" value="6" enum="SystemDir"> + Pictures directory path. </constant> <constant name="SYSTEM_DIR_RINGTONES" value="7" enum="SystemDir"> + Ringtones directory path. </constant> <constant name="POWERSTATE_UNKNOWN" value="0" enum="PowerState"> + Unknown powerstate. </constant> <constant name="POWERSTATE_ON_BATTERY" value="1" enum="PowerState"> + Unplugged, running on battery. </constant> <constant name="POWERSTATE_NO_BATTERY" value="2" enum="PowerState"> + Plugged in, no battery available. </constant> <constant name="POWERSTATE_CHARGING" value="3" enum="PowerState"> + Plugged in, battery charging. </constant> <constant name="POWERSTATE_CHARGED" value="4" enum="PowerState"> + Plugged in, battery fully charged. </constant> </constants> </class> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index b5986ec0f5..0717836366 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -398,6 +398,7 @@ <signals> <signal name="script_changed"> <description> + Emitted whenever the script of the Object is changed. </description> </signal> </signals> diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml index de6f60c384..8cb53dd98e 100644 --- a/doc/classes/OptionButton.xml +++ b/doc/classes/OptionButton.xml @@ -194,6 +194,13 @@ </member> </members> <signals> + <signal name="item_focused"> + <argument index="0" name="ID" type="int"> + </argument> + <description> + This signal is emitted when user navigated to an item using [code]ui_up[/code] or [code]ui_down[/code] action. ID of the item selected is passed as argument (if no IDs were added, ID will be just the item index). + </description> + </signal> <signal name="item_selected"> <argument index="0" name="ID" type="int"> </argument> diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml index cf89e6a2df..8d810bc9c4 100644 --- a/doc/classes/PackedScene.xml +++ b/doc/classes/PackedScene.xml @@ -5,7 +5,14 @@ </brief_description> <description> A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself. - TODO: explain ownership, and that node does not need to own itself + Can be used to save a node to a file. When saving, the node as well as all the node it owns get saved (see [code]owner[/code] property on [Node]). Note that the node doesn't need to own itself. + Example of saving a node: + [codeblock] + var scene = PackedScene.new() + var result = scene.pack(child) + if result == OK: + ResourceSaver.save("res://path/name.scn", scene) // or user://... + [/codeblock] </description> <tutorials> </tutorials> diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml index ca79089049..354b98485e 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticlesMaterial.xml @@ -132,7 +132,7 @@ Orbital velocity randomness ratio. Default value: [code]0[/code]. </member> <member name="radial_accel" type="float" setter="set_param" getter="get_param"> - Linear acceleration applied to each particle. + Radial acceleration applied to each particle. </member> <member name="radial_accel_curve" type="Texture" setter="set_param_texture" getter="get_param_texture"> Each particle's radial acceleration will vary along this [CurveTexture]. diff --git a/doc/classes/PoolByteArray.xml b/doc/classes/PoolByteArray.xml index 0118e7477a..120d80ba39 100644 --- a/doc/classes/PoolByteArray.xml +++ b/doc/classes/PoolByteArray.xml @@ -4,7 +4,7 @@ Raw byte array. </brief_description> <description> - Raw byte array. Contains bytes. Optimized for memory usage, can't fragment the memory. + Raw byte array. Contains bytes. Optimized for memory usage, can't fragment the memory. Note that this type is passed by value and not by reference. </description> <tutorials> </tutorials> diff --git a/doc/classes/PoolColorArray.xml b/doc/classes/PoolColorArray.xml index 0a4221728e..0c93a565f5 100644 --- a/doc/classes/PoolColorArray.xml +++ b/doc/classes/PoolColorArray.xml @@ -4,7 +4,7 @@ Array of Colors </brief_description> <description> - Array of Color, Contains colors. Optimized for memory usage, can't fragment the memory. + Array of Color, Contains colors. Optimized for memory usage, can't fragment the memory. Note that this type is passed by value and not by reference. </description> <tutorials> </tutorials> diff --git a/doc/classes/PoolIntArray.xml b/doc/classes/PoolIntArray.xml index 7709a69c84..43cb5d77de 100644 --- a/doc/classes/PoolIntArray.xml +++ b/doc/classes/PoolIntArray.xml @@ -4,7 +4,7 @@ Integer Array. </brief_description> <description> - Integer Array. Contains integers. Optimized for memory usage, can't fragment the memory. + Integer Array. Contains integers. Optimized for memory usage, can't fragment the memory. Note that this type is passed by value and not by reference. </description> <tutorials> </tutorials> diff --git a/doc/classes/PoolRealArray.xml b/doc/classes/PoolRealArray.xml index 19f31f7dfb..0808b44104 100644 --- a/doc/classes/PoolRealArray.xml +++ b/doc/classes/PoolRealArray.xml @@ -4,7 +4,7 @@ Real Array. </brief_description> <description> - Real Array. Array of floating point values. Can only contain floats. Optimized for memory usage, can't fragment the memory. + Real Array. Array of floating point values. Can only contain floats. Optimized for memory usage, can't fragment the memory. Note that this type is passed by value and not by reference. </description> <tutorials> </tutorials> diff --git a/doc/classes/PoolStringArray.xml b/doc/classes/PoolStringArray.xml index 3d971d1ac9..9f6c4306cb 100644 --- a/doc/classes/PoolStringArray.xml +++ b/doc/classes/PoolStringArray.xml @@ -4,7 +4,7 @@ String Array. </brief_description> <description> - String Array. Array of strings. Can only contain strings. Optimized for memory usage, can't fragment the memory. + String Array. Array of strings. Can only contain strings. Optimized for memory usage, can't fragment the memory. Note that this type is passed by value and not by reference. </description> <tutorials> </tutorials> diff --git a/doc/classes/PoolVector2Array.xml b/doc/classes/PoolVector2Array.xml index 14c226d019..072281158c 100644 --- a/doc/classes/PoolVector2Array.xml +++ b/doc/classes/PoolVector2Array.xml @@ -4,7 +4,7 @@ An Array of Vector2. </brief_description> <description> - An Array specifically designed to hold Vector2. + An Array specifically designed to hold Vector2. Note that this type is passed by value and not by reference. </description> <tutorials> </tutorials> diff --git a/doc/classes/PoolVector3Array.xml b/doc/classes/PoolVector3Array.xml index 27ddfa10a5..7aa5dfc090 100644 --- a/doc/classes/PoolVector3Array.xml +++ b/doc/classes/PoolVector3Array.xml @@ -4,7 +4,7 @@ An Array of Vector3. </brief_description> <description> - An Array specifically designed to hold Vector3. + An Array specifically designed to hold Vector3. Note that this type is passed by value and not by reference. </description> <tutorials> </tutorials> diff --git a/doc/classes/Popup.xml b/doc/classes/Popup.xml index abf6ec3238..db8d927c9e 100644 --- a/doc/classes/Popup.xml +++ b/doc/classes/Popup.xml @@ -50,6 +50,7 @@ </methods> <members> <member name="popup_exclusive" type="bool" setter="set_exclusive" getter="is_exclusive"> + If [code]true[/code] the popup will not be hidden when a click event occurs outside of it, or when it receives the [code]ui_cancel[/code] action event. </member> </members> <signals> diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml index 70e6fab5b6..166a4be2b0 100644 --- a/doc/classes/PopupMenu.xml +++ b/doc/classes/PopupMenu.xml @@ -108,6 +108,31 @@ Add a new item with text "label". An id can optionally be provided, as well as an accelerator keybinding. If no id is provided, one will be created from the index. </description> </method> + <method name="add_radio_check_item"> + <return type="void"> + </return> + <argument index="0" name="label" type="String"> + </argument> + <argument index="1" name="id" type="int" default="-1"> + </argument> + <argument index="2" name="accel" type="int" default="0"> + </argument> + <description> + The same as [method add_check_item] but the inserted item will look as a radio button. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups. + </description> + </method> + <method name="add_radio_check_shortcut"> + <return type="void"> + </return> + <argument index="0" name="shortcut" type="ShortCut"> + </argument> + <argument index="1" name="id" type="int" default="-1"> + </argument> + <argument index="2" name="global" type="bool" default="false"> + </argument> + <description> + </description> + </method> <method name="add_separator"> <return type="void"> </return> @@ -239,7 +264,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> - Return whether the item at index "idx" has a checkbox. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. + Return whether the item at index "idx" is checkable in some way, i.e., whether has a checkbox or radio button. Note that checkable items just display a checkmark or radio button, but don't have any built-in checking behavior and must be checked/unchecked manually. </description> </method> <method name="is_item_checked" qualifiers="const"> @@ -248,7 +273,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> - Return the checkstate status of the item at index "idx". + Return whether the item at index "idx" is checked. </description> </method> <method name="is_item_disabled" qualifiers="const"> @@ -260,6 +285,15 @@ Return whether the item at index "idx" is disabled. When it is disabled it can't be selected, or its action invoked. </description> </method> + <method name="is_item_radio_checkable" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + Return whether the item at index "idx" has radio-button-style checkability. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups. + </description> + </method> <method name="is_item_separator" qualifiers="const"> <return type="bool"> </return> @@ -300,6 +334,18 @@ Set whether the item at index "idx" has a checkbox. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. </description> </method> + <method name="set_item_as_radio_checkable"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="enable" type="bool"> + </argument> + <description> + The same as [method set_item_as_checkable] but placing a radio button in case of enabling. If used for disabling, it's the same. + Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups. + </description> + </method> <method name="set_item_as_separator"> <return type="void"> </return> @@ -445,6 +491,13 @@ </member> </members> <signals> + <signal name="id_focused"> + <argument index="0" name="ID" type="int"> + </argument> + <description> + This event is emitted when user navigated to an item of some id using [code]ui_up[/code] or [code]ui_down[/code] action. + </description> + </signal> <signal name="id_pressed"> <argument index="0" name="ID" type="int"> </argument> @@ -483,6 +536,10 @@ </theme_item> <theme_item name="panel_disabled" type="StyleBox"> </theme_item> + <theme_item name="radio_checked" type="Texture"> + </theme_item> + <theme_item name="radio_unchecked" type="Texture"> + </theme_item> <theme_item name="separator" type="StyleBox"> </theme_item> <theme_item name="submenu" type="Texture"> diff --git a/doc/classes/Position3D.xml b/doc/classes/Position3D.xml index de29ac2154..7c0875cc0c 100644 --- a/doc/classes/Position3D.xml +++ b/doc/classes/Position3D.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Position3D" inherits="Spatial" category="Core" version="3.1"> <brief_description> - Generic 3D Position hint for editing + Generic 3D Position hint for editing. </brief_description> <description> Generic 3D Position hint for editing. It's just like a plain [Spatial] but displays as a cross in the 3D-Editor at all times. diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml index 3a258011b2..33f2b9758b 100644 --- a/doc/classes/Quat.xml +++ b/doc/classes/Quat.xml @@ -10,6 +10,7 @@ It can be used to perform SLERP (spherical-linear interpolation) between two rotations. </description> <tutorials> + http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions </tutorials> <demos> </demos> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 49bb1aed45..a6c63cfb76 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -75,6 +75,13 @@ Returns the number of visible lines. </description> </method> + <method name="get_content_height"> + <return type="int"> + </return> + <description> + Returns the height of the content. + </description> + </method> <method name="newline"> <return type="void"> </return> @@ -319,6 +326,14 @@ </theme_item> <theme_item name="font_color_selected" type="Color"> </theme_item> + <theme_item name="font_color_shadow" type="Color"> + </theme_item> + <theme_item name="shadow_as_outline" type="int"> + </theme_item> + <theme_item name="shadow_offset_x" type="int"> + </theme_item> + <theme_item name="shadow_offset_y" type="int"> + </theme_item> <theme_item name="italics_font" type="Font"> </theme_item> <theme_item name="line_separation" type="int"> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index be90288308..dec0cbbcc3 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -1,12 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SceneTree" inherits="MainLoop" category="Core" version="3.1"> <brief_description> + SceneTree manages a hierarchy of nodes. </brief_description> <description> + As one of the most important classes, the [code]SceneTree[/code] manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded. You can also use the SceneTree to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. a "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once. </description> <tutorials> http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scene_tree.html - http://docs.godotengine.org/en/3.0/tutorials/viewports/multiple_resolutions.html + http://docs.godotengine.org/en/3.0/tutorials/viewports/multiple_resolutions.html </tutorials> <demos> </demos> @@ -19,6 +21,7 @@ <argument index="1" name="method" type="String"> </argument> <description> + Calls [code]method[/code] on each member of the given group. </description> </method> <method name="call_group_flags" qualifiers="vararg"> @@ -31,6 +34,7 @@ <argument index="2" name="method" type="String"> </argument> <description> + Calls [code]method[/code] on each member of the given group, respecting the given [enum GROUP_CALL] flags. </description> </method> <method name="change_scene"> @@ -39,6 +43,7 @@ <argument index="0" name="path" type="String"> </argument> <description> + Changes to the scene at the given [code]path[/code]. </description> </method> <method name="change_scene_to"> @@ -47,6 +52,7 @@ <argument index="0" name="packed_scene" type="PackedScene"> </argument> <description> + Changes to the given [PackedScene]. </description> </method> <method name="create_timer"> @@ -57,6 +63,7 @@ <argument index="1" name="pause_mode_process" type="bool" default="true"> </argument> <description> + Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this SceneTree. If [code]pause_mode_process[/code] is set to false, pausing the SceneTree will also pause the timer. </description> </method> <method name="get_frame" qualifiers="const"> @@ -69,18 +76,21 @@ <return type="PoolIntArray"> </return> <description> + Returns the peer IDs of all connected peers of this SceneTree's [member network_peer]. </description> </method> <method name="get_network_unique_id" qualifiers="const"> <return type="int"> </return> <description> + Returns the unique peer ID of this SceneTree's [member network_peer]. </description> </method> <method name="get_node_count" qualifiers="const"> <return type="int"> </return> <description> + Returns the number of nodes in this SceneTree. </description> </method> <method name="get_nodes_in_group"> @@ -89,12 +99,14 @@ <argument index="0" name="group" type="String"> </argument> <description> + Returns all nodes assigned to the given group. </description> </method> <method name="get_rpc_sender_id" qualifiers="const"> <return type="int"> </return> <description> + Returns the sender's peer ID for the most recently received RPC call. </description> </method> <method name="has_group" qualifiers="const"> @@ -103,26 +115,28 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns [code]true[/code] if the given group exists. </description> </method> <method name="has_network_peer" qualifiers="const"> <return type="bool"> </return> <description> - Returns true if there is a [NetworkedMultiplayerPeer] set (with [method SceneTree.set_network_peer]). + Returns [code]true[/code] if there is a [member network_peer] set. </description> </method> <method name="is_input_handled"> <return type="bool"> </return> <description> + Returns [code]true[/code] if the most recent InputEvent was marked as handled with [method set_input_as_handled]. </description> </method> <method name="is_network_server" qualifiers="const"> <return type="bool"> </return> <description> - Returns true if this SceneTree's [NetworkedMultiplayerPeer] is in server mode (listening for connections). + Returns [code]true[/code] if this SceneTree's [member network_peer] is in server mode (listening for connections). </description> </method> <method name="notify_group"> @@ -133,6 +147,7 @@ <argument index="1" name="notification" type="int"> </argument> <description> + Sends the given notification to all members of the [code]group[/code]. </description> </method> <method name="notify_group_flags"> @@ -145,6 +160,7 @@ <argument index="2" name="notification" type="int"> </argument> <description> + Sends the given notification to all members of the [code]group[/code], respecting the given [enum GROUP_CALL] flags. </description> </method> <method name="queue_delete"> @@ -153,18 +169,21 @@ <argument index="0" name="obj" type="Object"> </argument> <description> + Queues the given object for deletion, delaying the call to [method Object.free] to after the current frame. </description> </method> <method name="quit"> <return type="void"> </return> <description> + Quits the application. </description> </method> <method name="reload_current_scene"> <return type="int" enum="Error"> </return> <description> + Reloads the currently active scene. </description> </method> <method name="set_auto_accept_quit"> @@ -173,6 +192,7 @@ <argument index="0" name="enabled" type="bool"> </argument> <description> + If [code]true[/code] the application automatically accepts quitting. </description> </method> <method name="set_group"> @@ -185,6 +205,7 @@ <argument index="2" name="value" type="Variant"> </argument> <description> + Sets the given [code]property[/code] to [code]value[/code] on all members of the given group. </description> </method> <method name="set_group_flags"> @@ -199,12 +220,14 @@ <argument index="3" name="value" type="Variant"> </argument> <description> + Sets the given [code]property[/code] to [code]value[/code] on all members of the given group, respecting the given [enum GROUP_CALL] flags. </description> </method> <method name="set_input_as_handled"> <return type="void"> </return> <description> + Marks the most recent input event as handled. </description> </method> <method name="set_quit_on_go_back"> @@ -213,6 +236,7 @@ <argument index="0" name="enabled" type="bool"> </argument> <description> + If [code]true[/code] the application quits automatically on going back (e.g. on Android). </description> </method> <method name="set_screen_stretch"> @@ -227,37 +251,48 @@ <argument index="3" name="shrink" type="float" default="1"> </argument> <description> + Configures screen stretching to the given [enum StretchMode], [enum StretchAspect], minimum size and [code]shrink[/code]. </description> </method> </methods> <members> <member name="current_scene" type="Node" setter="set_current_scene" getter="get_current_scene"> + The current scene. </member> <member name="debug_collisions_hint" type="bool" setter="set_debug_collisions_hint" getter="is_debugging_collisions_hint"> </member> <member name="debug_navigation_hint" type="bool" setter="set_debug_navigation_hint" getter="is_debugging_navigation_hint"> </member> <member name="edited_scene_root" type="Node" setter="set_edited_scene_root" getter="get_edited_scene_root"> + The root of the edited scene. + </member> + <member name="multiplayer_api" type="MultiplayerAPI" setter="set_multiplayer_api" getter="get_multiplayer_api"> </member> <member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer"> The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server()]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals. </member> <member name="paused" type="bool" setter="set_pause" getter="is_paused"> + If [code]true[/code] the SceneTree is paused. </member> <member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections"> + If [code]true[/code] the SceneTree's [member network_peer] refuses new incoming connections. </member> <member name="root" type="Viewport" setter="" getter="get_root"> + The SceneTree's [Viewport]. </member> <member name="use_font_oversampling" type="bool" setter="set_use_font_oversampling" getter="is_using_font_oversampling"> + If [code]true[/code] font oversampling is used. </member> </members> <signals> <signal name="connected_to_server"> <description> + Emitted whenever this SceneTree's [member network_peer] successfully connected to a server. Only emitted on clients. </description> </signal> <signal name="connection_failed"> <description> + Emitted whenever this SceneTree's [member network_peer] fails to establish a connection to a server. Only emitted on clients. </description> </signal> <signal name="files_dropped"> @@ -266,67 +301,82 @@ <argument index="1" name="screen" type="int"> </argument> <description> + Emitted whenever files are drag-and-dropped onto the window. </description> </signal> <signal name="idle_frame"> <description> + Emitted immediately before [method Node._process] is called on every node in the SceneTree. </description> </signal> <signal name="network_peer_connected"> <argument index="0" name="id" type="int"> </argument> <description> + Emitted whenever this SceneTree's [member network_peer] connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1). </description> </signal> <signal name="network_peer_disconnected"> <argument index="0" name="id" type="int"> </argument> <description> + Emitted whenever this SceneTree's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server. </description> </signal> <signal name="node_added"> <argument index="0" name="node" type="Object"> </argument> <description> + Emitted whenever a node is added to the SceneTree. </description> </signal> <signal name="node_configuration_warning_changed"> <argument index="0" name="node" type="Object"> </argument> <description> + Emitted when a node's configuration changed. Only emitted in tool mode. </description> </signal> <signal name="node_removed"> <argument index="0" name="node" type="Object"> </argument> <description> + Emitted whenever a node is removed from the SceneTree. </description> </signal> <signal name="physics_frame"> <description> + Emitted immediately before [method Node._physics_process] is called on every node in the SceneTree. </description> </signal> <signal name="screen_resized"> <description> + Emitted whenever the screen resolution (fullscreen) or window size (windowed) changes. </description> </signal> <signal name="server_disconnected"> <description> + Emitted whenever this SceneTree's [member network_peer] disconnected from server. Only emitted on clients. </description> </signal> <signal name="tree_changed"> <description> + Emitted whenever the SceneTree hierarchy changed (children being moved or renamed, etc.). </description> </signal> </signals> <constants> <constant name="GROUP_CALL_DEFAULT" value="0" enum="GroupCallFlags"> + Call a group with no flags (default). </constant> <constant name="GROUP_CALL_REVERSE" value="1" enum="GroupCallFlags"> + Call a group in reverse scene order. </constant> <constant name="GROUP_CALL_REALTIME" value="2" enum="GroupCallFlags"> + Call a group immediately (calls are normally made on idle). </constant> <constant name="GROUP_CALL_UNIQUE" value="4" enum="GroupCallFlags"> + Call a group only once even if the call is executed many times. </constant> <constant name="STRETCH_MODE_DISABLED" value="0" enum="StretchMode"> </constant> diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 4257991e0d..97f6a60f01 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -24,6 +24,7 @@ <return type="Script"> </return> <description> + Returns the script directly inherited by this script. </description> </method> <method name="get_instance_base_type" qualifiers="const"> diff --git a/doc/classes/ScrollBar.xml b/doc/classes/ScrollBar.xml index d3e6c62e49..736b780218 100644 --- a/doc/classes/ScrollBar.xml +++ b/doc/classes/ScrollBar.xml @@ -19,6 +19,7 @@ <signals> <signal name="scrolling"> <description> + Emitted whenever the scrollbar is being scrolled. </description> </signal> </signals> diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml index 79b70fec99..64b0fcfd83 100644 --- a/doc/classes/ScrollContainer.xml +++ b/doc/classes/ScrollContainer.xml @@ -13,6 +13,8 @@ <methods> </methods> <members> + <member name="scroll_deadzone" type="int" setter="set_deadzone" getter="get_deadzone"> + </member> <member name="scroll_horizontal" type="int" setter="set_h_scroll" getter="get_h_scroll"> The current horizontal scroll value. </member> @@ -26,6 +28,18 @@ If [code]true[/code], enables vertical scrolling. </member> </members> + <signals> + <signal name="scroll_ended"> + <description> + Emitted whenever scrolling stops. + </description> + </signal> + <signal name="scroll_started"> + <description> + Emitted whenever scrolling is started. + </description> + </signal> + </signals> <constants> </constants> </class> diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml index 822a699984..9ef60109de 100644 --- a/doc/classes/Spatial.xml +++ b/doc/classes/Spatial.xml @@ -99,7 +99,9 @@ <argument index="1" name="up" type="Vector3"> </argument> <description> - Rotates itself to point into direction of target position. Operations take place in global space. + Rotates itself so that the local -Z axis points towards the [code]target[/code] position. + The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors. + Operations take place in global space. </description> </method> <method name="look_at_from_position"> @@ -112,7 +114,7 @@ <argument index="2" name="up" type="Vector3"> </argument> <description> - Moves the node to specified position and then rotates itself to point into direction of target position. Operations take place in global space. + Moves the node to the specified [code]position[/code], and then rotates itself to point toward the [code]target[/code] as per [method look_at]. Operations take place in global space. </description> </method> <method name="orthonormalize"> diff --git a/doc/classes/SplitContainer.xml b/doc/classes/SplitContainer.xml index 692598f382..d56da68448 100644 --- a/doc/classes/SplitContainer.xml +++ b/doc/classes/SplitContainer.xml @@ -16,6 +16,7 @@ <member name="collapsed" type="bool" setter="set_collapsed" getter="is_collapsed"> </member> <member name="dragger_visibility" type="int" setter="set_dragger_visibility" getter="get_dragger_visibility" enum="SplitContainer.DraggerVisibility"> + Determines whether the dragger is visible. </member> <member name="split_offset" type="int" setter="set_split_offset" getter="get_split_offset"> </member> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index d8d432e30f..83fb76f287 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -490,6 +490,15 @@ Returns the string's amount of characters. </description> </method> + <method name="lstrip"> + <return type="String"> + </return> + <argument index="0" name="chars" type="String"> + </argument> + <description> + Returns a copy of the string with characters removed from the left. + </description> + </method> <method name="match"> <return type="bool"> </return> @@ -634,6 +643,15 @@ Returns the right side of the string from a given position. </description> </method> + <method name="rstrip"> + <return type="String"> + </return> + <argument index="0" name="chars" type="String"> + </argument> + <description> + Returns a copy of the string with characters removed from the right. + </description> + </method> <method name="sha256_buffer"> <return type="PoolByteArray"> </return> @@ -745,6 +763,24 @@ Converts the String (which is an array of characters) to [PoolByteArray] (which is an array of bytes). The conversion is a bit slower than to_ascii(), but supports all UTF-8 characters. Therefore, you should prefer this function over to_ascii(). </description> </method> + <method name="trim_prefix"> + <return type="String"> + </return> + <argument index="0" name="prefix" type="String"> + </argument> + <description> + Removes a given string from the start if it starts with it or leaves the string unchanged. + </description> + </method> + <method name="trim_suffix"> + <return type="String"> + </return> + <argument index="0" name="suffix" type="String"> + </argument> + <description> + Removes a given string from the end if it ends with it or leaves the string unchanged. + </description> + </method> <method name="xml_escape"> <return type="String"> </return> diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml index d8644c5419..7d78d71330 100644 --- a/doc/classes/SurfaceTool.xml +++ b/doc/classes/SurfaceTool.xml @@ -196,8 +196,11 @@ <method name="generate_normals"> <return type="void"> </return> + <argument index="0" name="flip" type="bool" default="false"> + </argument> <description> Generates normals from Vertices so you do not have to do it manually. + Setting "flip" [code]true[/code] inverts resulting normals. </description> </method> <method name="generate_tangents"> diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml index 330487adf7..11e94abc03 100644 --- a/doc/classes/TabContainer.xml +++ b/doc/classes/TabContainer.xml @@ -78,6 +78,12 @@ 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"> + </return> + <description> + </description> + </method> <method name="set_popup"> <return type="void"> </return> @@ -120,11 +126,21 @@ Sets a title for 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="set_tabs_rearrange_group"> + <return type="void"> + </return> + <argument index="0" name="group_id" type="int"> + </argument> + <description> + </description> + </method> </methods> <members> <member name="current_tab" type="int" setter="set_current_tab" getter="get_current_tab"> 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"> + </member> <member name="tab_align" type="int" setter="set_tab_align" getter="get_tab_align" enum="TabContainer.TabAlign"> The alignment of all tabs in the tab container. See the [code]ALIGN_*[/code] constants for details. </member> diff --git a/doc/classes/Tabs.xml b/doc/classes/Tabs.xml index 615bc83c2d..0d5f1f0ba9 100644 --- a/doc/classes/Tabs.xml +++ b/doc/classes/Tabs.xml @@ -80,6 +80,12 @@ <description> </description> </method> + <method name="get_tabs_rearrange_group" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> <method name="move_tab"> <return type="void"> </return> @@ -129,10 +135,20 @@ <description> </description> </method> + <method name="set_tabs_rearrange_group"> + <return type="void"> + </return> + <argument index="0" name="group_id" type="int"> + </argument> + <description> + </description> + </method> </methods> <members> <member name="current_tab" type="int" setter="set_current_tab" getter="get_current_tab"> </member> + <member name="drag_to_rearrange_enabled" type="bool" setter="set_drag_to_rearrange_enabled" getter="get_drag_to_rearrange_enabled"> + </member> <member name="scrolling_enabled" type="bool" setter="set_scrolling_enabled" getter="get_scrolling_enabled"> </member> <member name="tab_align" type="int" setter="set_tab_align" getter="get_tab_align" enum="Tabs.TabAlign"> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 8a71cb2059..76d94fbfbc 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -130,6 +130,14 @@ <description> </description> </method> + <method name="get_keyword_color" qualifiers="const"> + <return type="Color"> + </return> + <argument index="0" name="keyword" type="String"> + </argument> + <description> + </description> + </method> <method name="get_line" qualifiers="const"> <return type="String"> </return> @@ -193,6 +201,14 @@ <description> </description> </method> + <method name="has_keyword_color" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="keyword" type="String"> + </argument> + <description> + </description> + </method> <method name="insert_text_at_cursor"> <return type="void"> </return> diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgress.xml index 18bd886b0b..2ae4ef2cf8 100644 --- a/doc/classes/TextureProgress.xml +++ b/doc/classes/TextureProgress.xml @@ -51,6 +51,12 @@ <member name="texture_under" type="Texture" setter="set_under_texture" getter="get_under_texture"> [Texture] that draws under the progress bar. The bar's background. </member> + <member name="tint_over" type="Color" setter="set_tint_over" getter="get_tint_over"> + </member> + <member name="tint_progress" type="Color" setter="set_tint_progress" getter="get_tint_progress"> + </member> + <member name="tint_under" type="Color" setter="set_tint_under" getter="get_tint_under"> + </member> </members> <constants> <constant name="FILL_LEFT_TO_RIGHT" value="0" enum="FillMode"> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 237b5f62d4..ec67370c79 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -19,6 +19,13 @@ Clear all cells. </description> </method> + <method name="fix_invalid_tiles"> + <return type="void"> + </return> + <description> + Clear cells that does not exist in the tileset. + </description> + </method> <method name="get_cell" qualifiers="const"> <return type="int"> </return> @@ -171,6 +178,7 @@ <argument index="1" name="value" type="bool"> </argument> <description> + Set any collision layer to be [code]true[/code] or [code]false[/code]. </description> </method> <method name="set_collision_mask_bit"> @@ -296,6 +304,7 @@ Tile origin at its center. </constant> <constant name="TILE_ORIGIN_BOTTOM_LEFT" value="2" enum="TileOrigin"> + Tile origin at its bottom-left corner. </constant> </constants> </class> diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 10978970e9..4e218f5595 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -254,6 +254,14 @@ Return the texture offset of the tile. </description> </method> + <method name="tile_get_tile_mode" qualifiers="const"> + <return type="int" enum="TileSet.TileMode"> + </return> + <argument index="0" name="id" type="int"> + </argument> + <description> + </description> + </method> <method name="tile_set_light_occluder"> <return type="void"> </return> @@ -410,6 +418,16 @@ Set the texture offset of the tile. </description> </method> + <method name="tile_set_tile_mode"> + <return type="void"> + </return> + <argument index="0" name="id" type="int"> + </argument> + <argument index="1" name="tilemode" type="int" enum="TileSet.TileMode"> + </argument> + <description> + </description> + </method> </methods> <constants> <constant name="BITMASK_2X2" value="0" enum="BitmaskMode"> @@ -432,5 +450,11 @@ </constant> <constant name="BIND_BOTTOMRIGHT" value="256" enum="AutotileBindings"> </constant> + <constant name="SINGLE_TILE" value="0" enum="TileMode"> + </constant> + <constant name="AUTO_TILE" value="1" enum="TileMode"> + </constant> + <constant name="ANIMATED_TILE" value="2" enum="TileMode"> + </constant> </constants> </class> diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml index aba1b78188..c51a52d911 100644 --- a/doc/classes/Timer.xml +++ b/doc/classes/Timer.xml @@ -21,8 +21,10 @@ <method name="start"> <return type="void"> </return> + <argument index="0" name="time_sec" type="float" default="-1"> + </argument> <description> - Starts the timer. This also resets the remaining time to [code]wait_time[/code]. + Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if [code]time_sec[/code] > 0. This also resets the remaining time to [code]wait_time[/code]. Note: this method will not resume a paused timer. See [method set_paused]. </description> </method> diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index df5c2ab3ae..4567f1681c 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -8,6 +8,7 @@ </description> <tutorials> http://docs.godotengine.org/en/3.0/tutorials/math/index.html + http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html </tutorials> <demos> </demos> @@ -98,7 +99,9 @@ <argument index="1" name="up" type="Vector3"> </argument> <description> - Rotate the transform around the up vector to face the target. + Returns a copy of the transform rotated such that its -Z axis points towards the [code]target[/code] position. + The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors. + Operations take place in global space. </description> </method> <method name="orthonormalized"> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index 54e445d3ee..95405cc4f6 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -1,18 +1,20 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Tween" inherits="Node" category="Core" version="3.1"> <brief_description> - Node useful for animations with unknown start and end points. + Smoothly animates a node's properties over time. </brief_description> <description> - Node useful for animations with unknown start and end points, procedural animations, making one node follow another, and other simple behavior. - Because it is easy to get it wrong, here is a quick usage example: + Tweens are useful for animations requiring a numerical property to be interpolated over a range of values. The name *tween* comes from *in-betweening*, an animation technique where you specify *keyframes* and the computer interpolates the frames that appear between them. + Here is a brief usage example that causes a 2D node to move smoothly between two positions: [codeblock] var tween = get_node("Tween") - tween.interpolate_property(get_node("Node2D_to_move"), "transform/origin", Vector2(0,0), Vector2(100,100), 1, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT) + tween.interpolate_property($Node2D, "position", + Vector2(0, 0), Vector2(100, 100), 1, + Tween.TRANS_LINEAR, Tween.EASE_IN_OUT) tween.start() [/codeblock] - Some of the methods of this class require a property name. You can get the property name by hovering over the property in the inspector of the editor. - Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an TRANS_* constant, and refers to the way the timing of the animation is handled (you might want to see [code]http://easings.net/[/code] for some examples). The second accepts an EASE_* constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different TRANS_* constants with EASE_IN_OUT, and use the one that looks best. + Many methods require a property name, such as "position" above. You can find the correct property name by hovering over the property in the Inspector. + Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [code]http://easings.net/[/code] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [enum EASE_IN_OUT], and use the one that looks best. </description> <tutorials> </tutorials> @@ -41,8 +43,8 @@ <argument index="8" name="delay" type="float" default="0"> </argument> <description> - Follow [code]method[/code] of [code]object[/code] and apply the returned value on [code]target_method[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/code] later. Methods are animated by calling them with consequitive values. - [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the beginning, the end, or both). You can read more about them in the class description. + Follows [code]method[/code] of [code]object[/code] and applies the returned value on [code]target_method[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/code] later. Methods are called with consecutive values. + Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information </description> </method> <method name="follow_property"> @@ -67,15 +69,15 @@ <argument index="8" name="delay" type="float" default="0"> </argument> <description> - Follow [code]property[/code] of [code]object[/code] and apply it on [code]target_property[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. Note that [code]target:target_property[/code] would equal [code]object:property[/code] at the end of the tween. - [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the beginning, the end, or both). You can read more about them in the class description. + Follows [code]property[/code] of [code]object[/code] and applies it on [code]target_property[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. + Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information </description> </method> <method name="get_runtime" qualifiers="const"> <return type="float"> </return> <description> - Returns the time needed for all tweens to end in seconds, measured from the start. Thus, if you have two tweens, one ending 10 seconds after the start and the other - 20 seconds, it would return 20 seconds, as by that time all tweens would have finished. + Returns the total time needed for all tweens to end. If you have two tweens, one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, as by that time all tweens would have finished. </description> </method> <method name="interpolate_callback"> @@ -98,7 +100,7 @@ <argument index="7" name="arg5" type="Variant" default="null"> </argument> <description> - Call [code]callback[/code] of [code]object[/code] after [code]duration[/code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the callback. + Calls [code]callback[/code] of [code]object[/code] after [code]duration[/code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the callback. </description> </method> <method name="interpolate_deferred_callback"> @@ -121,7 +123,7 @@ <argument index="7" name="arg5" type="Variant" default="null"> </argument> <description> - Call [code]callback[/code] of [code]object[/code] after [code]duration[/code] on the main thread (similar to [method Object.call_deferred]). [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the callback. + Calls [code]callback[/code] of [code]object[/code] after [code]duration[/code] on the main thread (similar to [method Object.call_deferred]). [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the callback. </description> </method> <method name="interpolate_method"> @@ -144,8 +146,8 @@ <argument index="7" name="delay" type="float" default="0"> </argument> <description> - Animate [code]method[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. Methods are animated by calling them with consecutive values. - [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the beginning, the end, or both). You can read more about them in the class description. + Animates [code]method[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. Methods are called with consecutive values. + Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information </description> </method> <method name="interpolate_property"> @@ -168,15 +170,15 @@ <argument index="7" name="delay" type="float" default="0"> </argument> <description> - Animate [code]property[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. - [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the beginning, the end, or both). You can read more about them in the class description. + Animates [code]property[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. + Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information </description> </method> <method name="is_active" qualifiers="const"> <return type="bool"> </return> <description> - Returns true if any tweens are currently running, and false otherwise. Note that this method doesn't consider tweens that have ended. + Returns [code]true[/code] if any tweens are currently running. Note that this method doesn't consider tweens that have ended. </description> </method> <method name="remove"> @@ -187,14 +189,14 @@ <argument index="1" name="key" type="String" default=""""> </argument> <description> - Stop animating and completely remove a tween, given its object and property/method pair. Passing empty String as key will remove all tweens for given object. + Stops animation and removes a tween, given its object and property/method pair. By default, all tweens are removed, unless [code]key[/code] is specified. </description> </method> <method name="remove_all"> <return type="bool"> </return> <description> - Stop animating and completely remove all tweens. + Stops animation and removes all tweens. </description> </method> <method name="reset"> @@ -205,7 +207,7 @@ <argument index="1" name="key" type="String" default=""""> </argument> <description> - Resets a tween to the initial value (the one given, not the one before the tween), given its object and property/method pair. Passing empty String as key will reset all tweens for given object. + Resets a tween to its initial value (the one given, not the one before the tween), given its object and property/method pair. By default, all tweens are removed, unless [code]key[/code] is specified. </description> </method> <method name="reset_all"> @@ -223,14 +225,14 @@ <argument index="1" name="key" type="String" default=""""> </argument> <description> - Continue animating a stopped tween, given its object and property/method pair. Passing empty String as key will resume all tweens for given object. + Continues animating a stopped tween, given its object and property/method pair. By default, all tweens are resumed, unless [code]key[/code] is specified. </description> </method> <method name="resume_all"> <return type="bool"> </return> <description> - Continue animating all stopped tweens. + Continues animating all stopped tweens. </description> </method> <method name="seek"> @@ -239,7 +241,7 @@ <argument index="0" name="time" type="float"> </argument> <description> - Seek the animation to the given [code]time[/code] in seconds. + Sets the interpolation to the given [code]time[/code] in seconds. </description> </method> <method name="set_active"> @@ -248,14 +250,14 @@ <argument index="0" name="active" type="bool"> </argument> <description> - Activate/deactivate the tween. You can use this for pausing animations, though [method stop_all] and [method resume_all] might be more fit for this. + Activates/deactivates the tween. See also [method stop_all] and [method resume_all]. </description> </method> <method name="start"> <return type="bool"> </return> <description> - Start the tween node. You can define tweens both before and after this. + Starts the tween. You can define animations both before and after this. </description> </method> <method name="stop"> @@ -266,14 +268,14 @@ <argument index="1" name="key" type="String" default=""""> </argument> <description> - Stop animating a tween, given its object and property/method pair. Passing empty String as key will stop all tweens for given object. + Stops a tween, given its object and property/method pair. By default, all tweens are stopped, unless [code]key[/code] is specified. </description> </method> <method name="stop_all"> <return type="bool"> </return> <description> - Stop animating all tweens. + Stops animating all tweens. </description> </method> <method name="targeting_method"> @@ -298,8 +300,8 @@ <argument index="8" name="delay" type="float" default="0"> </argument> <description> - Animate [code]method[/code] of [code]object[/code] from the value returned by [code]initial.initial_method[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. Methods are animated by calling them with consecutive values. - [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the beginning, the end, or both). You can read more about them in the class description. + Animates [code]method[/code] of [code]object[/code] from the value returned by [code]initial_method[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. Methods are animated by calling them with consecutive values. + Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information </description> </method> <method name="targeting_property"> @@ -324,8 +326,8 @@ <argument index="8" name="delay" type="float" default="0"> </argument> <description> - Animate [code]property[/code] of [code]object[/code] from the current value of the [code]initial_val[/code] property of [code]initial[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. - [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the beginning, the end, or both). You can read more about them in the class description. + Animates [code]property[/code] of [code]object[/code] from the current value of the [code]initial_val[/code] property of [code]initial[/code] to [code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] seconds later. + Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] for [code]ease_type[/code] parameters. These values control the timing and direction of the interpolation. See the class description for more information </description> </method> <method name="tell" qualifiers="const"> @@ -338,12 +340,13 @@ </methods> <members> <member name="playback_process_mode" type="int" setter="set_tween_process_mode" getter="get_tween_process_mode" enum="Tween.TweenProcessMode"> + The tween's animation process thread. See [enum TweenProcessMode]. Default value: [enum TWEEN_PROCESS_IDLE]. </member> <member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale"> - The speed multiplier of the tween. Set it to 1 for normal speed, 2 for two times nromal speed, and 0.5 for half of the normal speed. Setting it to 0 would pause the animation, but you might consider using [method set_active] or [method stop_all] and [method resume_all] for this. + The tween's speed multiplier. For example, set it to [code]1.0[/code] for normal speed, [code]2.0[/code] for two times normal speed, or [code]0.5[/code] for half of the normal speed. A value of [code]0[/code] pauses the animation, but see also [method set_active] or [method stop_all] for this. </member> <member name="repeat" type="bool" setter="set_repeat" getter="is_repeat"> - If [code]true[/code], the tween will repeat. + If [code]true[/code] the tween loops. </member> </members> <signals> @@ -353,7 +356,7 @@ <argument index="1" name="key" type="NodePath"> </argument> <description> - This signal is emitted when a tween ends. + Emitted when a tween ends. </description> </signal> <signal name="tween_started"> @@ -362,7 +365,7 @@ <argument index="1" name="key" type="NodePath"> </argument> <description> - This signal is emitted when a tween starts. + Emitted when a tween starts. </description> </signal> <signal name="tween_step"> @@ -375,61 +378,61 @@ <argument index="3" name="value" type="Object"> </argument> <description> - This signal is emitted each step of the tweening. + Emitted at each step of the animation. </description> </signal> </signals> <constants> <constant name="TWEEN_PROCESS_PHYSICS" value="0" enum="TweenProcessMode"> - The [code]Tween[/code] should use [code]_physics_process[/code] for timekeeping when this is enabled. + The tween updates with the [code]_physics_process[/code] callback. </constant> <constant name="TWEEN_PROCESS_IDLE" value="1" enum="TweenProcessMode"> - The [code]Tween[/code] should use [code]_process[/code] for timekeeping when this is enabled (default). + The tween updates with the [code]_process[/code] callback. </constant> <constant name="TRANS_LINEAR" value="0" enum="TransitionType"> - Means that the animation is interpolated linearly. + The animation is interpolated linearly. </constant> <constant name="TRANS_SINE" value="1" enum="TransitionType"> - Means that the animation is interpolated using a sine wave. + The animation is interpolated using a sine function. </constant> <constant name="TRANS_QUINT" value="2" enum="TransitionType"> - Means that the animation is interpolated with a quinary (to the power of 5) function. + The animation is interpolated with a quintic (to the power of 5) function. </constant> <constant name="TRANS_QUART" value="3" enum="TransitionType"> - Means that the animation is interpolated with a quartic (to the power of 4) function. + The animation is interpolated with a quartic (to the power of 4) function. </constant> <constant name="TRANS_QUAD" value="4" enum="TransitionType"> - Means that the animation is interpolated with a quadratic (to the power of 2) function. + The animation is interpolated with a quadratic (to the power of 2) function. </constant> <constant name="TRANS_EXPO" value="5" enum="TransitionType"> - Means that the animation is interpolated with an exponential (some number to the power of x) function. + The animation is interpolated with an exponential (to the power of x) function. </constant> <constant name="TRANS_ELASTIC" value="6" enum="TransitionType"> - Means that the animation is interpolated with elasticity, wiggling around the edges. + The animation is interpolated with elasticity, wiggling around the edges. </constant> <constant name="TRANS_CUBIC" value="7" enum="TransitionType"> - Means that the animation is interpolated with a cubic (to the power of 3) function. + The animation is interpolated with a cubic (to the power of 3) function. </constant> <constant name="TRANS_CIRC" value="8" enum="TransitionType"> - Means that the animation is interpolated with a function using square roots. + The animation is interpolated with a function using square roots. </constant> <constant name="TRANS_BOUNCE" value="9" enum="TransitionType"> - Means that the animation is interpolated by bouncing at, but never surpassing, the end. + The animation is interpolated by bouncing at the end. </constant> <constant name="TRANS_BACK" value="10" enum="TransitionType"> - Means that the animation is interpolated backing out at edges. + The animation is interpolated backing out at ends. </constant> <constant name="EASE_IN" value="0" enum="EaseType"> - Signifies that the interpolation should be focused in the beginning. + The interpolation starts slowly and speeds up towards the end. </constant> <constant name="EASE_OUT" value="1" enum="EaseType"> - Signifies that the interpolation should be focused in the end. + The interpolation starts quickly and slows down towards the end. </constant> <constant name="EASE_IN_OUT" value="2" enum="EaseType"> - Signifies that the interpolation should be focused in both ends. + A combination of EASE_IN and EASE_OUT. The interpolation is slowest at both ends. </constant> <constant name="EASE_OUT_IN" value="3" enum="EaseType"> - Signifies that the interpolation should be focused in both ends, but they should be switched (a bit hard to explain, try it for yourself to be sure). + A combination of EASE_IN and EASE_OUT. The interpolation is fastest at both ends. </constant> </constants> </class> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index b293ec3368..5ffe807606 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -84,10 +84,10 @@ <method name="cross"> <return type="float"> </return> - <argument index="0" name="b" type="Vector2"> + <argument index="0" name="with" type="Vector2"> </argument> <description> - Returns the 2-dimensional analog of the cross product with [code]b[/code]. + Returns the 2-dimensional analog of the cross product with the given Vector2. </description> </method> <method name="cubic_interpolate"> diff --git a/doc/classes/VehicleWheel.xml b/doc/classes/VehicleWheel.xml index 6f9f5ea2c5..f2c6f5f287 100644 --- a/doc/classes/VehicleWheel.xml +++ b/doc/classes/VehicleWheel.xml @@ -31,16 +31,16 @@ The damping applied to the spring when the spring is being compressed. This value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the car will keep bouncing as the spring keeps its energy. A good value for this is around 0.3 for a normal car, 0.5 for a race car. </member> <member name="damping_relaxation" type="float" setter="set_damping_relaxation" getter="get_damping_relaxation"> - The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slighly higher then the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5 + The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5 </member> <member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force"> - The maximum force the spring can resist. This value should be higher then a quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3x to 4x this number. + The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3x to 4x this number. </member> <member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness"> - This value defines the stiffness of the suspension. Use a value lower then 50 for an offroad car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car. + This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car. </member> <member name="suspension_travel" type="float" setter="set_suspension_travel" getter="get_suspension_travel"> - This is the distance the suspension can travel. As Godots measures are in meters keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car . + This is the distance the suspension can travel. As Godot measures are in meters keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car . </member> <member name="use_as_steering" type="bool" setter="set_use_as_steering" getter="is_used_as_steering"> If true this wheel will be turned when the car steers. @@ -49,14 +49,14 @@ If true this wheel transfers engine force to the ground to propel the vehicle forward. </member> <member name="wheel_friction_slip" type="float" setter="set_friction_slip" getter="get_friction_slip"> - This determines how much grip this wheel has. It is combined with the friction setting of the surface the wheel is in contact with. 0.0 means no grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the rear wheels slightly lower then the front wheels, or use a lower value to simulate tire wear. + This determines how much grip this wheel has. It is combined with the friction setting of the surface the wheel is in contact with. 0.0 means no grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the rear wheels slightly lower than the front wheels, or use a lower value to simulate tire wear. It's best to set this to 1.0 when starting out. </member> <member name="wheel_radius" type="float" setter="set_radius" getter="get_radius"> The radius of the wheel in meters. </member> <member name="wheel_rest_length" type="float" setter="set_suspension_rest_length" getter="get_suspension_rest_length"> - This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest lenght to move the wheel down to the position it should be in when the car is in rest. + This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest length to move the wheel down to the position it should be in when the car is in rest. </member> <member name="wheel_roll_influence" type="float" setter="set_roll_influence" getter="get_roll_influence"> This value effects the roll of your vehicle. If set to 0.0 for all wheels your vehicle will be prone to rolling over while a value of 1.0 will resist body roll. diff --git a/doc/classes/VideoPlayer.xml b/doc/classes/VideoPlayer.xml index 48d09ccd95..d2639590a1 100644 --- a/doc/classes/VideoPlayer.xml +++ b/doc/classes/VideoPlayer.xml @@ -72,6 +72,12 @@ <member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db"> </member> </members> + <signals> + <signal name="finished"> + <description> + </description> + </signal> + </signals> <constants> </constants> </class> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index a485205736..4878f7d932 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -212,6 +212,9 @@ <member name="hdr" type="bool" setter="set_hdr" getter="get_hdr"> If [code]true[/code] the viewport rendering will receive benefits from High Dynamic Range algorithm. Default value: [code]true[/code]. </member> + <member name="keep_3d_linear" type="bool" setter="set_keep_3d_linear" getter="get_keep_3d_linear"> + If [code]true[/code] the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output. + </member> <member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA"> The multisample anti-aliasing mode. Default value: [code]MSAA_DISABLED[/code]. </member> diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml index bd1a9fb3e5..baebddf3e0 100644 --- a/doc/classes/VisualServer.xml +++ b/doc/classes/VisualServer.xml @@ -328,7 +328,7 @@ </argument> <description> Adds a [Transform2D] command to the [CanvasItem]'s draw commands. - This sets the extra_matrix uniform when executed. This affects the later command's of the canvas item. + This sets the extra_matrix uniform when executed. This affects the later commands of the canvas item. </description> </method> <method name="canvas_item_add_texture_rect"> diff --git a/doc/classes/WebSocketClient.xml b/doc/classes/WebSocketClient.xml index 79313c90c7..496baa5787 100644 --- a/doc/classes/WebSocketClient.xml +++ b/doc/classes/WebSocketClient.xml @@ -28,6 +28,10 @@ </description> </method> </methods> + <members> + <member name="verify_ssl" type="bool" setter="set_verify_ssl_enabled" getter="is_verify_ssl_enabled"> + </member> + </members> <signals> <signal name="connection_closed"> <description> |