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-rw-r--r--doc/classes/Engine.xml25
-rw-r--r--doc/classes/HTTPClient.xml1
-rw-r--r--doc/classes/HTTPRequest.xml2
-rw-r--r--doc/classes/MultiplayerAPI.xml1
-rw-r--r--doc/classes/MultiplayerPeer.xml1
-rw-r--r--doc/classes/PacketPeer.xml1
-rw-r--r--doc/classes/PacketPeerDTLS.xml1
-rw-r--r--doc/classes/PacketPeerStream.xml1
-rw-r--r--doc/classes/PacketPeerUDP.xml1
-rw-r--r--doc/classes/StreamPeer.xml1
-rw-r--r--doc/classes/StreamPeerSSL.xml1
-rw-r--r--doc/classes/StreamPeerTCP.xml1
-rw-r--r--doc/classes/TCPServer.xml1
13 files changed, 26 insertions, 12 deletions
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 6e22c58024..f05a216301 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -147,6 +147,20 @@
Returns [code]true[/code] if a singleton with given [code]name[/code] exists in global scope.
</description>
</method>
+ <method name="is_editor_hint" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the script is currently running inside the editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] scripts to conditionally draw editor helpers, or prevent accidentally running "game" code that would affect the scene state while in the editor:
+ [codeblock]
+ if Engine.is_editor_hint():
+ draw_gizmos()
+ else:
+ simulate_physics()
+ [/codeblock]
+ See [url=https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
+ [b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project.
+ </description>
+ </method>
<method name="is_in_physics_frame" qualifiers="const">
<return type="bool" />
<description>
@@ -168,17 +182,6 @@
</method>
</methods>
<members>
- <member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint" default="true">
- If [code]true[/code], the script is currently running inside the editor. This is useful for [code]@tool[/code] scripts to conditionally draw editor helpers, or prevent accidentally running "game" code that would affect the scene state while in the editor:
- [codeblock]
- if Engine.editor_hint:
- draw_gizmos()
- else:
- simulate_physics()
- [/codeblock]
- See [url=https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
- [b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project.
- </member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index 29aaf3c756..9f33c400f4 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -8,6 +8,7 @@
[b]Note:[/b] This client only needs to connect to a host once (see [method connect_to_host]) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See [method request] for a full example and to get started.
A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side.
For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616).
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
[b]Note:[/b] It's recommended to use transport encryption (SSL/TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead.
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 00927b98c5..558e51aefe 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -7,6 +7,7 @@
A node with the ability to send HTTP requests. Uses [HTTPClient] internally.
Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP.
[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, especially regarding SSL security.
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
[b]Example of contacting a REST API and printing one of its returned fields:[/b]
[codeblocks]
[gdscript]
@@ -149,7 +150,6 @@
}
[/csharp]
[/codeblocks]
-
[b]Gzipped response bodies[/b]: HTTPRequest will automatically handle decompression of response bodies. A [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes.
</description>
<tutorials>
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index 0da461dd61..e0da08f5bd 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -8,6 +8,7 @@
By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPCs) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the [member Node.custom_multiplayer] property, effectively allowing to run both client and server in the same scene.
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml
index 411317cdc8..a9c2a941f8 100644
--- a/doc/classes/MultiplayerPeer.xml
+++ b/doc/classes/MultiplayerPeer.xml
@@ -6,6 +6,7 @@
<description>
Manages the connection to multiplayer peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI].
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
<link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
diff --git a/doc/classes/PacketPeer.xml b/doc/classes/PacketPeer.xml
index fb94209d72..7c02ccc250 100644
--- a/doc/classes/PacketPeer.xml
+++ b/doc/classes/PacketPeer.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
PacketPeer is an abstraction and base class for packet-based protocols (such as UDP). It provides an API for sending and receiving packets both as raw data or variables. This makes it easy to transfer data over a protocol, without having to encode data as low-level bytes or having to worry about network ordering.
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PacketPeerDTLS.xml b/doc/classes/PacketPeerDTLS.xml
index b05743fb5a..4d1c83afe7 100644
--- a/doc/classes/PacketPeerDTLS.xml
+++ b/doc/classes/PacketPeerDTLS.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
This class represents a DTLS peer connection. It can be used to connect to a DTLS server, and is returned by [method DTLSServer.take_connection].
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.
</description>
<tutorials>
diff --git a/doc/classes/PacketPeerStream.xml b/doc/classes/PacketPeerStream.xml
index a92aaf037e..1c5bec297c 100644
--- a/doc/classes/PacketPeerStream.xml
+++ b/doc/classes/PacketPeerStream.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
PacketStreamPeer provides a wrapper for working using packets over a stream. This allows for using packet based code with StreamPeers. PacketPeerStream implements a custom protocol over the StreamPeer, so the user should not read or write to the wrapped StreamPeer directly.
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PacketPeerUDP.xml b/doc/classes/PacketPeerUDP.xml
index ecaddc5b9f..9b77859b50 100644
--- a/doc/classes/PacketPeerUDP.xml
+++ b/doc/classes/PacketPeerUDP.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s.
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/StreamPeer.xml b/doc/classes/StreamPeer.xml
index 316bd77a16..0622626846 100644
--- a/doc/classes/StreamPeer.xml
+++ b/doc/classes/StreamPeer.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
StreamPeer is an abstraction and base class for stream-based protocols (such as TCP). It provides an API for sending and receiving data through streams as raw data or strings.
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml
index 034168c2a0..50389f912d 100644
--- a/doc/classes/StreamPeerSSL.xml
+++ b/doc/classes/StreamPeerSSL.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection.
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
<link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
diff --git a/doc/classes/StreamPeerTCP.xml b/doc/classes/StreamPeerTCP.xml
index bba48e7275..6b700593a2 100644
--- a/doc/classes/StreamPeerTCP.xml
+++ b/doc/classes/StreamPeerTCP.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
TCP stream peer. This object can be used to connect to TCP servers, or also is returned by a TCP server.
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/TCPServer.xml b/doc/classes/TCPServer.xml
index 8676e33bb4..4fbaf9412f 100644
--- a/doc/classes/TCPServer.xml
+++ b/doc/classes/TCPServer.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] when it gets an incoming connection.
+ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
</tutorials>