diff options
Diffstat (limited to 'doc/classes')
32 files changed, 373 insertions, 155 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 2be15d5100..485c04da6d 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -442,9 +442,14 @@ <param index="0" name="variable" type="Variant" /> <description> Returns the integer hash of the passed [param variable]. - [codeblock] + [codeblocks] + [gdscript] print(hash("a")) # Prints 177670 - [/codeblock] + [/gdscript] + [csharp] + GD.Print(GD.Hash("a")); // Prints 177670 + [/csharp] + [/codeblocks] </description> </method> <method name="instance_from_id"> @@ -452,13 +457,29 @@ <param index="0" name="instance_id" type="int" /> <description> Returns the [Object] that corresponds to [param instance_id]. All Objects have a unique instance ID. See also [method Object.get_instance_id]. - [codeblock] + [codeblocks] + [gdscript] var foo = "bar" + func _ready(): var id = get_instance_id() var inst = instance_from_id(id) print(inst.foo) # Prints bar - [/codeblock] + [/gdscript] + [csharp] + public partial class MyNode : Node + { + public string Foo { get; set; } = "bar"; + + public override void _Ready() + { + ulong id = GetInstanceId(); + var inst = (MyNode)InstanceFromId(Id); + GD.Print(inst.Foo); // Prints bar + } + } + [/csharp] + [/codeblocks] </description> </method> <method name="inverse_lerp"> @@ -525,6 +546,31 @@ Returns [code]true[/code] if [param x] is a NaN ("Not a Number" or invalid) value. </description> </method> + <method name="is_same"> + <return type="bool" /> + <param index="0" name="a" type="Variant" /> + <param index="1" name="b" type="Variant" /> + <description> + Returns [code]true[/code], for value types, if [param a] and [param b] share the same value. Returns [code]true[/code], for reference types, if the references of [param a] and [param b] are the same. + [codeblock] + # Vector2 is a value type + var vec2_a = Vector2(0, 0) + var vec2_b = Vector2(0, 0) + var vec2_c = Vector2(1, 1) + is_same(vec2_a, vec2_a) # true + is_same(vec2_a, vec2_b) # true + is_same(vec2_a, vec2_c) # false + + # Array is a reference type + var arr_a = [] + var arr_b = [] + is_same(arr_a, arr_a) # true + is_same(arr_a, arr_b) # false + [/codeblock] + These are [Variant] value types: [code]null[/code], [bool], [int], [float], [String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], [Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], [RID], [Callable] and [Signal]. + These are [Variant] reference types: [Object], [Dictionary], [Array], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], [PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], [PackedVector2Array], [PackedVector3Array] and [PackedColorArray]. + </description> + </method> <method name="is_zero_approx"> <return type="bool" /> <param index="0" name="x" type="float" /> @@ -764,10 +810,16 @@ <method name="print" qualifiers="vararg"> <description> Converts one or more arguments of any type to string in the best way possible and prints them to the console. - [codeblock] + [codeblocks] + [gdscript] var a = [1, 2, 3] print("a", "b", a) # Prints ab[1, 2, 3] - [/codeblock] + [/gdscript] + [csharp] + var a = new Godot.Collections.Array { 1, 2, 3 }; + GD.Print("a", "b", a); // Prints ab[1, 2, 3] + [/csharp] + [/codeblocks] [b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed. </description> </method> @@ -775,9 +827,14 @@ <description> Converts one or more arguments of any type to string in the best way possible and prints them to the console. The following BBCode tags are supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, fgcolor. Color tags only support named colors such as [code]red[/code], [i]not[/i] hexadecimal color codes. Unsupported tags will be left as-is in standard output. When printing to standard output, the supported subset of BBCode is converted to ANSI escape codes for the terminal emulator to display. Displaying ANSI escape codes is currently only supported on Linux and macOS. Support for ANSI escape codes may vary across terminal emulators, especially for italic and strikethrough. - [codeblock] + [codeblocks] + [gdscript] print_rich("[code][b]Hello world![/b][/code]") # Prints out: [b]Hello world![/b] - [/codeblock] + [/gdscript] + [csharp] + GD.PrintRich("[code][b]Hello world![/b][/code]"); // Prints out: [b]Hello world![/b] + [/csharp] + [/codeblocks] [b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed. </description> </method> @@ -789,53 +846,86 @@ <method name="printerr" qualifiers="vararg"> <description> Prints one or more arguments to strings in the best way possible to standard error line. - [codeblock] + [codeblocks] + [gdscript] printerr("prints to stderr") - [/codeblock] + [/gdscript] + [csharp] + GD.PrintErr("prints to stderr"); + [/csharp] + [/codeblocks] </description> </method> <method name="printraw" qualifiers="vararg"> <description> Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike [method print], no newline is automatically added at the end. - [codeblock] + [codeblocks] + [gdscript] printraw("A") printraw("B") printraw("C") # Prints ABC to terminal - [/codeblock] + [/gdscript] + [csharp] + GD.PrintRaw("A"); + GD.PrintRaw("B"); + GD.PrintRaw("C"); + // Prints ABC to terminal + [/csharp] + [/codeblocks] </description> </method> <method name="prints" qualifiers="vararg"> <description> Prints one or more arguments to the console with a space between each argument. - [codeblock] + [codeblocks] + [gdscript] prints("A", "B", "C") # Prints A B C - [/codeblock] + [/gdscript] + [csharp] + GD.PrintS("A", "B", "C"); // Prints A B C + [/csharp] + [/codeblocks] </description> </method> <method name="printt" qualifiers="vararg"> <description> Prints one or more arguments to the console with a tab between each argument. - [codeblock] + [codeblocks] + [gdscript] printt("A", "B", "C") # Prints A B C - [/codeblock] + [/gdscript] + [csharp] + GD.PrintT("A", "B", "C"); // Prints A B C + [/csharp] + [/codeblocks] </description> </method> <method name="push_error" qualifiers="vararg"> <description> Pushes an error message to Godot's built-in debugger and to the OS terminal. - [codeblock] + [codeblocks] + [gdscript] push_error("test error") # Prints "test error" to debugger and terminal as error call - [/codeblock] + [/gdscript] + [csharp] + GD.PushError("test error"); // Prints "test error" to debugger and terminal as error call + [/csharp] + [/codeblocks] [b]Note:[/b] This function does not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead. </description> </method> <method name="push_warning" qualifiers="vararg"> <description> Pushes a warning message to Godot's built-in debugger and to the OS terminal. - [codeblock] + [codeblocks] + [gdscript] push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call - [/codeblock] + [/gdscript] + [csharp] + GD.PushWarning("test warning"); // Prints "test warning" to debugger and terminal as warning call + [/csharp] + [/codeblocks] </description> </method> <method name="rad_to_deg"> @@ -868,9 +958,14 @@ <return type="float" /> <description> Returns a random floating point value between [code]0.0[/code] and [code]1.0[/code] (inclusive). - [codeblock] + [codeblocks] + [gdscript] randf() # Returns e.g. 0.375671 - [/codeblock] + [/gdscript] + [csharp] + GD.Randf(); // Returns e.g. 0.375671 + [/csharp] + [/codeblocks] </description> </method> <method name="randf_range"> @@ -879,10 +974,16 @@ <param index="1" name="to" type="float" /> <description> Returns a random floating point value between [param from] and [param to] (inclusive). - [codeblock] + [codeblocks] + [gdscript] randf_range(0, 20.5) # Returns e.g. 7.45315 randf_range(-10, 10) # Returns e.g. -3.844535 - [/codeblock] + [/gdscript] + [csharp] + GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315 + GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535 + [/csharp] + [/codeblocks] </description> </method> <method name="randfn"> @@ -897,12 +998,20 @@ <return type="int" /> <description> Returns a random unsigned 32-bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32). - [codeblock] + [codeblocks] + [gdscript] randi() # Returns random integer between 0 and 2^32 - 1 randi() % 20 # Returns random integer between 0 and 19 randi() % 100 # Returns random integer between 0 and 99 randi() % 100 + 1 # Returns random integer between 1 and 100 - [/codeblock] + [/gdscript] + [csharp] + GD.Randi(); // Returns random integer between 0 and 2^32 - 1 + GD.Randi() % 20; // Returns random integer between 0 and 19 + GD.Randi() % 100; // Returns random integer between 0 and 99 + GD.Randi() % 100 + 1; // Returns random integer between 1 and 100 + [/csharp] + [/codeblocks] </description> </method> <method name="randi_range"> @@ -911,10 +1020,16 @@ <param index="1" name="to" type="int" /> <description> Returns a random signed 32-bit integer between [param from] and [param to] (inclusive). If [param to] is lesser than [param from], they are swapped. - [codeblock] + [codeblocks] + [gdscript] randi_range(0, 1) # Returns either 0 or 1 randi_range(-10, 1000) # Returns random integer between -10 and 1000 - [/codeblock] + [/gdscript] + [csharp] + GD.RandRange(0, 1); // Returns either 0 or 1 + GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000 + [/csharp] + [/codeblocks] </description> </method> <method name="randomize"> @@ -985,14 +1100,24 @@ <param index="0" name="base" type="int" /> <description> Sets the seed for the random number generator to [param base]. Setting the seed manually can ensure consistent, repeatable results for most random functions. - [codeblock] + [codeblocks] + [gdscript] var my_seed = "Godot Rocks".hash() seed(my_seed) var a = randf() + randi() seed(my_seed) var b = randf() + randi() # a and b are now identical - [/codeblock] + [/gdscript] + [csharp] + ulong mySeed = (ulong)GD.Hash("Godot Rocks"); + GD.Seed(mySeed); + var a = GD.Randf() + GD.Randi(); + GD.Seed(mySeed); + var b = GD.Randf() + GD.Randi(); + // a and b are now identical + [/csharp] + [/codeblocks] </description> </method> <method name="sign"> @@ -1154,11 +1279,18 @@ <param index="0" name="string" type="String" /> <description> Converts a formatted [param string] that was returned by [method var_to_str] to the original [Variant]. - [codeblock] + [codeblocks] + [gdscript] var a = '{ "a": 1, "b": 2 }' # a is a String var b = str_to_var(a) # b is a Dictionary print(b["a"]) # Prints 1 - [/codeblock] + [/gdscript] + [csharp] + string a = "{ \"a\": 1, \"b\": 2 }"; // a is a string + var b = GD.StrToVar(a).AsGodotDictionary(); // b is a Dictionary + GD.Print(b["a"]); // Prints 1 + [/csharp] + [/codeblocks] </description> </method> <method name="tan"> @@ -1218,15 +1350,21 @@ <param index="0" name="variable" type="Variant" /> <description> Converts a [Variant] [param variable] to a formatted [String] that can then be parsed using [method str_to_var]. - [codeblock] - a = { "a": 1, "b": 2 } + [codeblocks] + [gdscript] + var a = { "a": 1, "b": 2 } print(var_to_str(a)) - [/codeblock] + [/gdscript] + [csharp] + var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 }; + GD.Print(GD.VarToStr(a)); + [/csharp] + [/codeblocks] Prints: [codeblock] { - "a": 1, - "b": 2 + "a": 1, + "b": 2 } [/codeblock] </description> @@ -2664,25 +2802,28 @@ <constant name="PROPERTY_USAGE_ARRAY" value="262144" enum="PropertyUsageFlags" is_bitfield="true"> The property is an array. </constant> - <constant name="PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE" value="524288" enum="PropertyUsageFlags" is_bitfield="true"> - If the property is a [Resource], a new copy of it is always created when calling [method Node.duplicate] or [method Resource.duplicate]. + <constant name="PROPERTY_USAGE_ALWAYS_DUPLICATE" value="524288" enum="PropertyUsageFlags" is_bitfield="true"> + When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should always be duplicated, regardless of the [code]subresources[/code] bool parameter. + </constant> + <constant name="PROPERTY_USAGE_NEVER_DUPLICATE" value="1048576" enum="PropertyUsageFlags" is_bitfield="true"> + When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should never be duplicated, regardless of the [code]subresources[/code] bool parameter. </constant> - <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="1048576" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="2097152" enum="PropertyUsageFlags" is_bitfield="true"> The property is only shown in the editor if modern renderers are supported (GLES3 is excluded). </constant> - <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="2097152" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="4194304" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="4194304" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="8388608" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="8388608" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="16777216" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="16777216" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="33554432" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="33554432" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="67108864" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="67108864" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="134217728" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_READ_ONLY" value="134217728" enum="PropertyUsageFlags" is_bitfield="true"> + <constant name="PROPERTY_USAGE_READ_ONLY" value="268435456" enum="PropertyUsageFlags" is_bitfield="true"> The property is read-only in the [EditorInspector]. </constant> <constant name="PROPERTY_USAGE_DEFAULT" value="6" enum="PropertyUsageFlags" is_bitfield="true"> diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index ca454cafa3..2c5337eea3 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -66,7 +66,7 @@ [/gdscript] [csharp] // position (-3, 2, 0), size (1, 1, 1) - var box = new AABB(new Vector3(-3, 2, 0), new Vector3(1, 1, 1)); + var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1)); // position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and Vector3(0, -1, 2) var box2 = box.Expand(new Vector3(0, -1, 2)); [/csharp] diff --git a/doc/classes/AStarGrid2D.xml b/doc/classes/AStarGrid2D.xml index 32599d7f7d..b253a33377 100644 --- a/doc/classes/AStarGrid2D.xml +++ b/doc/classes/AStarGrid2D.xml @@ -17,11 +17,11 @@ [/gdscript] [csharp] AStarGrid2D astarGrid = new AStarGrid2D(); - astarGrid.Size = new Vector2i(32, 32); - astarGrid.CellSize = new Vector2i(16, 16); + astarGrid.Size = new Vector2I(32, 32); + astarGrid.CellSize = new Vector2I(16, 16); astarGrid.Update(); - GD.Print(astarGrid.GetIdPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4) - GD.Print(astarGrid.GetPointPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64) + GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4) + GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64) [/csharp] [/codeblocks] </description> diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index eee25fad7c..bccab4613a 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -15,7 +15,7 @@ $animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0)) [/gdscript] [csharp] - GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.x == 0)); + GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.X == 0)); [/csharp] [/codeblocks] </member> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 304caeef43..c164fe4363 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -15,6 +15,17 @@ <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> + <method name="_post_process_key_value" qualifiers="virtual const"> + <return type="Variant" /> + <param index="0" name="animation" type="Animation" /> + <param index="1" name="track" type="int" /> + <param index="2" name="value" type="Variant" /> + <param index="3" name="object" type="Object" /> + <param index="4" name="object_idx" type="int" /> + <description> + A virtual function for processing after key getting during playback. + </description> + </method> <method name="add_animation_library"> <return type="int" enum="Error" /> <param index="0" name="name" type="StringName" /> diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 49bc4ee6af..3a3e8bb1fa 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -12,6 +12,17 @@ <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> + <method name="_post_process_key_value" qualifiers="virtual const"> + <return type="Variant" /> + <param index="0" name="animation" type="Animation" /> + <param index="1" name="track" type="int" /> + <param index="2" name="value" type="Variant" /> + <param index="3" name="object" type="Object" /> + <param index="4" name="object_idx" type="int" /> + <description> + A virtual function for processing after key getting during playback. + </description> + </method> <method name="advance"> <return type="void" /> <param index="0" name="delta" type="float" /> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index ce4d7693d8..1ac1c0745e 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -392,7 +392,7 @@ <method name="is_read_only" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the array is read-only. See [method set_read_only]. Arrays are automatically read-only if declared with [code]const[/code] keyword. + Returns [code]true[/code] if the array is read-only. See [method make_read_only]. Arrays are automatically read-only if declared with [code]const[/code] keyword. </description> </method> <method name="is_typed" qualifiers="const"> @@ -401,6 +401,12 @@ Returns [code]true[/code] if the array is typed. Typed arrays can only store elements of their associated type and provide type safety for the [code][][/code] operator. Methods of typed array still return [Variant]. </description> </method> + <method name="make_read_only"> + <return type="void" /> + <description> + Makes the array read-only, i.e. disabled modifying of the array's elements. Does not apply to nested content, e.g. content of nested arrays. + </description> + </method> <method name="map" qualifiers="const"> <return type="Array" /> <param index="0" name="method" type="Callable" /> @@ -524,13 +530,6 @@ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. </description> </method> - <method name="set_read_only"> - <return type="void" /> - <param index="0" name="enable" type="bool" /> - <description> - Makes the [Array] read-only, i.e. disabled modifying of the array's elements. Does not apply to nested content, e.g. content of nested arrays. - </description> - </method> <method name="set_typed"> <return type="void" /> <param index="0" name="type" type="int" /> diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 7b86afcc4c..6dc66194b8 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -206,6 +206,7 @@ Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices. </member> <member name="shadow_mesh" type="ArrayMesh" setter="set_shadow_mesh" getter="get_shadow_mesh"> + An optional mesh which is used for rendering shadows and can be used for the depth prepass. Can be used to increase performance of shadow rendering by using a mesh that only contains vertex position data (without normals, UVs, colors, etc.). </member> </members> </class> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 7082eff97d..0d675112b8 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -383,7 +383,9 @@ <method name="get_global_rect" qualifiers="const"> <return type="Rect2" /> <description> - Returns the position and size of the control relative to the [CanvasLayer]. See [member global_position] and [member size]. + Returns the position and size of the control relative to the containing canvas. See [member global_position] and [member size]. + [b]Note:[/b] If the node itself or any parent [CanvasItem] between the node and the canvas have a non default rotation or skew, the resulting size is likely not meaningful. + [b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to [code]true[/code] can lead to rounding inaccuracies between the displayed control and the returned [Rect2]. </description> </method> <method name="get_minimum_size" qualifiers="const"> @@ -414,7 +416,9 @@ <method name="get_rect" qualifiers="const"> <return type="Rect2" /> <description> - Returns the position and size of the control relative to the top-left corner of the parent Control. See [member position] and [member size]. + Returns the position and size of the control in the coordinate system of the containing node. See [member position], [member scale] and [member size]. + [b]Note:[/b] If [member rotation] is not the default rotation, the resulting size is not meaningful. + [b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to [code]true[/code] can lead to rounding inaccuracies between the displayed control and the returned [Rect2]. </description> </method> <method name="get_screen_position" qualifiers="const"> @@ -895,6 +899,7 @@ <param index="0" name="position" type="Vector2" /> <description> Moves the mouse cursor to [param position], relative to [member position] of this [Control]. + [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web. </description> </method> </methods> @@ -991,7 +996,7 @@ By default, the node's pivot is its top-left corner. When you change its [member rotation] or [member scale], it will rotate or scale around this pivot. Set this property to [member size] / 2 to pivot around the Control's center. </member> <member name="position" type="Vector2" setter="_set_position" getter="get_position" default="Vector2(0, 0)"> - The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by [member pivot_offset]. + The node's position, relative to its containing node. It corresponds to the rectangle's top-left corner. The property is not affected by [member pivot_offset]. </member> <member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0"> The node's rotation around its pivot, in radians. See [member pivot_offset] to change the pivot's position. @@ -1008,7 +1013,7 @@ The [Node] which must be a parent of the focused [Control] for the shortcut to be activated. If [code]null[/code], the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused. </member> <member name="size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)"> - The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically. + The size of the node's bounding rectangle, in the node's coordinate system. [Container] nodes update this property automatically. </member> <member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags" enum="Control.SizeFlags" default="1"> Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does. diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 5f99ba82b8..ea0bcc5cbb 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -42,7 +42,7 @@ You can access a dictionary's value by referencing its corresponding key. In the above example, [code]points_dict["White"][/code] will return [code]50[/code]. You can also write [code]points_dict.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable). [codeblocks] [gdscript] - @export(String, "White", "Yellow", "Orange") var my_color + @export_enum("White", "Yellow", "Orange") var my_color: String var points_dict = {"White": 50, "Yellow": 75, "Orange": 100} func _ready(): # We can't use dot syntax here as `my_color` is a variable. @@ -271,12 +271,24 @@ Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/code]). See also [method size]. </description> </method> + <method name="is_read_only" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the dictionary is read-only. See [method make_read_only]. Dictionaries are automatically read-only if declared with [code]const[/code] keyword. + </description> + </method> <method name="keys" qualifiers="const"> <return type="Array" /> <description> Returns the list of keys in the dictionary. </description> </method> + <method name="make_read_only"> + <return type="void" /> + <description> + Makes the dictionary read-only, i.e. disabled modifying of the dictionary's contents. Does not apply to nested content, e.g. content of nested dicitonaries. + </description> + </method> <method name="merge"> <return type="void" /> <param index="0" name="dictionary" type="Dictionary" /> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index b77ec4c517..b0657cab90 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -1090,6 +1090,7 @@ <param index="0" name="position" type="Vector2i" /> <description> Sets the mouse cursor position to the given [param position] relative to an origin at the upper left corner of the currently focused game Window Manager window. + [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web. </description> </method> <method name="window_can_draw" qualifiers="const"> diff --git a/doc/classes/FileSystemDock.xml b/doc/classes/FileSystemDock.xml index 00f5c7ddff..f76bc2c279 100644 --- a/doc/classes/FileSystemDock.xml +++ b/doc/classes/FileSystemDock.xml @@ -51,5 +51,10 @@ <description> </description> </signal> + <signal name="resource_removed"> + <param index="0" name="resource" type="Resource" /> + <description> + </description> + </signal> </signals> </class> diff --git a/doc/classes/HeightMapShape3D.xml b/doc/classes/HeightMapShape3D.xml index 206981e547..f34870c500 100644 --- a/doc/classes/HeightMapShape3D.xml +++ b/doc/classes/HeightMapShape3D.xml @@ -14,10 +14,10 @@ Height map data, pool array must be of [member map_width] * [member map_depth] size. </member> <member name="map_depth" type="int" setter="set_map_depth" getter="get_map_depth" default="2"> - Depth of the height map data. Changing this will resize the [member map_data]. + Number of vertices in the depth of the height map. Changing this will resize the [member map_data]. </member> <member name="map_width" type="int" setter="set_map_width" getter="get_map_width" default="2"> - Width of the height map data. Changing this will resize the [member map_data]. + Number of vertices in the width of the height map. Changing this will resize the [member map_data]. </member> </members> </class> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 051e087611..b13564cfef 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -525,7 +525,7 @@ var img = new Image(); img.Create(imgWidth, imgHeight, false, Image.Format.Rgba8); - img.SetPixelv(new Vector2i(1, 2), Colors.Red); // Sets the color at (1, 2) to red. + img.SetPixelv(new Vector2I(1, 2), Colors.Red); // Sets the color at (1, 2) to red. [/csharp] [/codeblocks] This is the same as [method set_pixel], but with a [Vector2i] argument instead of two integer arguments. diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 3b0cfb3825..70e629974d 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -375,6 +375,7 @@ <description> Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window. Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [constant MOUSE_MODE_CONFINED] or [constant MOUSE_MODE_CONFINED_HIDDEN]. + [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web. </description> </method> </methods> diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index 3ce6ce41b4..020ce4f468 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -138,10 +138,10 @@ Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods. </constant> <constant name="RPC_MODE_ANY_PEER" value="1" enum="RPCMode"> - Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not. + Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc("any")[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not. </constant> <constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode"> - Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(authority)[/code] annotation. See [method Node.set_multiplayer_authority]. + Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc("authority")[/code] annotation. See [method Node.set_multiplayer_authority]. </constant> </constants> </class> diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml index b561748b30..6ae4dc4177 100644 --- a/doc/classes/NavigationAgent2D.xml +++ b/doc/classes/NavigationAgent2D.xml @@ -4,8 +4,8 @@ 2D Agent used in navigation for collision avoidance. </brief_description> <description> - 2D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent2D] is physics safe. - [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. + 2D Agent that is used in navigation to reach a position while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent2D] is physics safe. + [b]Note:[/b] After setting [member target_position] it is required to use the [method get_next_path_position] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. </description> <tutorials> <link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.html</link> @@ -14,13 +14,13 @@ <method name="distance_to_target" qualifiers="const"> <return type="float" /> <description> - Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate. + Returns the distance to the target position, using the agent's global position. The user must set [member target_position] in order for this to be accurate. </description> </method> <method name="get_current_navigation_path" qualifiers="const"> <return type="PackedVector2Array" /> <description> - Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. + Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. </description> </method> <method name="get_current_navigation_path_index" qualifiers="const"> @@ -35,10 +35,10 @@ Returns the path query result for the path the agent is currently following. </description> </method> - <method name="get_final_location"> + <method name="get_final_position"> <return type="Vector2" /> <description> - Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. + Returns the reachable final position in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. </description> </method> <method name="get_navigation_layer_value" qualifiers="const"> @@ -54,10 +54,10 @@ Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer. </description> </method> - <method name="get_next_location"> + <method name="get_next_path_position"> <return type="Vector2" /> <description> - Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. + Returns the next position in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. </description> </method> <method name="get_rid" qualifiers="const"> @@ -69,19 +69,19 @@ <method name="is_navigation_finished"> <return type="bool" /> <description> - Returns true if the navigation path's final location has been reached. + Returns true if the navigation path's final position has been reached. </description> </method> <method name="is_target_reachable"> <return type="bool" /> <description> - Returns true if [member target_location] is reachable. + Returns true if [member target_position] is reachable. </description> </method> <method name="is_target_reached" qualifiers="const"> <return type="bool" /> <description> - Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. + Returns true if [member target_position] is reached. It may not always be possible to reach the target position. It should always be possible to reach the final position though. See [method get_final_position]. </description> </method> <method name="set_navigation_layer_value"> @@ -127,7 +127,7 @@ The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update. </member> <member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="100.0"> - The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. + The maximum distance the agent is allowed away from the ideal path to the final position. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. </member> <member name="path_metadata_flags" type="int" setter="set_path_metadata_flags" getter="get_path_metadata_flags" enum="NavigationPathQueryParameters2D.PathMetadataFlags" default="7"> Additional information to return with the navigation path. @@ -139,8 +139,8 @@ <member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="10.0"> The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update. </member> - <member name="target_location" type="Vector2" setter="set_target_location" getter="get_target_location" default="Vector2(0, 0)"> - The user-defined target location. Setting this property will clear the current navigation path. + <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 0)"> + The user-defined target position. Setting this property will clear the current navigation path. </member> <member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="1.0"> The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive. @@ -152,7 +152,7 @@ <description> Notifies when a navigation link has been reached. The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: - - [code]location[/code]: The start location of the link that was reached. + - [code]position[/code]: The start position of the link that was reached. - [code]type[/code]: Always [constant NavigationPathQueryResult2D.PATH_SEGMENT_TYPE_LINK]. - [code]rid[/code]: The [RID] of the link. - [code]owner[/code]: The object which manages the link (usually [NavigationLink2D]). @@ -160,7 +160,7 @@ </signal> <signal name="navigation_finished"> <description> - Notifies when the final location is reached. + Notifies when the final position is reached. </description> </signal> <signal name="path_changed"> @@ -170,7 +170,7 @@ </signal> <signal name="target_reached"> <description> - Notifies when the player-defined [member target_location] is reached. + Notifies when the player-defined [member target_position] is reached. </description> </signal> <signal name="velocity_computed"> @@ -184,7 +184,7 @@ <description> Notifies when a waypoint along the path has been reached. The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: - - [code]location[/code]: The location of the waypoint that was reached. + - [code]position[/code]: The position of the waypoint that was reached. - [code]type[/code]: The type of navigation primitive (region or link) that contains this waypoint. - [code]rid[/code]: The [RID] of the containing navigation primitive (region or link). - [code]owner[/code]: The object which manages the containing navigation primitive (region or link). diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml index a1b007ee56..a22cd6dd46 100644 --- a/doc/classes/NavigationAgent3D.xml +++ b/doc/classes/NavigationAgent3D.xml @@ -4,8 +4,8 @@ 3D Agent used in navigation for collision avoidance. </brief_description> <description> - 3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent3D] is physics safe. - [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. + 3D Agent that is used in navigation to reach a position while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent3D] is physics safe. + [b]Note:[/b] After setting [member target_position] it is required to use the [method get_next_path_position] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. </description> <tutorials> <link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.html</link> @@ -14,13 +14,13 @@ <method name="distance_to_target" qualifiers="const"> <return type="float" /> <description> - Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate. + Returns the distance to the target position, using the agent's global position. The user must set [member target_position] in order for this to be accurate. </description> </method> <method name="get_current_navigation_path" qualifiers="const"> <return type="PackedVector3Array" /> <description> - Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. + Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. </description> </method> <method name="get_current_navigation_path_index" qualifiers="const"> @@ -35,10 +35,10 @@ Returns the path query result for the path the agent is currently following. </description> </method> - <method name="get_final_location"> + <method name="get_final_position"> <return type="Vector3" /> <description> - Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. + Returns the reachable final position in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. </description> </method> <method name="get_navigation_layer_value" qualifiers="const"> @@ -54,10 +54,10 @@ Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer. </description> </method> - <method name="get_next_location"> + <method name="get_next_path_position"> <return type="Vector3" /> <description> - Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. + Returns the next position in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. </description> </method> <method name="get_rid" qualifiers="const"> @@ -69,19 +69,19 @@ <method name="is_navigation_finished"> <return type="bool" /> <description> - Returns true if the navigation path's final location has been reached. + Returns true if the navigation path's final position has been reached. </description> </method> <method name="is_target_reachable"> <return type="bool" /> <description> - Returns true if [member target_location] is reachable. + Returns true if [member target_position] is reachable. </description> </method> <method name="is_target_reached" qualifiers="const"> <return type="bool" /> <description> - Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. + Returns true if [member target_position] is reached. It may not always be possible to reach the target position. It should always be possible to reach the final position though. See [method get_final_position]. </description> </method> <method name="set_navigation_layer_value"> @@ -133,7 +133,7 @@ The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update. </member> <member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0"> - The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. + The maximum distance the agent is allowed away from the ideal path to the final position. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. </member> <member name="path_metadata_flags" type="int" setter="set_path_metadata_flags" getter="get_path_metadata_flags" enum="NavigationPathQueryParameters3D.PathMetadataFlags" default="7"> Additional information to return with the navigation path. @@ -145,8 +145,8 @@ <member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0"> The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update. </member> - <member name="target_location" type="Vector3" setter="set_target_location" getter="get_target_location" default="Vector3(0, 0, 0)"> - The user-defined target location. Setting this property will clear the current navigation path. + <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, 0, 0)"> + The user-defined target position. Setting this property will clear the current navigation path. </member> <member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0"> The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive. @@ -158,7 +158,7 @@ <description> Notifies when a navigation link has been reached. The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: - - [code]location[/code]: The start location of the link that was reached. + - [code]position[/code]: The start position of the link that was reached. - [code]type[/code]: Always [constant NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK]. - [code]rid[/code]: The [RID] of the link. - [code]owner[/code]: The object which manages the link (usually [NavigationLink3D]). @@ -166,7 +166,7 @@ </signal> <signal name="navigation_finished"> <description> - Notifies when the final location is reached. + Notifies when the final position is reached. </description> </signal> <signal name="path_changed"> @@ -176,7 +176,7 @@ </signal> <signal name="target_reached"> <description> - Notifies when the player-defined [member target_location] is reached. + Notifies when the player-defined [member target_position] is reached. </description> </signal> <signal name="velocity_computed"> @@ -190,7 +190,7 @@ <description> Notifies when a waypoint along the path has been reached. The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: - - [code]location[/code]: The location of the waypoint that was reached. + - [code]position[/code]: The position of the waypoint that was reached. - [code]type[/code]: The type of navigation primitive (region or link) that contains this waypoint. - [code]rid[/code]: The [RID] of the containing navigation primitive (region or link). - [code]owner[/code]: The object which manages the containing navigation primitive (region or link). diff --git a/doc/classes/NavigationLink2D.xml b/doc/classes/NavigationLink2D.xml index 44d2110a7c..b3f4367675 100644 --- a/doc/classes/NavigationLink2D.xml +++ b/doc/classes/NavigationLink2D.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="NavigationLink2D" inherits="Node2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Creates a link between two locations that [NavigationServer2D] can route agents through. + Creates a link between two positions that [NavigationServer2D] can route agents through. </brief_description> <description> - Creates a link between two locations that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. + Creates a link between two positions that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. </description> <tutorials> <link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link> @@ -28,12 +28,12 @@ </methods> <members> <member name="bidirectional" type="bool" setter="set_bidirectional" getter="is_bidirectional" default="true"> - Whether this link can be traveled in both directions or only from [member start_location] to [member end_location]. + Whether this link can be traveled in both directions or only from [member start_position] to [member end_position]. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> Whether this link is currently active. If [code]false[/code], [method NavigationServer2D.map_get_path] will ignore this link. </member> - <member name="end_location" type="Vector2" setter="set_end_location" getter="get_end_location" default="Vector2(0, 0)"> + <member name="end_position" type="Vector2" setter="set_end_position" getter="get_end_position" default="Vector2(0, 0)"> Ending position of the link. This position will search out the nearest polygon in the navigation mesh to attach to. The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius]. @@ -44,7 +44,7 @@ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer2D.map_get_path]. </member> - <member name="start_location" type="Vector2" setter="set_start_location" getter="get_start_location" default="Vector2(0, 0)"> + <member name="start_position" type="Vector2" setter="set_start_position" getter="get_start_position" default="Vector2(0, 0)"> Starting position of the link. This position will search out the nearest polygon in the navigation mesh to attach to. The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius]. diff --git a/doc/classes/NavigationLink3D.xml b/doc/classes/NavigationLink3D.xml index 4aa5801afb..4dff226042 100644 --- a/doc/classes/NavigationLink3D.xml +++ b/doc/classes/NavigationLink3D.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="NavigationLink3D" inherits="Node3D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Creates a link between two locations that [NavigationServer3D] can route agents through. + Creates a link between two positions that [NavigationServer3D] can route agents through. </brief_description> <description> - Creates a link between two locations that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. + Creates a link between two positions that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. </description> <tutorials> <link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link> @@ -28,12 +28,12 @@ </methods> <members> <member name="bidirectional" type="bool" setter="set_bidirectional" getter="is_bidirectional" default="true"> - Whether this link can be traveled in both directions or only from [member start_location] to [member end_location]. + Whether this link can be traveled in both directions or only from [member start_position] to [member end_position]. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> Whether this link is currently active. If [code]false[/code], [method NavigationServer3D.map_get_path] will ignore this link. </member> - <member name="end_location" type="Vector3" setter="set_end_location" getter="get_end_location" default="Vector3(0, 0, 0)"> + <member name="end_position" type="Vector3" setter="set_end_position" getter="get_end_position" default="Vector3(0, 0, 0)"> Ending position of the link. This position will search out the nearest polygon in the navigation mesh to attach to. The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius]. @@ -44,7 +44,7 @@ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer3D.map_get_path]. </member> - <member name="start_location" type="Vector3" setter="set_start_location" getter="get_start_location" default="Vector3(0, 0, 0)"> + <member name="start_position" type="Vector3" setter="set_start_position" getter="get_start_position" default="Vector3(0, 0, 0)"> Starting position of the link. This position will search out the nearest polygon in the navigation mesh to attach to. The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius]. diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml index 1ba949b294..95e3fded36 100644 --- a/doc/classes/NavigationServer2D.xml +++ b/doc/classes/NavigationServer2D.xml @@ -137,14 +137,14 @@ <method name="link_create"> <return type="RID" /> <description> - Create a new link between two locations on a map. + Create a new link between two positions on a map. </description> </method> - <method name="link_get_end_location" qualifiers="const"> + <method name="link_get_end_position" qualifiers="const"> <return type="Vector2" /> <param index="0" name="link" type="RID" /> <description> - Returns the ending location of this [code]link[/code]. + Returns the ending position of this [code]link[/code]. </description> </method> <method name="link_get_enter_cost" qualifiers="const"> @@ -175,11 +175,11 @@ Returns the [code]ObjectID[/code] of the object which manages this link. </description> </method> - <method name="link_get_start_location" qualifiers="const"> + <method name="link_get_start_position" qualifiers="const"> <return type="Vector2" /> <param index="0" name="link" type="RID" /> <description> - Returns the starting location of this [code]link[/code]. + Returns the starting position of this [code]link[/code]. </description> </method> <method name="link_get_travel_cost" qualifiers="const"> @@ -204,12 +204,12 @@ Sets whether this [code]link[/code] can be travelled in both directions. </description> </method> - <method name="link_set_end_location"> + <method name="link_set_end_position"> <return type="void" /> <param index="0" name="link" type="RID" /> - <param index="1" name="location" type="Vector2" /> + <param index="1" name="position" type="Vector2" /> <description> - Sets the exit location for the [code]link[/code]. + Sets the exit position for the [code]link[/code]. </description> </method> <method name="link_set_enter_cost"> @@ -244,12 +244,12 @@ Set the [code]ObjectID[/code] of the object which manages this link. </description> </method> - <method name="link_set_start_location"> + <method name="link_set_start_position"> <return type="void" /> <param index="0" name="link" type="RID" /> - <param index="1" name="location" type="Vector2" /> + <param index="1" name="position" type="Vector2" /> <description> - Sets the entry location for this [code]link[/code]. + Sets the entry position for this [code]link[/code]. </description> </method> <method name="link_set_travel_cost"> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index e007c71342..fd20f780b3 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -144,14 +144,14 @@ <method name="link_create"> <return type="RID" /> <description> - Create a new link between two locations on a map. + Create a new link between two positions on a map. </description> </method> - <method name="link_get_end_location" qualifiers="const"> + <method name="link_get_end_position" qualifiers="const"> <return type="Vector3" /> <param index="0" name="link" type="RID" /> <description> - Returns the ending location of this [code]link[/code]. + Returns the ending position of this [code]link[/code]. </description> </method> <method name="link_get_enter_cost" qualifiers="const"> @@ -182,11 +182,11 @@ Returns the [code]ObjectID[/code] of the object which manages this link. </description> </method> - <method name="link_get_start_location" qualifiers="const"> + <method name="link_get_start_position" qualifiers="const"> <return type="Vector3" /> <param index="0" name="link" type="RID" /> <description> - Returns the starting location of this [code]link[/code]. + Returns the starting position of this [code]link[/code]. </description> </method> <method name="link_get_travel_cost" qualifiers="const"> @@ -211,12 +211,12 @@ Sets whether this [code]link[/code] can be travelled in both directions. </description> </method> - <method name="link_set_end_location"> + <method name="link_set_end_position"> <return type="void" /> <param index="0" name="link" type="RID" /> - <param index="1" name="location" type="Vector3" /> + <param index="1" name="position" type="Vector3" /> <description> - Sets the exit location for the [code]link[/code]. + Sets the exit position for the [code]link[/code]. </description> </method> <method name="link_set_enter_cost"> @@ -251,12 +251,12 @@ Set the [code]ObjectID[/code] of the object which manages this link. </description> </method> - <method name="link_set_start_location"> + <method name="link_set_start_position"> <return type="void" /> <param index="0" name="link" type="RID" /> - <param index="1" name="location" type="Vector3" /> + <param index="1" name="position" type="Vector3" /> <description> - Sets the entry location for this [code]link[/code]. + Sets the entry position for this [code]link[/code]. </description> </method> <method name="link_set_travel_cost"> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 7b27f16d82..7c40c189c0 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -666,7 +666,7 @@ channel = 0, } [/codeblock] - See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(authority)[/code]). By default, methods are not exposed to networking (and RPCs). + See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc("any")[/code], [code]@rpc("authority")[/code]). By default, methods are not exposed to networking (and RPCs). </description> </method> <method name="rpc_id" qualifiers="vararg"> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 325ead0cfa..80a9b40605 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -80,9 +80,9 @@ [/gdscript] [csharp] // position (-3, 2), size (1, 1) - var rect = new Rect2i(new Vector2i(-3, 2), new Vector2i(1, 1)); - // position (-3, -1), size (3, 4), so we fit both rect and Vector2i(0, -1) - var rect2 = rect.Expand(new Vector2i(0, -1)); + var rect = new Rect2I(new Vector2I(-3, 2), new Vector2I(1, 1)); + // position (-3, -1), size (3, 4), so we fit both rect and Vector2I(0, -1) + var rect2 = rect.Expand(new Vector2I(0, -1)); [/csharp] [/codeblocks] </description> diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index e533fc1e32..67f466ad4c 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -24,7 +24,8 @@ <param index="0" name="subresources" type="bool" default="false" /> <description> Duplicates this resource, returning a new resource with its [code]export[/code]ed or [constant PROPERTY_USAGE_STORAGE] properties copied from the original. - If [param subresources] is [code]false[/code], a shallow copy is returned. Nested resources within subresources are not duplicated and are shared from the original resource. This behavior can be overridden by the [constant PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE] flag. + If [param subresources] is [code]false[/code], a shallow copy is returned; nested resources within subresources are not duplicated and are shared from the original resource. If [param subresources] is [code]true[/code], a deep copy is returned; nested subresources will be duplicated and are not shared. + Subresource properties with the [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] flag are always duplicated even with [param subresources] set to [code]false[/code], and properties with the [constant PROPERTY_USAGE_NEVER_DUPLICATE] flag are never duplicated even with [param subresources] set to [code]true[/code]. [b]Note:[/b] For custom resources, this method will fail if [method Object._init] has been defined with required parameters. </description> </method> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 5550bf0955..1ecc8a1d4e 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -8,7 +8,7 @@ [b]Note:[/b] Assignments to [member text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member text] will erase previous edits made from other manual sources such as [method append_text] and the [code]push_*[/code] / [method pop] methods. [b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code]. [b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode. - [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property. + [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content] property. </description> <tutorials> <link title="BBCode in RichTextLabel">$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link> @@ -251,6 +251,14 @@ Adds a [code][color][/code] tag to the tag stack. </description> </method> + <method name="push_customfx"> + <return type="void" /> + <param index="0" name="effect" type="RichTextEffect" /> + <param index="1" name="env" type="Dictionary" /> + <description> + Adds a custom effect tag to the tag stack. The effect does not need to be in [member custom_effects]. The environment is directly passed to the effect. + </description> + </method> <method name="push_dropcap"> <return type="void" /> <param index="0" name="string" type="String" /> @@ -474,9 +482,8 @@ <member name="deselect_on_focus_loss_enabled" type="bool" setter="set_deselect_on_focus_loss_enabled" getter="is_deselect_on_focus_loss_enabled" default="true"> If [code]true[/code], the selected text will be deselected when focus is lost. </member> - <member name="fit_content_height" type="bool" setter="set_fit_content_height" getter="is_fit_content_height_enabled" default="false"> - If [code]true[/code], the label's height will be automatically updated to fit its content. - [b]Note:[/b] This property is used as a workaround to fix issues with [RichTextLabel] in [Container]s, but it's unreliable in some cases and will be removed in future versions. + <member name="fit_content" type="bool" setter="set_fit_content" getter="is_fit_content_enabled" default="false"> + If [code]true[/code], the label's minimum size will be automatically updated to fit its content, matching the behavior of [Label]. </member> <member name="hint_underlined" type="bool" setter="set_hint_underline" getter="is_hint_underlined" default="true"> If [code]true[/code], the label underlines hint tags such as [code][hint=description]{text}[/hint][/code]. diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml index 745187ed63..f2f6e59a9e 100644 --- a/doc/classes/StyleBoxTexture.xml +++ b/doc/classes/StyleBoxTexture.xml @@ -82,6 +82,7 @@ <member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2(0, 0, 0, 0)"> Species a sub-region of the texture to use. This is equivalent to first wrapping the texture in an [AtlasTexture] with the same region. + If empty ([code]Rect2(0, 0, 0, 0)[/code]), the whole texture will be used. </member> <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> The texture to use when drawing this style box. diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml index 9d73e9fb39..5b567dbc28 100644 --- a/doc/classes/SurfaceTool.xml +++ b/doc/classes/SurfaceTool.xml @@ -133,7 +133,7 @@ <description> Generates normals from vertices so you do not have to do it manually. If [param flip] is [code]true[/code], the resulting normals will be inverted. [method generate_normals] should be called [i]after[/i] generating geometry and [i]before[/i] committing the mesh using [method commit] or [method commit_to_arrays]. For correct display of normal-mapped surfaces, you will also have to generate tangents using [method generate_tangents]. [b]Note:[/b] [method generate_normals] only works if the primitive type to be set to [constant Mesh.PRIMITIVE_TRIANGLES]. - [b]Note:[/b] [method generate_normals] takes smooth groups into account. If you don't specify any smooth group for each vertex, [method generate_normals] will smooth normals for you. + [b]Note:[/b] [method generate_normals] takes smooth groups into account. To generate smooth normals, set the smooth group to a value greater than or equal to [code]0[/code] using [method set_smooth_group] or leave the smooth group at the default of [code]0[/code]. To generate flat normals, set the smooth group to [code]-1[/code] using [method set_smooth_group] prior to adding vertices. </description> </method> <method name="generate_tangents"> @@ -241,7 +241,7 @@ <return type="void" /> <param index="0" name="index" type="int" /> <description> - Specifies whether the current vertex (if using only vertex arrays) or current index (if also using index arrays) should use smooth normals for normal calculation. + Specifies the smooth group to use for the [i]next[/i] vertex. If this is never called, all vertices will have the default smooth group of [code]0[/code] and will be smoothed with adjacent vertices of the same group. To produce a mesh with flat normals, set the smooth group to [code]-1[/code]. </description> </method> <method name="set_tangent"> diff --git a/doc/classes/SystemFont.xml b/doc/classes/SystemFont.xml index 20bfd0d8ae..5e7b79ae97 100644 --- a/doc/classes/SystemFont.xml +++ b/doc/classes/SystemFont.xml @@ -43,6 +43,12 @@ <member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="TextServer.Hinting" default="1"> Font hinting mode. </member> + <member name="msdf_pixel_range" type="int" setter="set_msdf_pixel_range" getter="get_msdf_pixel_range" default="16"> + The width of the range around the shape between the minimum and maximum representable signed distance. If using font outlines, [member msdf_pixel_range] must be set to at least [i]twice[/i] the size of the largest font outline. The default [member msdf_pixel_range] value of [code]16[/code] allows outline sizes up to [code]8[/code] to look correct. + </member> + <member name="msdf_size" type="int" setter="set_msdf_size" getter="get_msdf_size" default="48"> + Source font size used to generate MSDF textures. Higher values allow for more precision, but are slower to render and require more memory. Only increase this value if you notice a visible lack of precision in glyph rendering. + </member> <member name="multichannel_signed_distance_field" type="bool" setter="set_multichannel_signed_distance_field" getter="is_multichannel_signed_distance_field" default="false"> If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data. </member> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index ccd79cd170..dfbfce8c76 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -770,12 +770,12 @@ var column_number = result.x [/gdscript] [csharp] - Vector2i result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0); - if (result.Length > 0) + Vector2I result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0); + if (result.X != -1) { // Result found. - int lineNumber = result.y; - int columnNumber = result.x; + int lineNumber = result.Y; + int columnNumber = result.X; } [/csharp] [/codeblocks] diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 236d34383f..ab2de14638 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -55,7 +55,7 @@ <method name="get_final_transform" qualifiers="const"> <return type="Transform2D" /> <description> - Returns the total transform of the viewport. + Returns the transform from the viewport's coordinate system to the embedder's coordinate system. </description> </method> <method name="get_mouse_position" qualifiers="const"> @@ -210,6 +210,7 @@ <param index="0" name="position" type="Vector2" /> <description> Moves the mouse pointer to the specified position in this [Viewport] using the coordinate system of this [Viewport]. + [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web. </description> </method> </methods> diff --git a/doc/classes/VisualShaderNodeDerivativeFunc.xml b/doc/classes/VisualShaderNodeDerivativeFunc.xml index 9a1ad53394..4a31969171 100644 --- a/doc/classes/VisualShaderNodeDerivativeFunc.xml +++ b/doc/classes/VisualShaderNodeDerivativeFunc.xml @@ -15,6 +15,9 @@ <member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeDerivativeFunc.OpType" default="0"> A type of operands and returned value. See [enum OpType] for options. </member> + <member name="precision" type="int" setter="set_precision" getter="get_precision" enum="VisualShaderNodeDerivativeFunc.Precision" default="0"> + Sets the level of precision to use for the derivative function. See [enum Precision] for options. When using the GL_Compatibility renderer, this setting has no effect. + </member> </members> <constants> <constant name="OP_TYPE_SCALAR" value="0" enum="OpType"> @@ -44,5 +47,17 @@ <constant name="FUNC_MAX" value="3" enum="Function"> Represents the size of the [enum Function] enum. </constant> + <constant name="PRECISION_NONE" value="0" enum="Precision"> + No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders. + </constant> + <constant name="PRECISION_COARSE" value="1" enum="Precision"> + The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using [constant PRECISION_FINE], but may not be suitable when more precision is needed. This is equivalent to using [code]dFdxCoarse()[/code] or [code]dFdyCoarse()[/code] in text shaders. + </constant> + <constant name="PRECISION_FINE" value="2" enum="Precision"> + The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using [constant PRECISION_COARSE], but may be necessary when more precision is needed. This is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in text shaders. + </constant> + <constant name="PRECISION_MAX" value="3" enum="Precision"> + Represents the size of the [enum Precision] enum. + </constant> </constants> </class> |