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-rw-r--r--doc/classes/Area.xml6
-rw-r--r--doc/classes/Camera.xml4
-rw-r--r--doc/classes/Image.xml35
-rw-r--r--doc/classes/PinJoint2D.xml2
-rw-r--r--doc/classes/Vector2.xml9
5 files changed, 50 insertions, 6 deletions
diff --git a/doc/classes/Area.xml b/doc/classes/Area.xml
index eaf70beabd..5c56b5e21b 100644
--- a/doc/classes/Area.xml
+++ b/doc/classes/Area.xml
@@ -192,7 +192,7 @@
<argument index="0" name="body" type="Object">
</argument>
<description>
- Emitted when a [PhysicsBody2D] object exits.
+ Emitted when a [PhysicsBody] object exits.
</description>
</signal>
<signal name="body_shape_entered">
@@ -205,7 +205,7 @@
<argument index="3" name="area_shape" type="int">
</argument>
<description>
- Emitted when a [PhysicsBody2D] object enters, reporting which shapes overlapped.
+ Emitted when a [PhysicsBody] object enters, reporting which shapes overlapped.
</description>
</signal>
<signal name="body_shape_exited">
@@ -218,7 +218,7 @@
<argument index="3" name="area_shape" type="int">
</argument>
<description>
- Emitted when a [PhysicsBody2D] object exits, reporting which shapes were overlapping.
+ Emitted when a [PhysicsBody] object exits, reporting which shapes were overlapping.
</description>
</signal>
</signals>
diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml
index 869a664073..0b7cd4ef7a 100644
--- a/doc/classes/Camera.xml
+++ b/doc/classes/Camera.xml
@@ -133,7 +133,7 @@
The camera's field of view angle (in degrees). Only applicable in perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/code] sets the other axis' field of view angle.
</member>
<member name="h_offset" type="float" setter="set_h_offset" getter="get_h_offset">
- The horizontal (X) offset of the Camear viewport.
+ The horizontal (X) offset of the Camera viewport.
</member>
<member name="keep_aspect" type="int" setter="set_keep_aspect_mode" getter="get_keep_aspect_mode" enum="Camera.KeepAspect">
The axis to lock during [member fov]/[member size] adjustments.
@@ -148,7 +148,7 @@
The camera's size measured as 1/2 the width or height. Only applicable in orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] sets the other axis' size length.
</member>
<member name="v_offset" type="float" setter="set_v_offset" getter="get_v_offset">
- The horizontal (Y) offset of the Camear viewport.
+ The horizontal (Y) offset of the Camera viewport.
</member>
</members>
<constants>
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index b158154c49..c1bd8d34eb 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -436,74 +436,109 @@
<constant name="FORMAT_LA8" value="1" enum="Format">
</constant>
<constant name="FORMAT_R8" value="2" enum="Format">
+ OpenGL texture format RED with a single component and a bitdepth of 8.
</constant>
<constant name="FORMAT_RG8" value="3" enum="Format">
+ OpenGL texture format RG with two components and a bitdepth of 8 for each.
</constant>
<constant name="FORMAT_RGB8" value="4" enum="Format">
+ OpenGL texture format RGB with three components, each with a bitdepth of 8.
</constant>
<constant name="FORMAT_RGBA8" value="5" enum="Format">
+ OpenGL texture format RGBA with four components, each with a bitdepth of 8.
</constant>
<constant name="FORMAT_RGBA4444" value="6" enum="Format">
+ OpenGL texture format RGBA with four components, each with a bitdepth of 4.
</constant>
<constant name="FORMAT_RGBA5551" value="7" enum="Format">
+ OpenGL texture format GL_RGB5_A1 where 5 bits of depth for each component of RGB and one bit for alpha.
</constant>
<constant name="FORMAT_RF" value="8" enum="Format">
+ OpenGL texture format GL_R32F where there's one component, a 32-bit floating-point value.
</constant>
<constant name="FORMAT_RGF" value="9" enum="Format">
+ OpenGL texture format GL_RG32F where there are two components, each a 32-bit floating-point values.
</constant>
<constant name="FORMAT_RGBF" value="10" enum="Format">
+ OpenGL texture format GL_RGB32F where there are three components, each a 32-bit floating-point values.
</constant>
<constant name="FORMAT_RGBAF" value="11" enum="Format">
+ OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point values.
</constant>
<constant name="FORMAT_RH" value="12" enum="Format">
+ OpenGL texture format GL_R32F where there's one component, a 16-bit "half-precision" floating-point value.
</constant>
<constant name="FORMAT_RGH" value="13" enum="Format">
+ OpenGL texture format GL_RG32F where there's two components, each a 16-bit "half-precision" floating-point value.
</constant>
<constant name="FORMAT_RGBH" value="14" enum="Format">
+ OpenGL texture format GL_RGB32F where there's three components, each a 16-bit "half-precision" floating-point value.
</constant>
<constant name="FORMAT_RGBAH" value="15" enum="Format">
+ OpenGL texture format GL_RGBA32F where there's four components, each a 16-bit "half-precision" floating-point value.
</constant>
<constant name="FORMAT_RGBE9995" value="16" enum="Format">
+ A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single exponent.
</constant>
<constant name="FORMAT_DXT1" value="17" enum="Format">
+ The S3TC texture format that uses Block Compression 1, and is the smallest variation of S3TC, only providing 1 bit of alpha and color data being premultiplied with alpha. More information can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression.
</constant>
<constant name="FORMAT_DXT3" value="18" enum="Format">
+ The S3TC texture format that uses Block Compression 2, and color data is interpreted as not having been premultiplied by alpha. Well suited for images with sharp alpha transitions between translucent and opaque areas.
</constant>
<constant name="FORMAT_DXT5" value="19" enum="Format">
+ The S3TC texture format also known as Block Compression 3 or BC3 that contains 64 bits of alpha channel data followed by 64 bits of DXT1-encoded color data. Color data is not premultiplied by alpha, same as DXT3. DXT5 generally produces superior results for transparency gradients than DXT3.
</constant>
<constant name="FORMAT_RGTC_R" value="20" enum="Format">
+ Texture format that uses Red Green Texture Compression, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel. More information can be found here https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression.
</constant>
<constant name="FORMAT_RGTC_RG" value="21" enum="Format">
+ Texture format that uses Red Green Texture Compression, normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel.
</constant>
<constant name="FORMAT_BPTC_RGBA" value="22" enum="Format">
+ Texture format that uses BPTC compression with unsigned normalized RGBA components. More information can be found at https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression.
</constant>
<constant name="FORMAT_BPTC_RGBF" value="23" enum="Format">
+ Texture format that uses BPTC compression with signed floating-point RGB components.
</constant>
<constant name="FORMAT_BPTC_RGBFU" value="24" enum="Format">
+ Texture format that uses BPTC compression with unsigned floating-point RGB components.
</constant>
<constant name="FORMAT_PVRTC2" value="25" enum="Format">
+ Texture format used on PowerVR-supported mobile platforms, uses 2 bit color depth with no alpha. More information on PVRTC can be found here https://en.wikipedia.org/wiki/PVRTC.
</constant>
<constant name="FORMAT_PVRTC2A" value="26" enum="Format">
+ Same as PVRTC2, but with an alpha component.
</constant>
<constant name="FORMAT_PVRTC4" value="27" enum="Format">
+ Similar to PVRTC2, but with 4 bit color depth and no alpha.
</constant>
<constant name="FORMAT_PVRTC4A" value="28" enum="Format">
+ Same as PVRTC4, but with an alpha component.
</constant>
<constant name="FORMAT_ETC" value="29" enum="Format">
+ Ericsson Texture Compression format, also referred to as 'ETC1', and is part of the OpenGL ES graphics standard. An overview of the format is given at https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1.
</constant>
<constant name="FORMAT_ETC2_R11" value="30" enum="Format">
+ Ericsson Texture Compression format 2 variant R11_EAC, which provides one channel of unsigned data.
</constant>
<constant name="FORMAT_ETC2_R11S" value="31" enum="Format">
+ Ericsson Texture Compression format 2 variant SIGNED_R11_EAC, which provides one channel of signed data.
</constant>
<constant name="FORMAT_ETC2_RG11" value="32" enum="Format">
+ Ericsson Texture Compression format 2 variant RG11_EAC, which provides two channels of unsigned data.
</constant>
<constant name="FORMAT_ETC2_RG11S" value="33" enum="Format">
+ Ericsson Texture Compression format 2 variant SIGNED_RG11_EAC, which provides two channels of signed data.
</constant>
<constant name="FORMAT_ETC2_RGB8" value="34" enum="Format">
+ Ericsson Texture Compression format 2 variant RGB8, which is a followup of ETC1 and compresses RGB888 data.
</constant>
<constant name="FORMAT_ETC2_RGBA8" value="35" enum="Format">
+ Ericsson Texture Compression format 2 variant RGBA8, which compresses RGBA8888 data with full alpha support.
</constant>
<constant name="FORMAT_ETC2_RGB8A1" value="36" enum="Format">
+ Ericsson Texture Compression format 2 variant RGB8_PUNCHTHROUGH_ALPHA1, which compresses RGBA data to make alpha either fully transparent or fully opaque.
</constant>
<constant name="FORMAT_MAX" value="37" enum="Format">
</constant>
diff --git a/doc/classes/PinJoint2D.xml b/doc/classes/PinJoint2D.xml
index a180078ddc..42708151ec 100644
--- a/doc/classes/PinJoint2D.xml
+++ b/doc/classes/PinJoint2D.xml
@@ -4,7 +4,7 @@
Pin Joint for 2D Shapes.
</brief_description>
<description>
- Pin Joint for 2D Rigid Bodies. It pins 2 bodies (rigid or static) together, or a single body to a fixed position in space.
+ Pin Joint for 2D Rigid Bodies. It pins two bodies (rigid or static) together.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 9df2eb143b..b293ec3368 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -81,6 +81,15 @@
Returns the vector with a maximum length.
</description>
</method>
+ <method name="cross">
+ <return type="float">
+ </return>
+ <argument index="0" name="b" type="Vector2">
+ </argument>
+ <description>
+ Returns the 2-dimensional analog of the cross product with [code]b[/code].
+ </description>
+ </method>
<method name="cubic_interpolate">
<return type="Vector2">
</return>