diff options
Diffstat (limited to 'doc/classes')
65 files changed, 495 insertions, 275 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 9a28a0d085..7f7df33471 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -898,7 +898,7 @@ <constant name="KEY_MASK_CTRL" value="268435456" enum="KeyModifierMask"> Ctrl key mask. </constant> - <constant name="KEY_MASK_CMD" value="268435456" enum="KeyModifierMask"> + <constant name="KEY_MASK_CMD" value="platform-dependent" enum="KeyModifierMask"> Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This mask should be preferred to [constant KEY_MASK_META] or [constant KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly. </constant> <constant name="KEY_MASK_KPAD" value="536870912" enum="KeyModifierMask"> diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 3f2f27d121..ae80abc5d2 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -18,7 +18,14 @@ <argument index="1" name="size" type="Vector3"> </argument> <description> - Optional constructor, accepts position and size. + Constructs an [AABB] from a position and size. + </description> + </method> + <method name="abs"> + <return type="AABB"> + </return> + <description> + Returns an AABB with equivalent position and size, modified so that the most-negative corner is the origin and the size is positive. </description> </method> <method name="encloses"> @@ -197,13 +204,14 @@ </methods> <members> <member name="end" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - Ending corner. This is calculated as [code]position + size[/code]. Changing this property changes [member size] accordingly. + Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. </member> <member name="position" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - Beginning corner. + Beginning corner. Typically has values lower than [member end]. </member> <member name="size" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - Size from position to end. + Size from [member position] to [member end]. Typically all components are positive. + If the size is negative, you can use [method abs] to fix it. </member> </members> <constants> diff --git a/doc/classes/AESContext.xml b/doc/classes/AESContext.xml index ab4d0e0bc3..ff433370bd 100644 --- a/doc/classes/AESContext.xml +++ b/doc/classes/AESContext.xml @@ -51,7 +51,7 @@ <return type="PackedByteArray"> </return> <description> - Get the current IV state for this context (IV gets updated when calling [method update]). You normally don't need this funciton. + Get the current IV state for this context (IV gets updated when calling [method update]). You normally don't need this function. Note: This function only makes sense when the context is started with [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]. </description> </method> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 09811d5617..68f0a630ef 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -7,10 +7,10 @@ An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track. [codeblock] # This creates an animation that makes the node "Enemy" move to the right by - # 100 pixels in 1 second. + # 100 pixels in 0.5 seconds. var animation = Animation.new() var track_index = animation.add_track(Animation.TYPE_VALUE) - animation.track_set_path(track_index, "Enemy:position.x") + animation.track_set_path(track_index, "Enemy:position:x") animation.track_insert_key(track_index, 0.0, 0) animation.track_insert_key(track_index, 0.5, 100) [/codeblock] diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml index 5e908b0e53..3812b45b13 100644 --- a/doc/classes/BaseButton.xml +++ b/doc/classes/BaseButton.xml @@ -13,7 +13,7 @@ <return type="void"> </return> <description> - Called when the button is pressed. + Called when the button is pressed. If you need to know the button's pressed state (and [member toggle_mode] is active), use [method _toggled] instead. </description> </method> <method name="_toggled" qualifiers="virtual"> @@ -89,6 +89,7 @@ <signal name="pressed"> <description> Emitted when the button is toggled or pressed. This is on [signal button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] and on [signal button_up] otherwise. + If you need to know the button's pressed state (and [member toggle_mode] is active), use [signal toggled] instead. </description> </signal> <signal name="toggled"> diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 3952ea2d27..47433d7adc 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -4,10 +4,13 @@ 3×3 matrix datatype. </brief_description> <description> - 3×3 matrix used for 3D rotation and scale. Contains 3 vector fields X, Y and Z as its columns, which can be interpreted as the local basis vectors of a transformation. Can also be accessed as array of 3D vectors. These vectors are orthogonal to each other, but are not necessarily normalized (due to scaling). Almost always used as an orthogonal basis for a [Transform]. - For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S). + 3×3 matrix used for 3D rotation and scale. Almost always used as an orthogonal basis for a Transform. + Contains 3 vector fields X, Y and Z as its columns, which are typically interpreted as the local basis vectors of a transformation. For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S). + Can also be accessed as array of 3D vectors. These vectors are normally orthogonal to each other, but are not necessarily normalized (due to scaling). + For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> + <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> </tutorials> <methods> @@ -17,7 +20,7 @@ <argument index="0" name="from" type="Quat"> </argument> <description> - Create a rotation matrix from the given quaternion. + Constructs a pure rotation basis matrix from the given quaternion. </description> </method> <method name="Basis"> @@ -26,7 +29,8 @@ <argument index="0" name="from" type="Vector3"> </argument> <description> - Create a rotation matrix (in the YXZ convention: first Z, then X, and Y last) from the specified Euler angles, given in the vector format as (X angle, Y angle, Z angle). + Constructs a pure rotation basis matrix from the given Euler angles (in the YXZ convention: when *composing*, first Y, then X, and Z last), given in the vector format as (X angle, Y angle, Z angle). + Consider using the [Quat] constructor instead, which uses a quaternion instead of Euler angles. </description> </method> <method name="Basis"> @@ -37,7 +41,7 @@ <argument index="1" name="phi" type="float"> </argument> <description> - Create a rotation matrix which rotates around the given axis by the specified angle, in radians. The axis must be a normalized vector. + Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]phi[/code], in radians. The axis must be a normalized vector. </description> </method> <method name="Basis"> @@ -50,28 +54,30 @@ <argument index="2" name="z_axis" type="Vector3"> </argument> <description> - Create a matrix from 3 axis vectors. + Constructs a basis matrix from 3 axis vectors (matrix columns). </description> </method> <method name="determinant"> <return type="float"> </return> <description> - Returns the determinant of the matrix. + Returns the determinant of the basis matrix. If the basis is uniformly scaled, its determinant is the square of the scale. + A negative determinant means the basis has a negative scale. A zero determinant means the basis isn't invertible, and is usually considered invalid. </description> </method> <method name="get_euler"> <return type="Vector3"> </return> <description> - Returns the basis's rotation in the form of Euler angles (in the YXZ convention: first Z, then X, and Y last). The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). See [method get_rotation_quat] if you need a quaternion instead. + Returns the basis's rotation in the form of Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last). The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). + Consider using the [method get_rotation_quat] method instead, which returns a [Quat] quaternion instead of Euler angles. </description> </method> <method name="get_orthogonal_index"> <return type="int"> </return> <description> - This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the grid map editor. For further details, refer to the Godot source code. + This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the [GridMap] editor. For further details, refer to the Godot source code. </description> </method> <method name="get_rotation_quat"> @@ -193,25 +199,26 @@ <argument index="0" name="v" type="Vector3"> </argument> <description> - Returns a vector transformed (multiplied) by the transposed matrix. + Returns a vector transformed (multiplied) by the transposed basis matrix. [b]Note:[/b] This results in a multiplication by the inverse of the matrix only if it represents a rotation-reflection. </description> </method> </methods> <members> <member name="x" type="Vector3" setter="" getter="" default="Vector3( 1, 0, 0 )"> - The basis matrix's X vector. + The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code]. </member> <member name="y" type="Vector3" setter="" getter="" default="Vector3( 0, 1, 0 )"> - The basis matrix's Y vector. + The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code]. </member> <member name="z" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 1 )"> - The basis matrix's Z vector. + The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/code]. </member> </members> <constants> <constant name="IDENTITY" value="Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )"> - The identity basis. This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer. + The identity basis, with no rotation or scaling applied. + This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer, and for consistency with C#. </constant> <constant name="FLIP_X" value="Basis( -1, 0, 0, 0, 1, 0, 0, 0, 1 )"> The basis that will flip something along the X axis when used in a transformation. diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index be361f93f3..899988022f 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -316,7 +316,16 @@ <argument index="4" name="clip_w" type="int" default="-1"> </argument> <description> - Draws a string using a custom font. + Draws [code]text[/code] using the specified [code]font[/code] at the [code]position[/code] (top-left corner). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width. + [b]Example using the default project font:[/b] + [codeblock] + # If using this method in a script that redraws constantly, move the + # `default_font` declaration to a member variable assigned in `_ready()` + # so the Control is only created once. + var default_font = Control.new().get_font("font") + draw_string(default_font, Vector2(64, 64), "Hello world") + [/codeblock] + See also [method Font.draw]. </description> </method> <method name="draw_style_box"> @@ -525,7 +534,7 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and its inherited visibility is also [code]true[/code]. + Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree. </description> </method> <method name="make_canvas_position_local" qualifiers="const"> @@ -617,7 +626,8 @@ If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material. </member> <member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true"> - If [code]true[/code], this [CanvasItem] is drawn. For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. + If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]). + [b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. </member> </members> <signals> diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index bf82e921fb..e8f7a59e4c 100644 --- a/doc/classes/CollisionObject2D.xml +++ b/doc/classes/CollisionObject2D.xml @@ -217,7 +217,7 @@ </methods> <members> <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true"> - If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. + If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set. </member> </members> <signals> @@ -229,17 +229,17 @@ <argument index="2" name="shape_idx" type="int"> </argument> <description> - Emitted when an input event occurs and [code]input_pickable[/code] is [code]true[/code]. See [method _input_event] for details. + Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. See [method _input_event] for details. </description> </signal> <signal name="mouse_entered"> <description> - Emitted when the mouse pointer enters any of this object's shapes. + Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. </description> </signal> <signal name="mouse_exited"> <description> - Emitted when the mouse pointer exits all this object's shapes. + Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. </description> </signal> </signals> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 17b474531e..240e70db9f 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Color" version="4.0"> <brief_description> - Color in RGBA format with some support for ARGB format. + Color in RGBA format using floats on the range of 0 to 1. </brief_description> <description> - A color is represented by red, green, and blue [code](r, g, b)[/code] components. Additionally, [code]a[/code] represents the alpha component, often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may accept values greater than 1. + A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors). You can also create a color from standardized color names by using [method @GDScript.ColorN] or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url]. If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8]. [b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code]. @@ -277,37 +277,37 @@ </methods> <members> <member name="a" type="float" setter="" getter="" default="1.0"> - Alpha value (range 0 to 1). + The color's alpha (transparency) component, typically on the range of 0 to 1. </member> <member name="a8" type="int" setter="" getter="" default="255"> - Alpha value (range 0 to 255). + Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="b" type="float" setter="" getter="" default="0.0"> - Blue value (range 0 to 1). + The color's blue component, typically on the range of 0 to 1. </member> <member name="b8" type="int" setter="" getter="" default="0"> - Blue value (range 0 to 255). + Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="g" type="float" setter="" getter="" default="0.0"> - Green value (range 0 to 1). + The color's green component, typically on the range of 0 to 1. </member> <member name="g8" type="int" setter="" getter="" default="0"> - Green value (range 0 to 255). + Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="h" type="float" setter="" getter="" default="0.0"> - HSV hue value (range 0 to 1). + The HSV hue of this color, on the range 0 to 1. </member> <member name="r" type="float" setter="" getter="" default="0.0"> - Red value (range 0 to 1). + The color's red component, typically on the range of 0 to 1. </member> <member name="r8" type="int" setter="" getter="" default="0"> - Red value (range 0 to 255). + Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="s" type="float" setter="" getter="" default="0.0"> - HSV saturation value (range 0 to 1). + The HSV saturation of this color, on the range 0 to 1. </member> <member name="v" type="float" setter="" getter="" default="0.0"> - HSV value (range 0 to 1). + The HSV value (brightness) of this color, on the range 0 to 1. </member> </members> <constants> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 49af8d7de2..814c232668 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -627,12 +627,14 @@ <return type="int"> </return> <description> + Returns the on-screen keyboard's height in pixels. Returns 0 if there is no keyboard or if it is currently hidden. </description> </method> <method name="virtual_keyboard_hide"> <return type="void"> </return> <description> + Hides the virtual keyboard if it is shown, does nothing otherwise. </description> </method> <method name="virtual_keyboard_show"> @@ -642,13 +644,23 @@ </argument> <argument index="1" name="position" type="Rect2" default="Rect2i( 0, 0, 0, 0 )"> </argument> - <argument index="2" name="max_length" type="int" default="-1"> + <argument index="2" name="multiline" type="bool" default="false"> </argument> - <argument index="3" name="cursor_start" type="int" default="-1"> + <argument index="3" name="max_length" type="int" default="-1"> </argument> - <argument index="4" name="cursor_end" type="int" default="-1"> + <argument index="4" name="cursor_start" type="int" default="-1"> + </argument> + <argument index="5" name="cursor_end" type="int" default="-1"> </argument> <description> + Shows the virtual keyboard if the platform has one. + [code]existing_text[/code] parameter is useful for implementing your own [LineEdit] or [TextEdit], as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions). + [code]position[/code] parameter is the screen space [Rect2] of the edited text. + [code]multiline[/code] parameter needs to be set to [code]true[/code] to be able to enter multiple lines of text, as in [TextEdit]. + [code]max_length[/code] limits the number of characters that can be entered if different from [code]-1[/code]. + [code]cursor_start[/code] can optionally define the current text cursor position if [code]cursor_end[/code] is not set. + [code]cursor_start[/code] and [code]cursor_end[/code] can optionally define the current text selection. + [b]Note:[/b] This method is implemented on Android, iOS and UWP. </description> </method> <method name="vsync_is_enabled" qualifiers="const"> diff --git a/doc/classes/DynamicFont.xml b/doc/classes/DynamicFont.xml index 0864c3ba36..24df056c6b 100644 --- a/doc/classes/DynamicFont.xml +++ b/doc/classes/DynamicFont.xml @@ -26,6 +26,14 @@ Adds a fallback font. </description> </method> + <method name="get_available_chars" qualifiers="const"> + <return type="String"> + </return> + <description> + Returns a string containing all the characters available in the main and all the fallback fonts. + If a given character is included in more than one font, it appears only once in the returned string. + </description> + </method> <method name="get_fallback" qualifiers="const"> <return type="DynamicFontData"> </return> diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml index 9bb51af2d0..5461dccd27 100644 --- a/doc/classes/EditorFileSystem.xml +++ b/doc/classes/EditorFileSystem.xml @@ -97,6 +97,7 @@ <argument index="0" name="resources" type="PackedStringArray"> </argument> <description> + Emitted if at least one resource is reloaded when the filesystem is scanned. </description> </signal> <signal name="sources_changed"> diff --git a/doc/classes/EditorFileSystemDirectory.xml b/doc/classes/EditorFileSystemDirectory.xml index 096fe5df8f..b852ae1063 100644 --- a/doc/classes/EditorFileSystemDirectory.xml +++ b/doc/classes/EditorFileSystemDirectory.xml @@ -67,6 +67,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> + Returns the base class of the script class defined in the file at index [code]idx[/code]. If the file doesn't define a script class using the [code]class_name[/code] syntax, this will return an empty string. </description> </method> <method name="get_file_script_class_name" qualifiers="const"> @@ -75,6 +76,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> + Returns the name of the script class defined in the file at index [code]idx[/code]. If the file doesn't define a script class using the [code]class_name[/code] syntax, this will return an empty string. </description> </method> <method name="get_file_type" qualifiers="const"> diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 0aac59c727..ea2dfae9a5 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -83,6 +83,16 @@ <argument index="1" name="options" type="Dictionary"> </argument> <description> + This method can be overridden to hide specific import options if conditions are met. This is mainly useful for hiding options that depend on others if one of them is disabled. For example: + [codeblock] + func get_option_visibility(option, options): + # Only show the lossy quality setting if the compression mode is set to "Lossy". + if option == "compress/lossy_quality" and options.has("compress/mode"): + return int(options["compress/mode"]) == COMPRESS_LOSSY + + return true + [/codeblock] + Return [code]true[/code] to make all options always visible. </description> </method> <method name="get_preset_count" qualifiers="virtual"> @@ -150,6 +160,8 @@ <argument index="4" name="gen_files" type="Array"> </argument> <description> + Imports [code]source_file[/code] into [code]save_path[/code] with the import [code]options[/code] specified. The [code]platform_variants[/code] and [code]gen_files[/code] arrays will be modified by this function. + This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method. </description> </method> </methods> diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml index 2f62fe9e40..6f03165a97 100644 --- a/doc/classes/EditorInspector.xml +++ b/doc/classes/EditorInspector.xml @@ -14,6 +14,8 @@ <return type="void"> </return> <description> + Refreshes the inspector. + [b]Note:[/b] To save on CPU resources, calling this method will do nothing if the time specified in [code]docks/property_editor/auto_refresh_interval[/code] editor setting hasn't passed yet since this method was last called. (By default, this interval is set to 0.3 seconds.) </description> </method> </methods> @@ -25,30 +27,35 @@ <argument index="0" name="id" type="int"> </argument> <description> + Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree inspector. </description> </signal> <signal name="property_deleted"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is removed from the inspector. </description> </signal> <signal name="property_edited"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is edited in the inspector. </description> </signal> <signal name="property_keyed"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is keyed in the inspector. Properties can be keyed by clicking the "key" icon next to a property when the Animation panel is toggled. </description> </signal> <signal name="property_selected"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is selected in the inspector. </description> </signal> <signal name="property_toggled"> @@ -57,6 +64,8 @@ <argument index="1" name="checked" type="bool"> </argument> <description> + Emitted when a boolean property is toggled in the inspector. + [b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/code] property enabled. Since this property is always enabled in the editor inspector, this signal is never emitted by the editor itself. </description> </signal> <signal name="resource_selected"> @@ -65,10 +74,12 @@ <argument index="1" name="prop" type="String"> </argument> <description> + Emitted when a resource is selected in the inspector. </description> </signal> <signal name="restart_requested"> <description> + Emitted when a property that requires a restart to be applied is edited in the inspector. This is only used in the Project Settings and Editor Settings. </description> </signal> </signals> diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml index 1d877e632e..9da36b51f9 100644 --- a/doc/classes/EditorInterface.xml +++ b/doc/classes/EditorInterface.xml @@ -23,13 +23,14 @@ <return type="Control"> </return> <description> - Returns the main container of Godot editor's window. You can use it, for example, to retrieve the size of the container and place your controls accordingly. + Returns the main container of Godot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly. </description> </method> <method name="get_current_path" qualifiers="const"> <return type="String"> </return> <description> + Returns the current path being viewed in the [FileSystemDock]. </description> </method> <method name="get_edited_scene_root"> @@ -43,26 +44,29 @@ <return type="EditorSettings"> </return> <description> - Returns the [EditorSettings]. + Returns the editor's [EditorSettings] instance. </description> </method> <method name="get_editor_viewport"> <return type="Control"> </return> <description> - Returns the editor [Viewport]. + Returns the main editor control. Use this as a parent for main screens. + [b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically. </description> </method> <method name="get_file_system_dock"> <return type="FileSystemDock"> </return> <description> + Returns the editor's [FileSystemDock] instance. </description> </method> <method name="get_inspector" qualifiers="const"> <return type="EditorInspector"> </return> <description> + Returns the editor's [EditorInspector] instance. </description> </method> <method name="get_open_scenes" qualifiers="const"> @@ -83,34 +87,35 @@ <return type="EditorFileSystem"> </return> <description> - Returns the [EditorFileSystem]. + Returns the editor's [EditorFileSystem] instance. </description> </method> <method name="get_resource_previewer"> <return type="EditorResourcePreview"> </return> <description> - Returns the [EditorResourcePreview]. + Returns the editor's [EditorResourcePreview] instance. </description> </method> <method name="get_script_editor"> <return type="ScriptEditor"> </return> <description> - Returns the [ScriptEditor]. + Returns the editor's [ScriptEditor] instance. </description> </method> <method name="get_selected_path" qualifiers="const"> <return type="String"> </return> <description> + Returns the path of the directory currently selected in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead. </description> </method> <method name="get_selection"> <return type="EditorSelection"> </return> <description> - Returns the [EditorSelection]. + Returns the editor's [EditorSelection] instance. </description> </method> <method name="inspect_object"> @@ -121,14 +126,14 @@ <argument index="1" name="for_property" type="String" default=""""> </argument> <description> - Shows the given property on the given [code]object[/code] in the Editor's Inspector dock. + Shows the given property on the given [code]object[/code] in the editor's Inspector dock. </description> </method> <method name="is_playing_scene" qualifiers="const"> <return type="bool"> </return> <description> - Returns [code]true[/code], if a scene is currently being played; [code]false[/code] otherwise. Paused scenes are considered as being played. + Returns [code]true[/code] if a scene is currently being played, [code]false[/code] otherwise. Paused scenes are considered as being played. </description> </method> <method name="is_plugin_enabled" qualifiers="const"> @@ -137,7 +142,7 @@ <argument index="0" name="plugin" type="String"> </argument> <description> - Returns the enabled status of a plugin. The plugin name is the same as its directory name. + Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. The plugin name is the same as its directory name. </description> </method> <method name="make_mesh_previews"> @@ -225,6 +230,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Sets the editor's current main screen to the one specified in [code]name[/code]. [code]name[/code] must match the text of the tab in question exactly ([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/code]). </description> </method> <method name="set_plugin_enabled"> diff --git a/doc/classes/EditorNode3DGizmo.xml b/doc/classes/EditorNode3DGizmo.xml index 6d695ddeea..45541b9263 100644 --- a/doc/classes/EditorNode3DGizmo.xml +++ b/doc/classes/EditorNode3DGizmo.xml @@ -15,6 +15,7 @@ <argument index="0" name="segments" type="PackedVector3Array"> </argument> <description> + Adds the specified [code]segments[/code] to the gizmo's collision shape for picking. Call this function during [method redraw]. </description> </method> <method name="add_collision_triangles"> @@ -69,6 +70,7 @@ <argument index="3" name="material" type="Material" default="null"> </argument> <description> + Adds a mesh to the gizmo with the specified [code]billboard[/code] state, [code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] is [code]true[/code], the mesh will rotate to always face the camera. Call this function during [method redraw]. </description> </method> <method name="add_unscaled_billboard"> @@ -88,6 +90,7 @@ <return type="void"> </return> <description> + Removes everything in the gizmo including meshes, collisions and handles. </description> </method> <method name="commit_handle" qualifiers="virtual"> @@ -143,14 +146,14 @@ <argument index="0" name="index" type="int"> </argument> <description> - Gets whether a handle is highlighted or not. + Returns [code]true[/code] if the handle at index [code]index[/code] is highlighted by being hovered with the mouse. </description> </method> <method name="redraw" qualifiers="virtual"> <return type="void"> </return> <description> - This function is called when the Node3D this gizmo refers to changes (the [method Node3D.update_gizmo] is called). + This function is called when the [Node3D] this gizmo refers to changes (the [method Node3D.update_gizmo] is called). </description> </method> <method name="set_handle" qualifiers="virtual"> @@ -173,6 +176,7 @@ <argument index="0" name="hidden" type="bool"> </argument> <description> + Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be hidden. If [code]false[/code], it will be shown. </description> </method> <method name="set_spatial_node"> @@ -181,6 +185,7 @@ <argument index="0" name="node" type="Node"> </argument> <description> + Sets the reference [Node3D] node for the gizmo. [code]node[/code] must inherit from [Node3D]. </description> </method> </methods> diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index ca75b47fbf..b81281b5b6 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -139,6 +139,8 @@ <return type="String"> </return> <description> + Override this method to set the gizmo's priority. Higher values correspond to higher priority. If a gizmo with higher priority conflicts with another gizmo, only the gizmo with higher priority will be used. + All built-in editor gizmos return a priority of [code]-1[/code]. If not overridden, this method will return [code]0[/code], which means custom gizmos will automatically override built-in gizmos. </description> </method> <method name="has_gizmo" qualifiers="virtual"> diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml index 4da3b58b94..f568263ff8 100644 --- a/doc/classes/EditorProperty.xml +++ b/doc/classes/EditorProperty.xml @@ -73,24 +73,25 @@ </methods> <members> <member name="checkable" type="bool" setter="set_checkable" getter="is_checkable" default="false"> - Used by the inspector, set when property is checkable. + Used by the inspector, set to [code]true[/code] when the property is checkable. </member> <member name="checked" type="bool" setter="set_checked" getter="is_checked" default="false"> - Used by the inspector, when the property is checked. + Used by the inspector, set to [code]true[/code] when the property is checked. </member> <member name="deletable" type="bool" setter="set_deletable" getter="is_deletable" default="false"> + Used by the inspector, set to [code]true[/code] when the property can be deleted by the user. </member> <member name="draw_red" type="bool" setter="set_draw_red" getter="is_draw_red" default="false"> - Used by the inspector, when the property must draw with error color. + Used by the inspector, set to [code]true[/code] when the property must draw with error color. This is used for editable children's properties. </member> <member name="keying" type="bool" setter="set_keying" getter="is_keying" default="false"> - Used by the inspector, when the property can add keys for animation. + Used by the inspector, set to [code]true[/code] when the property can add keys for animation. </member> <member name="label" type="String" setter="set_label" getter="get_label" default=""""> - Sets this property to change the label (if you want to show one). + Set this property to change the label (if you want to show one). </member> <member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false"> - Used by the inspector, when the property is read-only. + Used by the inspector, set to [code]true[/code] when the property is read-only. </member> </members> <signals> @@ -134,6 +135,7 @@ <argument index="0" name="property" type="StringName"> </argument> <description> + Emitted when a property was deleted. Used internally. </description> </signal> <signal name="property_keyed"> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 19921ff5c8..0c6a2d61cd 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -5,11 +5,16 @@ </brief_description> <description> Object that holds the project-independent editor settings. These settings are generally visible in the [b]Editor > Editor Settings[/b] menu. - Accessing the settings is done by using the regular [Object] API, such as: + Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Godot editor itself. + Accessing the settings can be done using the following methods, such as: [codeblock] - settings.set(prop,value) - settings.get(prop) - list_of_settings = settings.get_property_list() + # `settings.set("some/property", value)` also works as this class overrides `_set()` internally. + settings.set_setting("some/property",value) + + # `settings.get("some/property", value)` also works as this class overrides `_get()` internally. + settings.get_setting("some/property") + + var list_of_settings = settings.get_property_list() [/codeblock] [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_editor_settings]. </description> @@ -47,14 +52,14 @@ <argument index="0" name="property" type="String"> </argument> <description> - Erase a given setting (pass full property path). + Erases the setting whose name is specified by [code]property[/code]. </description> </method> <method name="get_favorites" qualifiers="const"> <return type="PackedStringArray"> </return> <description> - Gets the list of favorite files and directories for this project. + Returns the list of favorite files and directories for this project. </description> </method> <method name="get_project_metadata" qualifiers="const"> @@ -67,20 +72,21 @@ <argument index="2" name="default" type="Variant" default="null"> </argument> <description> + Returns project-specific metadata for the [code]section[/code] and [code]key[/code] specified. If the metadata doesn't exist, [code]default[/code] will be returned instead. See also [method set_project_metadata]. </description> </method> <method name="get_project_settings_dir" qualifiers="const"> <return type="String"> </return> <description> - Gets the specific project settings path. Projects all have a unique sub-directory inside the settings path where project specific settings are saved. + Returns the project-specific settings path. Projects all have a unique subdirectory inside the settings path where project-specific settings are saved. </description> </method> <method name="get_recent_dirs" qualifiers="const"> <return type="PackedStringArray"> </return> <description> - Gets the list of recently visited folders in the file dialog for this project. + Returns the list of recently visited folders in the file dialog for this project. </description> </method> <method name="get_setting" qualifiers="const"> @@ -89,6 +95,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns the value of the setting specified by [code]name[/code]. This is equivalent to using [method Object.get] on the EditorSettings instance. </description> </method> <method name="get_settings_dir" qualifiers="const"> @@ -106,6 +113,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns [code]true[/code] if the setting specified by [code]name[/code] exists, [code]false[/code] otherwise. </description> </method> <method name="property_can_revert"> @@ -114,6 +122,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns [code]true[/code] if the setting specified by [code]name[/code] can have its value reverted to the default value, [code]false[/code] otherwise. When this method returns [code]true[/code], a Revert button will display next to the setting in the Editor Settings. </description> </method> <method name="property_get_revert"> @@ -122,6 +131,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns the default value of the setting specified by [code]name[/code]. This is the value that would be applied when clicking the Revert button in the Editor Settings. </description> </method> <method name="set_favorites"> @@ -143,6 +153,7 @@ <argument index="2" name="update_current" type="bool"> </argument> <description> + Sets the initial value of the setting specified by [code]name[/code] to [code]value[/code]. This is used to provide a value for the Revert button in the Editor Settings. If [code]update_current[/code] is true, the current value of the setting will be set to [code]value[/code] as well. </description> </method> <method name="set_project_metadata"> @@ -155,6 +166,7 @@ <argument index="2" name="data" type="Variant"> </argument> <description> + Sets project-specific metadata with the [code]section[/code], [code]key[/code] and [code]data[/code] specified. This metadata is stored outside the project folder and therefore won't be checked into version control. See also [method get_project_metadata]. </description> </method> <method name="set_recent_dirs"> @@ -174,19 +186,20 @@ <argument index="1" name="value" type="Variant"> </argument> <description> + Sets the [code]value[/code] of the setting specified by [code]name[/code]. This is equivalent to using [method Object.set] on the EditorSettings instance. </description> </method> </methods> <signals> <signal name="settings_changed"> <description> - Emitted when editor settings change. + Emitted after any editor setting has changed. </description> </signal> </signals> <constants> <constant name="NOTIFICATION_EDITOR_SETTINGS_CHANGED" value="10000"> - Emitted when editor settings change. It used by various editor plugins to update their visuals on theme changes or logic on configuration changes. + Emitted after any editor setting has changed. It's used by various editor plugins to update their visuals on theme changes or logic on configuration changes. </constant> </constants> </class> diff --git a/doc/classes/EditorTranslationParserPlugin.xml b/doc/classes/EditorTranslationParserPlugin.xml index a40ef45916..d40fc558de 100644 --- a/doc/classes/EditorTranslationParserPlugin.xml +++ b/doc/classes/EditorTranslationParserPlugin.xml @@ -35,7 +35,7 @@ func get_recognized_extensions(): - return ["gd"] + return ["gd"] [/codeblock] </description> <tutorials> diff --git a/doc/classes/Font.xml b/doc/classes/Font.xml index 30b8c1fe76..ce6a25e191 100644 --- a/doc/classes/Font.xml +++ b/doc/classes/Font.xml @@ -26,6 +26,7 @@ </argument> <description> Draw [code]string[/code] into a canvas item using the font at a given position, with [code]modulate[/code] color, and optionally clipping the width. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. + See also [method CanvasItem.draw_string]. </description> </method> <method name="draw_char" qualifiers="const"> diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 76153ae041..7e8f0807ac 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 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. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 0b0d71fccf..61e0d2e2b9 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -64,6 +64,7 @@ add_child(texture_rect) texture_rect.texture = texture [/codeblock] + [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. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link> diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 53e6517c7a..c36089fe9b 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -5,6 +5,7 @@ </brief_description> <description> Contains mouse and pen motion information. Supports relative, absolute positions and speed. See [method Node._input]. + [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml index 7bd2edcb1c..2e837dea1d 100644 --- a/doc/classes/JSON.xml +++ b/doc/classes/JSON.xml @@ -15,7 +15,7 @@ <argument index="0" name="json" type="String"> </argument> <description> - Parses a JSON encoded string and returns a [JSONParseResult] containing the result. + Parses a JSON-encoded string and returns a [JSONParseResult] containing the result. </description> </method> <method name="print"> @@ -29,6 +29,7 @@ </argument> <description> Converts a [Variant] var to JSON text and returns the result. Useful for serializing data to store or send over the network. + [b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, converting a Variant to JSON text will convert all numerical values to [float] types. </description> </method> </methods> diff --git a/doc/classes/JSONParseResult.xml b/doc/classes/JSONParseResult.xml index 4444e08593..4dbceb35e9 100644 --- a/doc/classes/JSONParseResult.xml +++ b/doc/classes/JSONParseResult.xml @@ -15,21 +15,21 @@ The error type if the JSON source was not successfully parsed. See the [enum Error] constants. </member> <member name="error_line" type="int" setter="set_error_line" getter="get_error_line" default="-1"> - The line number where the error occurred if JSON source was not successfully parsed. + The line number where the error occurred if the JSON source was not successfully parsed. </member> <member name="error_string" type="String" setter="set_error_string" getter="get_error_string" default=""""> - The error message if JSON source was not successfully parsed. See the [enum Error] constants. + The error message if the JSON source was not successfully parsed. See the [enum Error] constants. </member> <member name="result" type="Variant" setter="set_result" getter="get_result"> - A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the [code]is[/code] keyword to check if it is what you expect. For example, if the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] will be returned. If the JSON source starts with braces ([code][][/code]), an [Array] will be returned. - [b]Note:[/b] The JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to float types. + A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the [code]is[/code] keyword to check if it is what you expect. For example, if the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] will be returned. If the JSON source starts with brackets ([code][][/code]), an [Array] will be returned. + [b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, parsing a JSON text will convert all numerical values to [float] types. [b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, thus, you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements: [codeblock] var p = JSON.parse('["hello", "world", "!"]') if typeof(p.result) == TYPE_ARRAY: print(p.result[0]) # Prints "hello" else: - print("unexpected results") + push_error("Unexpected results.") [/codeblock] </member> </members> diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index c1c54dd11b..f08a15d873 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -122,6 +122,8 @@ <member name="caret_blink_speed" type="float" setter="cursor_set_blink_speed" getter="cursor_get_blink_speed" default="0.65"> Duration (in seconds) of a caret's blinking cycle. </member> + <member name="caret_force_displayed" type="bool" setter="cursor_set_force_displayed" getter="cursor_get_force_displayed" default="false"> + </member> <member name="caret_position" type="int" setter="set_cursor_position" getter="get_cursor_position" default="0"> The cursor's position inside the [LineEdit]. When set, the text may scroll to accommodate it. </member> @@ -167,6 +169,9 @@ String value of the [LineEdit]. [b]Note:[/b] Changing text using this property won't emit the [signal text_changed] signal. </member> + <member name="virtual_keyboard_enabled" type="bool" setter="set_virtual_keyboard_enabled" getter="is_virtual_keyboard_enabled" default="true"> + If [code]true[/code], the native virtual keyboard is shown when focused on platforms that support it. + </member> </members> <signals> <signal name="text_change_rejected"> diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 05d00b9f31..02b319fb5a 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -101,7 +101,7 @@ <return type="bool"> </return> <description> - Returns whether the node is visible, taking into consideration that its parents visibility. + Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree. </description> </method> <method name="look_at"> @@ -323,7 +323,7 @@ Local translation of this node. </member> <member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true"> - If [code]true[/code], this node is drawn. + If [code]true[/code], this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]). </member> </members> <signals> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 238bc970ef..26110df335 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -120,7 +120,7 @@ [codeblock] var arguments = {} for argument in OS.get_cmdline_args(): - if argument.find("=") > -1: + if argument.find("=") > -1: var key_value = argument.split("=") arguments[key_value[0].lstrip("--")] = key_value[1] [/codeblock] @@ -516,7 +516,7 @@ The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage. </member> <member name="tablet_driver" type="String" setter="set_current_tablet_driver" getter="get_current_tablet_driver" default=""""> - The current tablet drvier in use. + The current tablet driver in use. </member> </members> <constants> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 3d8c2c5eb0..ca6b624359 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -17,8 +17,10 @@ [/codeblock] The [code]in[/code] operator will evaluate to [code]true[/code] as long as the key exists, even if the value is [code]null[/code]. Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification]. + [b]Note:[/b] Unlike references to a [Reference], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [Reference] for data classes instead of [Object]. </description> <tutorials> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="_get" qualifiers="virtual"> @@ -518,7 +520,7 @@ One-shot connections disconnect themselves after emission. </constant> <constant name="CONNECT_REFERENCE_COUNTED" value="8" enum="ConnectFlags"> - Connect a signal as reference counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left. + Connect a signal as reference-counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left. </constant> </constants> </class> diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index 292acd8b5d..ce0680523c 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -65,13 +65,6 @@ Returns the shortest distance from the plane to the position [code]point[/code]. </description> </method> - <method name="get_any_point"> - <return type="Vector3"> - </return> - <description> - Returns a point on the plane. - </description> - </method> <method name="has_point"> <return type="bool"> </return> @@ -80,7 +73,7 @@ <argument index="1" name="epsilon" type="float" default="1e-05"> </argument> <description> - Returns [code]true[/code] if [code]point[/code] is inside the plane (by a very minimum [code]epsilon[/code] threshold). + Returns [code]true[/code] if [code]point[/code] is inside the plane. Comparison uses a custom minimum [code]epsilon[/code] threshold. </description> </method> <method name="intersect_3"> @@ -147,36 +140,38 @@ <argument index="0" name="point" type="Vector3"> </argument> <description> - Returns the orthogonal projection of point [code]p[/code] into a point in the plane. + Returns the orthogonal projection of [code]point[/code] into a point in the plane. </description> </method> </methods> <members> <member name="d" type="float" setter="" getter="" default="0.0"> - Distance from the origin to the plane, in the direction of [member normal]. + The distance from the origin to the plane, in the direction of [member normal]. This value is typically non-negative. + In the scalar equation of the plane [code]ax + by + cz = d[/code], this is [code]d[/code], while the [code](a, b, c)[/code] coordinates are represented by the [member normal] property. </member> <member name="normal" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - The normal of the plane. "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. + The normal of the plane, which must be normalized. + In the scalar equation of the plane [code]ax + by + cz = d[/code], this is the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] property. </member> <member name="x" type="float" setter="" getter="" default="0.0"> - The [member normal]'s X component. + The X component of the plane's [member normal] vector. </member> <member name="y" type="float" setter="" getter="" default="0.0"> - The [member normal]'s Y component. + The Y component of the plane's [member normal] vector. </member> <member name="z" type="float" setter="" getter="" default="0.0"> - The [member normal]'s Z component. + The Z component of the plane's [member normal] vector. </member> </members> <constants> <constant name="PLANE_YZ" value="Plane( 1, 0, 0, 0 )"> - A plane that extends in the Y and Z axes. + A plane that extends in the Y and Z axes (normal vector points +X). </constant> <constant name="PLANE_XZ" value="Plane( 0, 1, 0, 0 )"> - A plane that extends in the X and Z axes. + A plane that extends in the X and Z axes (normal vector points +Y). </constant> <constant name="PLANE_XY" value="Plane( 0, 0, 1, 0 )"> - A plane that extends in the X and Y axes. + A plane that extends in the X and Y axes (normal vector points +Z). </constant> </constants> </class> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index e255ce2e1a..f13dbbae76 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -244,7 +244,7 @@ <member name="audio/default_bus_layout" type="String" setter="" getter="" default=""res://default_bus_layout.tres""> Default [AudioBusLayout] resource file to use in the project, unless overridden by the scene. </member> - <member name="audio/driver" type="String" setter="" getter="" default=""PulseAudio""> + <member name="audio/driver" type="String" setter="" getter=""> Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used. </member> <member name="audio/enable_audio_input" type="bool" setter="" getter="" default="false"> @@ -280,6 +280,10 @@ <member name="debug/gdscript/completion/autocomplete_setters_and_getters" type="bool" setter="" getter="" default="false"> If [code]true[/code], displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards. </member> + <member name="debug/gdscript/warnings/assert_always_false" type="bool" setter="" getter="" default="true"> + </member> + <member name="debug/gdscript/warnings/assert_always_true" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/constant_used_as_function" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when a constant is used as a function. </member> @@ -292,15 +296,6 @@ <member name="debug/gdscript/warnings/exclude_addons" type="bool" setter="" getter="" default="true"> If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings. </member> - <member name="debug/gdscript/warnings/function_conflicts_constant" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function is declared with the same name as a constant. - </member> - <member name="debug/gdscript/warnings/function_conflicts_variable" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function is declared with the same name as a variable. This will turn into an error in a future version when first-class functions become supported in GDScript. - </member> - <member name="debug/gdscript/warnings/function_may_yield" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function assigned to a variable may yield and return a function state instead of a value. - </member> <member name="debug/gdscript/warnings/function_used_as_property" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when using a function as if it was a property. </member> @@ -316,12 +311,16 @@ <member name="debug/gdscript/warnings/property_used_as_function" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when using a property as if it was a function. </member> + <member name="debug/gdscript/warnings/redundant_await" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/return_value_discarded" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum. </member> <member name="debug/gdscript/warnings/shadowed_variable" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable). </member> + <member name="debug/gdscript/warnings/shadowed_variable_base_class" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/standalone_expression" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement. </member> @@ -340,6 +339,8 @@ <member name="debug/gdscript/warnings/unreachable_code" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed). </member> + <member name="debug/gdscript/warnings/unreachable_pattern" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/unsafe_call_argument" type="bool" setter="" getter="" default="false"> If [code]true[/code], enables warnings when using an expression whose type may not be compatible with the function parameter expected. </member> @@ -352,11 +353,11 @@ <member name="debug/gdscript/warnings/unsafe_property_access" type="bool" setter="" getter="" default="false"> If [code]true[/code], enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class. </member> - <member name="debug/gdscript/warnings/unused_argument" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function parameter is unused. + <member name="debug/gdscript/warnings/unused_local_constant" type="bool" setter="" getter="" default="true"> </member> - <member name="debug/gdscript/warnings/unused_class_variable" type="bool" setter="" getter="" default="false"> - If [code]true[/code], enables warnings when a member variable is unused. + <member name="debug/gdscript/warnings/unused_parameter" type="bool" setter="" getter="" default="true"> + </member> + <member name="debug/gdscript/warnings/unused_private_class_variable" type="bool" setter="" getter="" default="true"> </member> <member name="debug/gdscript/warnings/unused_signal" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when a signal is unused. @@ -364,9 +365,6 @@ <member name="debug/gdscript/warnings/unused_variable" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when a local variable is unused. </member> - <member name="debug/gdscript/warnings/variable_conflicts_function" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a variable is declared with the same name as a function. This will turn into an error in a future version when first-class functions become supported in GDScript. - </member> <member name="debug/gdscript/warnings/void_assignment" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when assigning the result of a function that returns [code]void[/code] to a variable. </member> @@ -453,7 +451,7 @@ <member name="display/window/size/width" type="int" setter="" getter="" default="1024"> Sets the game's main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled. </member> - <member name="display/window/tablet_driver" type="String" setter="" getter="" default=""""> + <member name="display/window/tablet_driver" type="String" setter="" getter=""> Specifies the tablet driver to use. If left empty, the default driver will be used. </member> <member name="display/window/vsync/use_vsync" type="bool" setter="" getter="" default="true"> @@ -472,7 +470,7 @@ <member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0"> Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden. </member> - <member name="gui/common/swap_cancel_ok" type="bool" setter="" getter="" default="false"> + <member name="gui/common/swap_cancel_ok" type="bool" setter="" getter=""> If [code]true[/code], swaps Cancel and OK buttons in dialogs on Windows and UWP to follow interface conventions. </member> <member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024"> diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml index 327fa882e5..730edb00d9 100644 --- a/doc/classes/Quat.xml +++ b/doc/classes/Quat.xml @@ -4,9 +4,9 @@ Quaternion. </brief_description> <description> - A unit quaternion used for representing 3D rotations. - It is similar to [Basis], which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. But due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. - Quaternions need to be (re)normalized. + A unit quaternion used for representing 3D rotations. Quaternions need to be normalized to be used for rotation. + It is similar to Basis, which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. Basis stores rotation, scale, and shearing, while Quat only stores rotation. + Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> @@ -18,7 +18,7 @@ <argument index="0" name="from" type="Basis"> </argument> <description> - Returns the rotation matrix corresponding to the given quaternion. + Constructs a quaternion from the given [Basis]. </description> </method> <method name="Quat"> @@ -27,7 +27,7 @@ <argument index="0" name="euler" type="Vector3"> </argument> <description> - Returns a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). + Constructs a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). </description> </method> <method name="Quat"> @@ -38,7 +38,7 @@ <argument index="1" name="angle" type="float"> </argument> <description> - Returns a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector. + Constructs a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector. </description> </method> <method name="Quat"> @@ -53,7 +53,7 @@ <argument index="3" name="w" type="float"> </argument> <description> - Returns a quaternion defined by these values. + Constructs a quaternion defined by the given values. </description> </method> <method name="cubic_slerp"> @@ -68,7 +68,7 @@ <argument index="3" name="t" type="float"> </argument> <description> - Performs a cubic spherical-linear interpolation with another quaternion. + Performs a cubic spherical interpolation between quaternions [code]preA[/code], this vector, [code]b[/code], and [code]postB[/code], by the given amount [code]t[/code]. </description> </method> <method name="dot"> @@ -84,7 +84,7 @@ <return type="Vector3"> </return> <description> - Returns Euler angles (in the YXZ convention: first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). + Returns Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). </description> </method> <method name="inverse"> @@ -148,7 +148,7 @@ <argument index="0" name="euler" type="Vector3"> </argument> <description> - Sets the quaternion to a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). + Sets the quaternion to a rotation specified by Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). </description> </method> <method name="slerp"> @@ -159,7 +159,8 @@ <argument index="1" name="t" type="float"> </argument> <description> - Performs a spherical-linear interpolation with another quaternion. + Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code]. + [b]Note:[/b] Both quaternions must be normalized. </description> </method> <method name="slerpni"> @@ -170,7 +171,7 @@ <argument index="1" name="t" type="float"> </argument> <description> - Performs a spherical-linear interpolation with another quaterion without checking if the rotation path is not bigger than 90°. + Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code], but without checking if the rotation path is not bigger than 90 degrees. </description> </method> <method name="xform"> @@ -179,27 +180,31 @@ <argument index="0" name="v" type="Vector3"> </argument> <description> - Transforms the vector [code]v[/code] by this quaternion. + Returns a vector transformed (multiplied) by this quaternion. </description> </method> </methods> <members> <member name="w" type="float" setter="" getter="" default="1.0"> - W component of the quaternion. + W component of the quaternion (real part). + Quaternion components should usually not be manipulated directly. </member> <member name="x" type="float" setter="" getter="" default="0.0"> - X component of the quaternion. + X component of the quaternion (imaginary [code]i[/code] axis part). + Quaternion components should usually not be manipulated directly. </member> <member name="y" type="float" setter="" getter="" default="0.0"> - Y component of the quaternion. + Y component of the quaternion (imaginary [code]j[/code] axis part). + Quaternion components should usually not be manipulated directly. </member> <member name="z" type="float" setter="" getter="" default="0.0"> - Z component of the quaternion. + Z component of the quaternion (imaginary [code]k[/code] axis part). + Quaternion components should usually not be manipulated directly. </member> </members> <constants> <constant name="IDENTITY" value="Quat( 0, 0, 0, 1 )"> - The identity rotation. Equivalent to an identity matrix. If a vector is transformed by an identity quaternion, it will not change. + The identity quaternion, representing no rotation. Equivalent to an identity [Basis] matrix. If a vector is transformed by an identity quaternion, it will not change. </constant> </constants> </class> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index dbf461cdf1..8599aad95e 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -171,13 +171,14 @@ </methods> <members> <member name="end" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - Ending corner. + Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. </member> <member name="position" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - Position (starting corner). + Beginning corner. Typically has values lower than [member end]. </member> <member name="size" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - Size from position to end. + Size from [member position] to [member end]. Typically all components are positive. + If the size is negative, you can use [method abs] to fix it. </member> </members> <constants> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index f3a7ba0476..7362580c02 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -160,13 +160,14 @@ </methods> <members> <member name="end" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> - Ending corner. + Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. </member> <member name="position" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> - Position (starting corner). + Beginning corner. Typically has values lower than [member end]. </member> <member name="size" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> - Size from position to end. + Size from [member position] to [member end]. Typically all components are positive. + If the size is negative, you can use [method abs] to fix it. </member> </members> <constants> diff --git a/doc/classes/Reference.xml b/doc/classes/Reference.xml index 860a47798c..9c3d1d5d9d 100644 --- a/doc/classes/Reference.xml +++ b/doc/classes/Reference.xml @@ -5,10 +5,11 @@ </brief_description> <description> Base class for any object that keeps a reference count. [Resource] and many other helper objects inherit this class. - References keep an internal reference counter so that they are automatically released when no longer in use, and only then. References therefore do not need to be freed manually with [method Object.free]. + Unlike [Object]s, References keep an internal reference counter so that they are automatically released when no longer in use, and only then. References therefore do not need to be freed manually with [method Object.free]. In the vast majority of use cases, instantiating and using [Reference]-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused. </description> <tutorials> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="init_ref"> diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 0aa40dffb3..e79a2e0ea9 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -4,10 +4,11 @@ Base class for all resources. </brief_description> <description> - Resource is the base class for all Godot-specific resource types, serving primarily as data containers. They are reference counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource. + Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Unlike [Object]s, they are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/resources.html</link> + <link title="Resources">https://docs.godotengine.org/en/latest/getting_started/step_by_step/resources.html</link> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="_setup_local_to_scene" qualifiers="virtual"> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index d56dc1e17c..a7efba518c 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -84,7 +84,7 @@ <return type="Node2D[]"> </return> <description> - Returns a list of the bodies colliding with this one. Use [member contacts_reported] to set the maximum number reported. You must also set [member contact_monitor] to [code]true[/code]. + Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. </description> </method> @@ -133,7 +133,8 @@ If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> - The maximum number of contacts to report. + The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. + [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner). </member> <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode" default="0"> Continuous collision detection mode. @@ -176,14 +177,14 @@ <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body enters into contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when a body enters into contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="body_exited"> <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body exits contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when a body exits contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="body_shape_entered"> @@ -196,7 +197,7 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body enters into contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when a body enters into contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="body_shape_exited"> @@ -209,7 +210,7 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body shape exits contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when a body shape exits contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="sleeping_state_changed"> diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index efd55f5566..933885ba77 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -96,10 +96,17 @@ <return type="Array"> </return> <description> - Returns a list of the bodies colliding with this one. By default, number of max contacts reported is at 0, see the [member contacts_reported] property to increase it. + Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. </description> </method> + <method name="get_inverse_inertia_tensor"> + <return type="Basis"> + </return> + <description> + Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D]. + </description> + </method> <method name="set_axis_lock"> <return type="void"> </return> @@ -150,10 +157,11 @@ If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> - If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. + If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. See also [member contacts_reported]. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> - The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. + The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. + [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner). </member> <member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection" default="false"> If [code]true[/code], continuous collision detection is used. @@ -193,14 +201,14 @@ <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body enters into contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="body_exited"> <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body shape exits contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="body_shape_entered"> @@ -213,7 +221,7 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body enters into contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. This signal not only receives the body that collided with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body collided with. </description> </signal> @@ -227,7 +235,7 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body shape exits contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. This signal not only receives the body that stopped colliding with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body stopped colliding with. </description> </signal> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 183fd5396f..7ec8fe12fb 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -239,7 +239,7 @@ </argument> <description> Sets the global pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code]. - [code]amount[/code] is the interpolation strengh that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain. + [code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain. [b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> @@ -263,7 +263,7 @@ <argument index="1" name="pose" type="Transform"> </argument> <description> - Returns the pose transform for bone [code]bone_idx[/code]. + Sets the pose transform for bone [code]bone_idx[/code]. [b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> diff --git a/doc/classes/SpringArm3D.xml b/doc/classes/SpringArm3D.xml index 8305494c2b..15caff9eeb 100644 --- a/doc/classes/SpringArm3D.xml +++ b/doc/classes/SpringArm3D.xml @@ -32,7 +32,7 @@ <return type="float"> </return> <description> - Returns the proportion between the current arm length (after checking for collisions) and the [member spring_length]. Ranges from 0 to 1. + Returns the spring arm's current length. </description> </method> <method name="remove_excluded_object"> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 71db03e84f..ded64761d0 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -4,7 +4,7 @@ Built-in string class. </brief_description> <description> - This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference counted and use a copy-on-write approach, so passing them around is cheap in resources. + This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link> @@ -895,8 +895,8 @@ <argument index="2" name="maxsplit" type="int" default="0"> </argument> <description> - Splits the string by a [code]delimiter[/code] string and returns an array of the substrings. - If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of 0 means that all items are split. + Splits the string by a [code]delimiter[/code] string and returns an array of the substrings. The [code]delimiter[/code] can be of any length. + If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of [code]0[/code] means that all items are split. Example: [codeblock] var some_string = "One,Two,Three,Four" @@ -905,6 +905,7 @@ print(some_array[0]) # Prints "One" print(some_array[1]) # Prints "Two,Three,Four" [/codeblock] + If you need to split strings with more complex rules, use the [RegEx] class instead. </description> </method> <method name="split_floats"> diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index 4d6e89fa6f..5c63d01322 100644 --- a/doc/classes/Thread.xml +++ b/doc/classes/Thread.xml @@ -7,7 +7,8 @@ A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex] or [Semaphore] is advised if working with shared objects. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Thread-safe APIs">https://docs.godotengine.org/en/latest/tutorials/threads/thread_safe_apis.html</link> </tutorials> <methods> <method name="get_id" qualifiers="const"> diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 9a78e45d46..4991a1e58b 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -478,7 +478,17 @@ <argument index="0" name="id" type="int"> </argument> <description> - Returns an array of the tile's shapes. + Returns an array of dictionaries describing the tile's shapes. + [b]Dictionary structure in the array returned by this method:[/b] + [codeblock] + { + "autotile_coord": Vector2, + "one_way": bool, + "one_way_margin": int, + "shape": CollisionShape2D, + "shape_transform": Transform2D, + } + [/codeblock] </description> </method> <method name="tile_get_texture" qualifiers="const"> diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index 4175f01eb4..26c190bfa9 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -4,10 +4,12 @@ 3D transformation (3×4 matrix). </brief_description> <description> - Represents one or many transformations in 3D space such as translation, rotation, or scaling. It consists of a [member basis] and an [member origin]. It is similar to a 3×4 matrix. + 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a [member basis] (first 3 columns) and a [Vector3] for the [member origin] (last column). + For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> </tutorials> <methods> @@ -23,7 +25,7 @@ <argument index="3" name="origin" type="Vector3"> </argument> <description> - Constructs the Transform from four [Vector3]. Each axis corresponds to local basis vectors (some of which may be scaled). + Constructs a Transform from four [Vector3] values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled). </description> </method> <method name="Transform"> @@ -34,7 +36,7 @@ <argument index="1" name="origin" type="Vector3"> </argument> <description> - Constructs the Transform from a [Basis] and [Vector3]. + Constructs a Transform from a [Basis] and [Vector3]. </description> </method> <method name="Transform"> @@ -43,7 +45,7 @@ <argument index="0" name="from" type="Transform2D"> </argument> <description> - Constructs the Transform from a [Transform2D]. + Constructs a Transform from a [Transform2D]. </description> </method> <method name="Transform"> @@ -52,7 +54,7 @@ <argument index="0" name="from" type="Quat"> </argument> <description> - Constructs the Transform from a [Quat]. The origin will be Vector3(0, 0, 0). + Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, 0)[/code]. </description> </method> <method name="Transform"> @@ -79,7 +81,7 @@ <argument index="1" name="weight" type="float"> </argument> <description> - Interpolates the transform to other Transform by weight amount (0-1). + Interpolates the transform to other Transform by weight amount (on the range of 0.0 to 1.0). </description> </method> <method name="inverse"> @@ -172,7 +174,7 @@ The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, and Z axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object. </member> <member name="origin" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - The translation offset of the transform. + The translation offset of the transform (column 3, the fourth column). Equivalent to array index [code]3[/code]. </member> </members> <constants> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index af93d4c654..f630df7afe 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -1,12 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Transform2D" version="4.0"> <brief_description> - 2D transformation (3×2 matrix). + 2D transformation (2×3 matrix). </brief_description> <description> - Represents one or many transformations in 2D space such as translation, rotation, or scaling. It consists of two [member x] and [member y] [Vector2]s and an [member origin]. It is similar to a 3×2 matrix. + 2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a three [Vector2] values: [member x], [member y], and the [member origin]. + For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> + <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> </tutorials> <methods> <method name="Transform2D"> @@ -28,7 +30,7 @@ <argument index="2" name="origin" type="Vector2"> </argument> <description> - Constructs the transform from 3 [Vector2]s representing x, y, and origin. + Constructs the transform from 3 [Vector2] values representing [member x], [member y], and the [member origin] (the three column vectors). </description> </method> <method name="Transform2D"> @@ -46,7 +48,7 @@ <return type="Transform2D"> </return> <description> - Returns the inverse of the matrix. + Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation. </description> </method> <method name="basis_xform"> @@ -55,7 +57,8 @@ <argument index="0" name="v" type="Vector2"> </argument> <description> - Transforms the given vector by this transform's basis (no translation). + Returns a vector transformed (multiplied) by the basis matrix. + This method does not account for translation (the origin vector). </description> </method> <method name="basis_xform_inv"> @@ -64,7 +67,8 @@ <argument index="0" name="v" type="Vector2"> </argument> <description> - Inverse-transforms the given vector by this transform's basis (no translation). + Returns a vector transformed (multiplied) by the inverse basis matrix. + This method does not account for translation (the origin vector). </description> </method> <method name="get_origin"> @@ -96,14 +100,14 @@ <argument index="1" name="weight" type="float"> </argument> <description> - Returns a transform interpolated between this transform and another by a given weight (0-1). + Returns a transform interpolated between this transform and another by a given weight (on the range of 0.0 to 1.0). </description> </method> <method name="inverse"> <return type="Transform2D"> </return> <description> - Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use affine_inverse for transforms with scaling). + Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use [method affine_inverse] for transforms with scaling). </description> </method> <method name="is_equal_approx"> @@ -119,7 +123,7 @@ <return type="Transform2D"> </return> <description> - Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors. + Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1). </description> </method> <method name="rotated"> @@ -171,24 +175,24 @@ </methods> <members> <member name="origin" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - The transform's translation offset. + The origin vector (column 2, the third column). Equivalent to array index [code]2[/code]. The origin vector represents translation. </member> <member name="x" type="Vector2" setter="" getter="" default="Vector2( 1, 0 )"> - The X axis of 2×2 basis matrix containing 2 [Vector2]s as its columns: X axis and Y axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object. + The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code]. </member> <member name="y" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )"> - The Y axis of 2×2 basis matrix containing 2 [Vector2]s as its columns: X axis and Y axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object. + The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code]. </member> </members> <constants> <constant name="IDENTITY" value="Transform2D( 1, 0, 0, 1, 0, 0 )"> - [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation. + The identity [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation. </constant> <constant name="FLIP_X" value="Transform2D( -1, 0, 0, 1, 0, 0 )"> - [Transform2D] with mirroring applied parallel to the X axis. + The [Transform2D] that will flip something along the X axis. </constant> <constant name="FLIP_Y" value="Transform2D( 1, 0, 0, -1, 0, 0 )"> - [Transform2D] with mirroring applied parallel to the Y axis. + The [Transform2D] that will flip something along the Y axis. </constant> </constants> </class> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 32895310d1..c0d8628d88 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -43,7 +43,7 @@ <return type="float"> </return> <description> - Returns the vector's angle in radians with respect to the X axis, or [code](1, 0)[/code] vector. + Returns this vector's angle with respect to the X axis, or [code](1, 0)[/code] vector, in radians. Equivalent to the result of [method @GDScript.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]. </description> </method> @@ -53,7 +53,7 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the angle in radians between the two vectors. + Returns the angle to the given vector, in radians. </description> </method> <method name="angle_to_point"> @@ -62,14 +62,14 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the angle in radians between the line connecting the two points and the X coordinate. + Returns the angle between the line connecting the two points and the X axis, in radians. </description> </method> <method name="aspect"> <return type="float"> </return> <description> - Returns the ratio of [member x] to [member y]. + Returns the aspect ratio of this vector, the ratio of [member x] to [member y]. </description> </method> <method name="bounce"> @@ -85,7 +85,7 @@ <return type="Vector2"> </return> <description> - Returns the vector with all components rounded up. + Returns the vector with all components rounded up (towards positive infinity). </description> </method> <method name="clamped"> @@ -94,7 +94,7 @@ <argument index="0" name="length" type="float"> </argument> <description> - Returns the vector with a maximum length. + Returns the vector with a maximum length by limiting its length to [code]length[/code]. </description> </method> <method name="cross"> @@ -103,7 +103,7 @@ <argument index="0" name="with" type="Vector2"> </argument> <description> - Returns the 2-dimensional analog of the cross product with the given vector. + Returns the cross product of this vector and [code]with[/code]. </description> </method> <method name="cubic_interpolate"> @@ -118,7 +118,7 @@ <argument index="3" name="t" type="float"> </argument> <description> - Cubically interpolates between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Cubically interpolates between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="direction_to"> @@ -136,7 +136,8 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the squared distance to vector [code]b[/code]. Prefer this function over [method distance_to] if you need to sort vectors or need the squared distance for some formula. + Returns the squared distance between this vector and [code]b[/code]. + This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> <method name="distance_to"> @@ -145,7 +146,7 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the distance to vector [code]b[/code]. + Returns the distance between this vector and [code]to[/code]. </description> </method> <method name="dot"> @@ -154,14 +155,17 @@ <argument index="0" name="with" type="Vector2"> </argument> <description> - Returns the dot product with vector [code]b[/code]. + Returns the dot product of this vector and [code]with[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player. + The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees. + When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned. + [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]. </description> </method> <method name="floor"> <return type="Vector2"> </return> <description> - Returns the vector with all components rounded down. + Returns the vector with all components rounded down (towards negative infinity). </description> </method> <method name="is_equal_approx"> @@ -177,21 +181,22 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if the vector is normalized. + Returns [code]true[/code] if the vector is normalized, and false otherwise. </description> </method> <method name="length"> <return type="float"> </return> <description> - Returns the vector's length. + Returns the length (magnitude) of this vector. </description> </method> <method name="length_squared"> <return type="float"> </return> <description> - Returns the vector's length squared. Prefer this method over [method length] if you need to sort vectors or need the squared length for some formula. + Returns the squared length (squared magnitude) of this vector. + This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> <method name="lerp"> @@ -202,7 +207,7 @@ <argument index="1" name="t" type="float"> </argument> <description> - Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="move_toward"> @@ -229,7 +234,7 @@ <argument index="0" name="mod" type="float"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]mod[/code]. + Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]mod[/code]. </description> </method> <method name="posmodv"> @@ -238,7 +243,7 @@ <argument index="0" name="modv" type="Vector2"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]modv[/code]'s components. + Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]modv[/code]'s components. </description> </method> <method name="project"> @@ -279,7 +284,7 @@ <return type="Vector2"> </return> <description> - Returns the vector with each component set to one or negative one, depending on the signs of the components. + Returns the vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GDScript.sign] on each component. </description> </method> <method name="slerp"> @@ -290,7 +295,7 @@ <argument index="1" name="t" type="float"> </argument> <description> - Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. [b]Note:[/b] Both vectors must be normalized. </description> </method> @@ -300,7 +305,7 @@ <argument index="0" name="n" type="Vector2"> </argument> <description> - Returns the component of the vector along a plane defined by the given normal. + Returns this vector slid along a plane defined by the given normal. </description> </method> <method name="snapped"> @@ -309,14 +314,14 @@ <argument index="0" name="by" type="Vector2"> </argument> <description> - Returns the vector snapped to a grid with the given size. + Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals. </description> </method> <method name="tangent"> <return type="Vector2"> </return> <description> - Returns a perpendicular vector. + Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length. </description> </method> </methods> @@ -336,25 +341,25 @@ Enumerated value for the Y axis. </constant> <constant name="ZERO" value="Vector2( 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector2( 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="INF" value="Vector2( inf, inf )"> - Infinity vector. + Infinity vector, a vector with all components set to [constant @GDScript.INF]. </constant> <constant name="LEFT" value="Vector2( -1, 0 )"> - Left unit vector. + Left unit vector. Represents the direction of left. </constant> <constant name="RIGHT" value="Vector2( 1, 0 )"> - Right unit vector. + Right unit vector. Represents the direction of right. </constant> <constant name="UP" value="Vector2( 0, -1 )"> - Up unit vector. + Up unit vector. Y is down in 2D, so this vector points -Y. </constant> <constant name="DOWN" value="Vector2( 0, 1 )"> - Down unit vector. + Down unit vector. Y is down in 2D, so this vector points +Y. </constant> </constants> </class> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index 2f7ca985b2..d03db712fc 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -70,22 +70,22 @@ Enumerated value for the Y axis. </constant> <constant name="ZERO" value="Vector2i( 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector2i( 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="LEFT" value="Vector2i( -1, 0 )"> - Left unit vector. + Left unit vector. Represents the direction of left. </constant> <constant name="RIGHT" value="Vector2i( 1, 0 )"> - Right unit vector. + Right unit vector. Represents the direction of right. </constant> <constant name="UP" value="Vector2i( 0, -1 )"> - Up unit vector. + Up unit vector. Y is down in 2D, so this vector points -Y. </constant> <constant name="DOWN" value="Vector2i( 0, 1 )"> - Down unit vector. + Down unit vector. Y is down in 2D, so this vector points +Y. </constant> </constants> </class> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 0c861e5ee2..776dfd929e 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -47,7 +47,7 @@ <argument index="0" name="to" type="Vector3"> </argument> <description> - Returns the minimum angle to the given vector. + Returns the minimum angle to the given vector, in radians. </description> </method> <method name="bounce"> @@ -63,7 +63,7 @@ <return type="Vector3"> </return> <description> - Returns a new vector with all components rounded up. + Returns a new vector with all components rounded up (towards positive infinity). </description> </method> <method name="cross"> @@ -72,7 +72,7 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the cross product with [code]b[/code]. + Returns the cross product of this vector and [code]b[/code]. </description> </method> <method name="cubic_interpolate"> @@ -87,7 +87,7 @@ <argument index="3" name="t" type="float"> </argument> <description> - Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by the given amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by the given amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="direction_to"> @@ -105,7 +105,8 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the squared distance to [code]b[/code]. Prefer this function over [method distance_to] if you need to sort vectors or need the squared distance for some formula. + Returns the squared distance between this vector and [code]b[/code]. + This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> <method name="distance_to"> @@ -114,7 +115,7 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the distance to [code]b[/code]. + Returns the distance between this vector and [code]b[/code]. </description> </method> <method name="dot"> @@ -123,14 +124,17 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the dot product with [code]b[/code]. + Returns the dot product of this vector and [code]b[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player. + The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees. + When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned. + [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]. </description> </method> <method name="floor"> <return type="Vector3"> </return> <description> - Returns a new vector with all components rounded down. + Returns a new vector with all components rounded down (towards negative infinity). </description> </method> <method name="inverse"> @@ -153,21 +157,22 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if the vector is normalized. + Returns [code]true[/code] if the vector is normalized, and false otherwise. </description> </method> <method name="length"> <return type="float"> </return> <description> - Returns the vector's length. + Returns the length (magnitude) of this vector. </description> </method> <method name="length_squared"> <return type="float"> </return> <description> - Returns the vector's length squared. Prefer this function over [method length] if you need to sort vectors or need the squared length for some formula. + Returns the squared length (squared magnitude) of this vector. + This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> <method name="lerp"> @@ -178,21 +183,21 @@ <argument index="1" name="t" type="float"> </argument> <description> - Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.. + Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="max_axis"> <return type="int"> </return> <description> - Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. + Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X]. </description> </method> <method name="min_axis"> <return type="int"> </return> <description> - Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. + Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z]. </description> </method> <method name="move_toward"> @@ -203,7 +208,7 @@ <argument index="1" name="delta" type="float"> </argument> <description> - Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount. + Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] amount. </description> </method> <method name="normalized"> @@ -228,7 +233,7 @@ <argument index="0" name="mod" type="float"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]mod[/code]. + Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]mod[/code]. </description> </method> <method name="posmodv"> @@ -237,7 +242,7 @@ <argument index="0" name="modv" type="Vector3"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]modv[/code]'s components. + Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]modv[/code]'s components. </description> </method> <method name="project"> @@ -246,7 +251,7 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the vector projected onto the vector [code]b[/code]. + Returns this vector projected onto another vector [code]b[/code]. </description> </method> <method name="reflect"> @@ -255,7 +260,7 @@ <argument index="0" name="n" type="Vector3"> </argument> <description> - Returns the vector reflected from a plane defined by the given normal. + Returns this vector reflected from a plane defined by the given normal. </description> </method> <method name="rotated"> @@ -266,21 +271,21 @@ <argument index="1" name="phi" type="float"> </argument> <description> - Rotates the vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector. + Rotates this vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector. </description> </method> <method name="round"> <return type="Vector3"> </return> <description> - Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. + Returns this vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. </description> </method> <method name="sign"> <return type="Vector3"> </return> <description> - Returns the vector with each component set to one or negative one, depending on the signs of the components. + Returns a vector with each component set to one or negative one, depending on the signs of this vector's components, or zero if the component is zero, by calling [method @GDScript.sign] on each component. </description> </method> <method name="slerp"> @@ -291,7 +296,7 @@ <argument index="1" name="t" type="float"> </argument> <description> - Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. [b]Note:[/b] Both vectors must be normalized. </description> </method> @@ -301,7 +306,7 @@ <argument index="0" name="n" type="Vector3"> </argument> <description> - Returns the component of the vector along a plane defined by the given normal. + Returns this vector slid along a plane defined by the given normal. </description> </method> <method name="snapped"> @@ -310,7 +315,7 @@ <argument index="0" name="by" type="Vector3"> </argument> <description> - Returns the vector snapped to a grid with the given size. + Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals. </description> </method> <method name="to_diagonal_matrix"> @@ -318,6 +323,7 @@ </return> <description> Returns a diagonal matrix with the vector as main diagonal. + This is equivalent to a Basis with no rotation or shearing and this vector's components set as the scale. </description> </method> </methods> @@ -343,19 +349,19 @@ Enumerated value for the Z axis. Returned by [method max_axis] and [method min_axis]. </constant> <constant name="ZERO" value="Vector3( 0, 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector3( 1, 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="INF" value="Vector3( inf, inf, inf )"> - Infinity vector. + Infinity vector, a vector with all components set to [constant @GDScript.INF]. </constant> <constant name="LEFT" value="Vector3( -1, 0, 0 )"> - Left unit vector. + Left unit vector. Represents the local direction of left, and the global direction of west. </constant> <constant name="RIGHT" value="Vector3( 1, 0, 0 )"> - Right unit vector. + Right unit vector. Represents the local direction of right, and the global direction of east. </constant> <constant name="UP" value="Vector3( 0, 1, 0 )"> Up unit vector. @@ -364,10 +370,10 @@ Down unit vector. </constant> <constant name="FORWARD" value="Vector3( 0, 0, -1 )"> - Forward unit vector. + Forward unit vector. Represents the local direction of forward, and the global direction of north. </constant> <constant name="BACK" value="Vector3( 0, 0, 1 )"> - Back unit vector. + Back unit vector. Represents the local direction of back, and the global direction of south. </constant> </constants> </class> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 91d64ea609..94551e1c2f 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -38,14 +38,14 @@ <return type="int"> </return> <description> - Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. + Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X]. </description> </method> <method name="min_axis"> <return type="int"> </return> <description> - Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. + Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z]. </description> </method> <method name="sign"> @@ -78,16 +78,16 @@ Enumerated value for the Z axis. </constant> <constant name="ZERO" value="Vector3i( 0, 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector3i( 1, 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="LEFT" value="Vector3i( -1, 0, 0 )"> - Left unit vector. + Left unit vector. Represents the local direction of left, and the global direction of west. </constant> <constant name="RIGHT" value="Vector3i( 1, 0, 0 )"> - Right unit vector. + Right unit vector. Represents the local direction of right, and the global direction of east. </constant> <constant name="UP" value="Vector3i( 0, 1, 0 )"> Up unit vector. @@ -96,10 +96,10 @@ Down unit vector. </constant> <constant name="FORWARD" value="Vector3i( 0, 0, -1 )"> - Forward unit vector. + Forward unit vector. Represents the local direction of forward, and the global direction of north. </constant> <constant name="BACK" value="Vector3i( 0, 0, 1 )"> - Back unit vector. + Back unit vector. Represents the local direction of back, and the global direction of south. </constant> </constants> </class> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 8a2c6b73d8..3294ab4cc7 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -315,7 +315,7 @@ Do not perform any antialiasing in the full screen post-process. </constant> <constant name="SCREEN_SPACE_AA_FXAA" value="1" enum="ScreenSpaceAA"> - Use fast approximate antialiasing. FXAA is a popular screen-space antialising method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. + Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. </constant> <constant name="SCREEN_SPACE_AA_MAX" value="2" enum="ScreenSpaceAA"> Represents the size of the [enum ScreenSpaceAA] enum. diff --git a/doc/classes/VisibilityEnabler2D.xml b/doc/classes/VisibilityEnabler2D.xml index a5abf16a8d..02fe7a7cd0 100644 --- a/doc/classes/VisibilityEnabler2D.xml +++ b/doc/classes/VisibilityEnabler2D.xml @@ -5,7 +5,8 @@ </brief_description> <description> The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and other nodes when they are not visible. It will only affect nodes with the same root node as the VisibilityEnabler2D, and the root node itself. - [b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need exact visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. + If you just want to receive notifications, use [VisibilityNotifier2D] instead. + [b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need precise visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. [b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene initialization. </description> <tutorials> diff --git a/doc/classes/VisibilityEnabler3D.xml b/doc/classes/VisibilityEnabler3D.xml index 342a37e7a4..d78ebb55f2 100644 --- a/doc/classes/VisibilityEnabler3D.xml +++ b/doc/classes/VisibilityEnabler3D.xml @@ -5,7 +5,8 @@ </brief_description> <description> The VisibilityEnabler3D will disable [RigidBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler3D itself. - [b]Note:[/b] VisibilityEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. If you need exact visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node. + If you just want to receive notifications, use [VisibilityNotifier3D] instead. + [b]Note:[/b] VisibilityEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot]. [b]Note:[/b] VisibilityEnabler3D will not affect nodes added after scene initialization. </description> <tutorials> diff --git a/doc/classes/VisibilityNotifier2D.xml b/doc/classes/VisibilityNotifier2D.xml index 391163ef94..314a100989 100644 --- a/doc/classes/VisibilityNotifier2D.xml +++ b/doc/classes/VisibilityNotifier2D.xml @@ -5,7 +5,8 @@ </brief_description> <description> The VisibilityNotifier2D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a viewport. - [b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need exact visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. + If you want nodes to be disabled automatically when they exit the screen, use [VisibilityEnabler2D] instead. + [b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need precise visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisibilityNotifier3D.xml b/doc/classes/VisibilityNotifier3D.xml index eb7bb91f26..e5d3116612 100644 --- a/doc/classes/VisibilityNotifier3D.xml +++ b/doc/classes/VisibilityNotifier3D.xml @@ -5,7 +5,8 @@ </brief_description> <description> The VisibilityNotifier3D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a [Camera3D]'s view. - [b]Note:[/b] VisibilityNotifier3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. If you need exact visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node. + If you want nodes to be disabled automatically when they exit the screen, use [VisibilityEnabler3D] instead. + [b]Note:[/b] VisibilityNotifier3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeBooleanUniform.xml b/doc/classes/VisualShaderNodeBooleanUniform.xml index 8313a8256e..7d72f13f9d 100644 --- a/doc/classes/VisualShaderNodeBooleanUniform.xml +++ b/doc/classes/VisualShaderNodeBooleanUniform.xml @@ -10,6 +10,14 @@ </tutorials> <methods> </methods> + <members> + <member name="default_value" type="bool" setter="set_default_value" getter="get_default_value" default="false"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeColorUniform.xml b/doc/classes/VisualShaderNodeColorUniform.xml index 6972ccefd9..90ef381b76 100644 --- a/doc/classes/VisualShaderNodeColorUniform.xml +++ b/doc/classes/VisualShaderNodeColorUniform.xml @@ -10,6 +10,14 @@ </tutorials> <methods> </methods> + <members> + <member name="default_value" type="Color" setter="set_default_value" getter="get_default_value" default="Color( 1, 1, 1, 1 )"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeFloatUniform.xml b/doc/classes/VisualShaderNodeFloatUniform.xml index 33ece8ac1b..705d5e8796 100644 --- a/doc/classes/VisualShaderNodeFloatUniform.xml +++ b/doc/classes/VisualShaderNodeFloatUniform.xml @@ -11,6 +11,12 @@ <methods> </methods> <members> + <member name="default_value" type="float" setter="set_default_value" getter="get_default_value" default="0.0"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> <member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeFloatUniform.Hint" default="0"> A hint applied to the uniform, which controls the values it can take when set through the inspector. </member> diff --git a/doc/classes/VisualShaderNodeIntUniform.xml b/doc/classes/VisualShaderNodeIntUniform.xml index 8c7c288177..e39eba865b 100644 --- a/doc/classes/VisualShaderNodeIntUniform.xml +++ b/doc/classes/VisualShaderNodeIntUniform.xml @@ -11,6 +11,12 @@ <methods> </methods> <members> + <member name="default_value" type="int" setter="set_default_value" getter="get_default_value" default="0"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> <member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeIntUniform.Hint" default="0"> A hint applied to the uniform, which controls the values it can take when set through the inspector. </member> diff --git a/doc/classes/VisualShaderNodeOutput.xml b/doc/classes/VisualShaderNodeOutput.xml index 2b4aed9ae4..83da6f29f9 100644 --- a/doc/classes/VisualShaderNodeOutput.xml +++ b/doc/classes/VisualShaderNodeOutput.xml @@ -4,7 +4,7 @@ Represents the output shader parameters within the visual shader graph. </brief_description> <description> - This visual shader node is present in all shader graphs in form of "Output" block with mutliple output value ports. + This visual shader node is present in all shader graphs in form of "Output" block with multiple output value ports. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeTransformUniform.xml b/doc/classes/VisualShaderNodeTransformUniform.xml index 43696c8226..ff6246618d 100644 --- a/doc/classes/VisualShaderNodeTransformUniform.xml +++ b/doc/classes/VisualShaderNodeTransformUniform.xml @@ -10,6 +10,14 @@ </tutorials> <methods> </methods> + <members> + <member name="default_value" type="Transform" setter="set_default_value" getter="get_default_value" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeUniformRef.xml b/doc/classes/VisualShaderNodeUniformRef.xml new file mode 100644 index 0000000000..db02e398ab --- /dev/null +++ b/doc/classes/VisualShaderNodeUniformRef.xml @@ -0,0 +1,20 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeUniformRef" inherits="VisualShaderNode" version="4.0"> + <brief_description> + A reference to an existing [VisualShaderNodeUniform]. + </brief_description> + <description> + Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this uniform in different shaders or shader stages easily. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="uniform_name" type="String" setter="set_uniform_name" getter="get_uniform_name" default=""[None]""> + The name of the uniform which this reference points to. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeVec3Uniform.xml b/doc/classes/VisualShaderNodeVec3Uniform.xml index c8b44fdc8d..cd1500f5a1 100644 --- a/doc/classes/VisualShaderNodeVec3Uniform.xml +++ b/doc/classes/VisualShaderNodeVec3Uniform.xml @@ -10,6 +10,14 @@ </tutorials> <methods> </methods> + <members> + <member name="default_value" type="Vector3" setter="set_default_value" getter="get_default_value" default="Vector3( 0, 0, 0 )"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeVectorRefract.xml b/doc/classes/VisualShaderNodeVectorRefract.xml index 0fa90a69cf..178c35f49a 100644 --- a/doc/classes/VisualShaderNodeVectorRefract.xml +++ b/doc/classes/VisualShaderNodeVectorRefract.xml @@ -4,7 +4,7 @@ Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph. </brief_description> <description> - Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indicies of the refraction. + Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction. </description> <tutorials> </tutorials> |