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-rw-r--r--doc/classes/@GlobalScope.xml20
-rw-r--r--doc/classes/AnimatableBody2D.xml22
-rw-r--r--doc/classes/AnimatableBody3D.xml25
-rw-r--r--doc/classes/Array.xml2
-rw-r--r--doc/classes/CharacterBody2D.xml8
-rw-r--r--doc/classes/CharacterBody3D.xml6
-rw-r--r--doc/classes/HTTPRequest.xml3
-rw-r--r--doc/classes/MultiplayerAPI.xml13
-rw-r--r--doc/classes/MultiplayerPeer.xml13
-rw-r--r--doc/classes/MultiplayerReplicator.xml2
-rw-r--r--doc/classes/Node.xml6
-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml3
-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml1
-rw-r--r--doc/classes/PhysicsDirectSpaceState2D.xml18
-rw-r--r--doc/classes/PhysicsDirectSpaceState3D.xml4
-rw-r--r--doc/classes/PhysicsServer2D.xml24
-rw-r--r--doc/classes/PhysicsServer3D.xml27
-rw-r--r--doc/classes/PhysicsShapeQueryParameters2D.xml2
-rw-r--r--doc/classes/PhysicsShapeQueryParameters3D.xml2
-rw-r--r--doc/classes/RigidBody2D.xml23
-rw-r--r--doc/classes/RigidBody3D.xml24
-rw-r--r--doc/classes/StaticBody2D.xml23
-rw-r--r--doc/classes/StaticBody3D.xml23
-rw-r--r--doc/classes/TabContainer.xml7
-rw-r--r--doc/classes/TileMap.xml26
-rw-r--r--doc/classes/TileSet.xml159
-rw-r--r--doc/classes/XRInterfaceExtension.xml23
27 files changed, 384 insertions, 125 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 616d88c7f3..0300511eb1 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2425,6 +2425,8 @@
</constant>
<constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="268435456" enum="PropertyUsageFlags">
</constant>
+ <constant name="PROPERTY_USAGE_ARRAY" value="1073741824" enum="PropertyUsageFlags">
+ </constant>
<constant name="PROPERTY_USAGE_DEFAULT" value="7" enum="PropertyUsageFlags">
Default usage (storage, editor and network).
</constant>
@@ -2463,6 +2465,24 @@
<constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags">
Default method flags.
</constant>
+ <constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode">
+ Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
+ </constant>
+ <constant name="RPC_MODE_ANY" value="1" enum="RPCMode">
+ Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.
+ </constant>
+ <constant name="RPC_MODE_AUTH" value="2" enum="RPCMode">
+ Used with [method Node.rpc_config] to set a method to be callable remotely only by the current network authority (which is the server by default). Analogous to the [code]@rpc(auth)[/code] annotation. See [method Node.set_network_authority].
+ </constant>
+ <constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
+ Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
+ </constant>
+ <constant name="TRANSFER_MODE_ORDERED" value="1" enum="TransferMode">
+ Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.
+ </constant>
+ <constant name="TRANSFER_MODE_RELIABLE" value="2" enum="TransferMode">
+ Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly.
+ </constant>
<constant name="TYPE_NIL" value="0" enum="Variant.Type">
Variable is [code]null[/code].
</constant>
diff --git a/doc/classes/AnimatableBody2D.xml b/doc/classes/AnimatableBody2D.xml
new file mode 100644
index 0000000000..731c702549
--- /dev/null
+++ b/doc/classes/AnimatableBody2D.xml
@@ -0,0 +1,22 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="AnimatableBody2D" inherits="StaticBody2D" version="4.0">
+ <brief_description>
+ Physics body for 2D physics which moves only by script or animation. Useful for moving platforms and doors.
+ </brief_description>
+ <description>
+ Animatable body for 2D physics.
+ An animatable body can't be moved by external forces or contacts, but can be moved by script or animation to affect other bodies in its path. It is ideal for implementing moving objects in the environment, such as moving platforms or doors.
+ When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
+ If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide].
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/AnimatableBody3D.xml b/doc/classes/AnimatableBody3D.xml
new file mode 100644
index 0000000000..8192f26057
--- /dev/null
+++ b/doc/classes/AnimatableBody3D.xml
@@ -0,0 +1,25 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="AnimatableBody3D" inherits="StaticBody3D" version="4.0">
+ <brief_description>
+ Physics body for 3D physics which moves only by script or animation. Useful for moving platforms and doors.
+ </brief_description>
+ <description>
+ Animatable body for 3D physics.
+ An animatable body can't be moved by external forces or contacts, but can be moved by script or animation to affect other bodies in its path. It is ideal for implementing moving objects in the environment, such as moving platforms or doors.
+ When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
+ </description>
+ <tutorials>
+ <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
+ <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
+ <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
+ If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody3D.move_and_collide].
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 396490c8eb..02c6b18d55 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -495,7 +495,7 @@
<argument index="2" name="step" type="int" default="1" />
<argument index="3" name="deep" type="bool" default="false" />
<description>
- Duplicates the subset described in the function and returns it in an array, deeply copying the array if [code]deep[/code] is [code]true[/code]. Lower and upper index are inclusive, with the [code]step[/code] describing the change between indices while slicing.
+ Duplicates the subset described in the function and returns it in an array, deeply copying the array if [code]deep[/code] is [code]true[/code]. Lower and upper index are inclusive, with the [code]step[/code] describing the change between indices while slicing. If [code]end[/code] is an invalid value, the end of the array is used.
</description>
</method>
<method name="sort">
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 71e6eeab5a..f98c22a1e9 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CharacterBody2D" inherits="PhysicsBody2D" version="4.0">
<brief_description>
- Character body 2D node.
+ Specialized 2D physics body node for characters moved by script.
</brief_description>
<description>
- Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a static body. However, they have two main uses:
- [b]Kinematic characters:[/b] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody3D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics.
- [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [member StaticBody3D.kinematic_motion] when enabled), which allows them to be moved by code and push other bodies on their path.
+ Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a [AnimatableBody2D]. However, they have two main uses:
+ [b]Kinematic characters:[/b] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody2D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics.
+ [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody2D]), which allows them to be moved by code and push other bodies on their path.
</description>
<tutorials>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 85135d5509..81ffbe01c1 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CharacterBody3D" inherits="PhysicsBody3D" version="4.0">
<brief_description>
- Character body 3D node.
+ Specialized 3D physics body node for characters moved by script.
</brief_description>
<description>
- Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a static body. However, they have two main uses:
+ Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a [AnimatableBody3D]. However, they have two main uses:
[b]Kinematic characters:[/b] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody3D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics.
- [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [member StaticBody3D.kinematic_motion] when enabled), which allows them to be moved by code and push other bodies on their path.
+ [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody3D]), which allows them to be moved by code and push other bodies on their path.
</description>
<tutorials>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 4fafa0a0a1..00927b98c5 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -192,7 +192,8 @@
<description>
Creates request on the underlying [HTTPClient]. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request].
Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host.
- [b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], the payload sent via [code]request_data[/code] might be ignored by the server or even cause the server to reject the request (check [url=https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/url] for more details). As a workaround, you can send data as a query string in the URL. See [method String.uri_encode] for an example.
+ [b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], the payload sent via [code]request_data[/code] might be ignored by the server or even cause the server to reject the request (check [url=https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/url] for more details). As a workaround, you can send data as a query string in the URL (see [method String.uri_encode] for an example).
+ [b]Note:[/b] It's recommended to use transport encryption (SSL/TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead.
</description>
</method>
<method name="request_raw">
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index 70046fc3e9..9c688f7b8b 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -30,7 +30,7 @@
Returns the unique peer ID of this MultiplayerAPI's [member network_peer].
</description>
</method>
- <method name="get_rpc_sender_id" qualifiers="const">
+ <method name="get_remote_sender_id" qualifiers="const">
<return type="int" />
<description>
Returns the sender's peer ID for the RPC currently being executed.
@@ -60,7 +60,7 @@
<return type="int" enum="Error" />
<argument index="0" name="bytes" type="PackedByteArray" />
<argument index="1" name="id" type="int" default="0" />
- <argument index="2" name="mode" type="int" enum="MultiplayerPeer.TransferMode" default="2" />
+ <argument index="2" name="mode" type="int" enum="TransferMode" default="2" />
<argument index="3" name="channel" type="int" default="0" />
<description>
Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.
@@ -122,14 +122,5 @@
</signal>
</signals>
<constants>
- <constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode">
- Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
- </constant>
- <constant name="RPC_MODE_ANY" value="1" enum="RPCMode">
- Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.
- </constant>
- <constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode">
- Used with [method Node.rpc_config] to set a method to be callable remotely only by the current network authority (which is the server by default). Analogous to the [code]@rpc(auth)[/code] annotation. See [method Node.set_network_authority].
- </constant>
</constants>
</class>
diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml
index adaa359168..6ee6fce49f 100644
--- a/doc/classes/MultiplayerPeer.xml
+++ b/doc/classes/MultiplayerPeer.xml
@@ -57,9 +57,9 @@
</member>
<member name="transfer_channel" type="int" setter="set_transfer_channel" getter="get_transfer_channel" default="0">
The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send [b]different and independent[/b] state updates is a common way to optimize network usage and decrease latency in fast-paced games.
- [b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 separate channels (one for each [enum TransferMode]) so that [constant TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.
+ [b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 separate channels (one for each [enum TransferMode]) so that [constant TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_ORDERED] does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.
</member>
- <member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="MultiplayerPeer.TransferMode" default="0">
+ <member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="TransferMode" default="0">
The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].
</member>
</members>
@@ -93,15 +93,6 @@
</signal>
</signals>
<constants>
- <constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
- Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
- </constant>
- <constant name="TRANSFER_MODE_UNRELIABLE_ORDERED" value="1" enum="TransferMode">
- Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.
- </constant>
- <constant name="TRANSFER_MODE_RELIABLE" value="2" enum="TransferMode">
- Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly.
- </constant>
<constant name="CONNECTION_DISCONNECTED" value="0" enum="ConnectionStatus">
The ongoing connection disconnected.
</constant>
diff --git a/doc/classes/MultiplayerReplicator.xml b/doc/classes/MultiplayerReplicator.xml
index 0778a7335f..2657f835c4 100644
--- a/doc/classes/MultiplayerReplicator.xml
+++ b/doc/classes/MultiplayerReplicator.xml
@@ -62,7 +62,7 @@
<argument index="0" name="peer_id" type="int" />
<argument index="1" name="scene_id" type="int" />
<argument index="2" name="data" type="PackedByteArray" />
- <argument index="3" name="transfer_mode" type="int" enum="MultiplayerPeer.TransferMode" default="2" />
+ <argument index="3" name="transfer_mode" type="int" enum="TransferMode" default="2" />
<argument index="4" name="channel" type="int" default="0" />
<description>
Sends a sync request for the instances of the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). This function can only be called manually when overriding the send and receive sync functions (see [method sync_config]).
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 7d79c50466..1f5823c37c 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -584,11 +584,11 @@
<method name="rpc_config">
<return type="int" />
<argument index="0" name="method" type="StringName" />
- <argument index="1" name="rpc_mode" type="int" enum="MultiplayerAPI.RPCMode" />
- <argument index="2" name="transfer_mode" type="int" enum="MultiplayerPeer.TransferMode" default="2" />
+ <argument index="1" name="rpc_mode" type="int" enum="RPCMode" />
+ <argument index="2" name="transfer_mode" type="int" enum="TransferMode" default="2" />
<argument index="3" name="channel" type="int" default="0" />
<description>
- Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(auth)[/code]). By default, methods are not exposed to networking (and RPCs).
+ Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum RPCMode] and [enum TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(auth)[/code]). By default, methods are not exposed to networking (and RPCs).
</description>
</method>
<method name="rpc_id" qualifiers="vararg">
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index 4c6adfca32..8698fbec61 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -155,6 +155,9 @@
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
The body's rotational velocity.
</member>
+ <member name="center_of_mass" type="Vector2" setter="" getter="get_center_of_mass">
+ The body's center of mass.
+ </member>
<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
</member>
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index 271668e339..4599f86423 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -157,6 +157,7 @@
The body's rotational velocity.
</member>
<member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass">
+ The body's center of mass.
</member>
<member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml
index e84b3e0e49..64e0fa4050 100644
--- a/doc/classes/PhysicsDirectSpaceState2D.xml
+++ b/doc/classes/PhysicsDirectSpaceState2D.xml
@@ -47,7 +47,7 @@
<argument index="0" name="point" type="Vector2" />
<argument index="1" name="max_results" type="int" default="32" />
<argument index="2" name="exclude" type="Array" default="[]" />
- <argument index="3" name="collision_mask" type="int" default="2147483647" />
+ <argument index="3" name="collision_mask" type="int" default="4294967295" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
@@ -57,7 +57,7 @@
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
- Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
+ Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
</description>
</method>
@@ -67,10 +67,18 @@
<argument index="1" name="canvas_instance_id" type="int" />
<argument index="2" name="max_results" type="int" default="32" />
<argument index="3" name="exclude" type="Array" default="[]" />
- <argument index="4" name="collision_mask" type="int" default="2147483647" />
+ <argument index="4" name="collision_mask" type="int" default="4294967295" />
<argument index="5" name="collide_with_bodies" type="bool" default="true" />
<argument index="6" name="collide_with_areas" type="bool" default="false" />
<description>
+ Checks whether a point is inside any solid shape, in a specific canvas layer given by [code]canvas_instance_id[/code]. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
+ [code]collider[/code]: The colliding object.
+ [code]collider_id[/code]: The colliding object's ID.
+ [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
+ [code]rid[/code]: The intersecting object's [RID].
+ [code]shape[/code]: The shape index of the colliding shape.
+ Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
+ [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
</description>
</method>
<method name="intersect_ray">
@@ -78,7 +86,7 @@
<argument index="0" name="from" type="Vector2" />
<argument index="1" name="to" type="Vector2" />
<argument index="2" name="exclude" type="Array" default="[]" />
- <argument index="3" name="collision_mask" type="int" default="2147483647" />
+ <argument index="3" name="collision_mask" type="int" default="4294967295" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
@@ -91,7 +99,7 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
If the ray did not intersect anything, then an empty dictionary is returned instead.
- Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
+ Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
</description>
</method>
<method name="intersect_shape">
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index 13db50a2c7..360d6e8e92 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -47,7 +47,7 @@
<argument index="0" name="from" type="Vector3" />
<argument index="1" name="to" type="Vector3" />
<argument index="2" name="exclude" type="Array" default="[]" />
- <argument index="3" name="collision_mask" type="int" default="2147483647" />
+ <argument index="3" name="collision_mask" type="int" default="4294967295" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
@@ -59,7 +59,7 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
If the ray did not intersect anything, then an empty dictionary is returned instead.
- Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect, or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively.
+ Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively.
</description>
</method>
<method name="intersect_shape">
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 9867b98ae6..b3b7fcd956 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -373,7 +373,7 @@
</description>
</method>
<method name="body_get_param" qualifiers="const">
- <return type="float" />
+ <return type="Variant" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter" />
<description>
@@ -449,6 +449,13 @@
Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.
</description>
</method>
+ <method name="body_reset_mass_properties">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ Restores the default inertia and center of mass based on shapes to cancel any custom values previously set using [method body_set_param].
+ </description>
+ </method>
<method name="body_set_axis_velocity">
<return type="void" />
<argument index="0" name="body" type="RID" />
@@ -522,7 +529,7 @@
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter" />
- <argument index="2" name="value" type="float" />
+ <argument index="2" name="value" type="Variant" />
<description>
Sets a body parameter. See [enum BodyParameter] for a list of available parameters.
</description>
@@ -913,7 +920,7 @@
This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
</constant>
<constant name="BODY_MODE_STATIC" value="0" enum="BodyMode">
- Constant for static bodies. In this mode, a body can be only moved by user code.
+ Constant for static bodies. In this mode, a body can be only moved by user code and doesn't collide with other bodies along its path when moved.
</constant>
<constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode">
Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.
@@ -936,16 +943,19 @@
<constant name="BODY_PARAM_INERTIA" value="3" enum="BodyParameter">
Constant to set/get a body's inertia.
</constant>
- <constant name="BODY_PARAM_GRAVITY_SCALE" value="4" enum="BodyParameter">
+ <constant name="BODY_PARAM_CENTER_OF_MASS" value="4" enum="BodyParameter">
+ Constant to set/get a body's center of mass.
+ </constant>
+ <constant name="BODY_PARAM_GRAVITY_SCALE" value="5" enum="BodyParameter">
Constant to set/get a body's gravity multiplier.
</constant>
- <constant name="BODY_PARAM_LINEAR_DAMP" value="5" enum="BodyParameter">
+ <constant name="BODY_PARAM_LINEAR_DAMP" value="6" enum="BodyParameter">
Constant to set/get a body's linear dampening factor.
</constant>
- <constant name="BODY_PARAM_ANGULAR_DAMP" value="6" enum="BodyParameter">
+ <constant name="BODY_PARAM_ANGULAR_DAMP" value="7" enum="BodyParameter">
Constant to set/get a body's angular dampening factor.
</constant>
- <constant name="BODY_PARAM_MAX" value="7" enum="BodyParameter">
+ <constant name="BODY_PARAM_MAX" value="8" enum="BodyParameter">
Represents the size of the [enum BodyParameter] enum.
</constant>
<constant name="BODY_STATE_TRANSFORM" value="0" enum="BodyState">
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index 46cbe48b28..2fbe84b8b1 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -347,7 +347,7 @@
</description>
</method>
<method name="body_get_param" qualifiers="const">
- <return type="float" />
+ <return type="Variant" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="param" type="int" enum="PhysicsServer3D.BodyParameter" />
<description>
@@ -430,6 +430,13 @@
Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.
</description>
</method>
+ <method name="body_reset_mass_properties">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ Restores the default inertia and center of mass based on shapes to cancel any custom values previously set using [method body_set_param].
+ </description>
+ </method>
<method name="body_set_axis_lock">
<return type="void" />
<argument index="0" name="body" type="RID" />
@@ -511,7 +518,7 @@
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="param" type="int" enum="PhysicsServer3D.BodyParameter" />
- <argument index="2" name="value" type="float" />
+ <argument index="2" name="value" type="Variant" />
<description>
Sets a body parameter. A list of available parameters is on the [enum BodyParameter] constants.
</description>
@@ -1262,7 +1269,7 @@
This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
</constant>
<constant name="BODY_MODE_STATIC" value="0" enum="BodyMode">
- Constant for static bodies. In this mode, a body can be only moved by user code.
+ Constant for static bodies. In this mode, a body can be only moved by user code and doesn't collide with other bodies along its path when moved.
</constant>
<constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode">
Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.
@@ -1282,16 +1289,22 @@
<constant name="BODY_PARAM_MASS" value="2" enum="BodyParameter">
Constant to set/get a body's mass.
</constant>
- <constant name="BODY_PARAM_GRAVITY_SCALE" value="3" enum="BodyParameter">
+ <constant name="BODY_PARAM_INERTIA" value="3" enum="BodyParameter">
+ Constant to set/get a body's inertia.
+ </constant>
+ <constant name="BODY_PARAM_CENTER_OF_MASS" value="4" enum="BodyParameter">
+ Constant to set/get a body's center of mass.
+ </constant>
+ <constant name="BODY_PARAM_GRAVITY_SCALE" value="5" enum="BodyParameter">
Constant to set/get a body's gravity multiplier.
</constant>
- <constant name="BODY_PARAM_LINEAR_DAMP" value="4" enum="BodyParameter">
+ <constant name="BODY_PARAM_LINEAR_DAMP" value="6" enum="BodyParameter">
Constant to set/get a body's linear dampening factor.
</constant>
- <constant name="BODY_PARAM_ANGULAR_DAMP" value="5" enum="BodyParameter">
+ <constant name="BODY_PARAM_ANGULAR_DAMP" value="7" enum="BodyParameter">
Constant to set/get a body's angular dampening factor.
</constant>
- <constant name="BODY_PARAM_MAX" value="6" enum="BodyParameter">
+ <constant name="BODY_PARAM_MAX" value="8" enum="BodyParameter">
Represents the size of the [enum BodyParameter] enum.
</constant>
<constant name="BODY_STATE_TRANSFORM" value="0" enum="BodyState">
diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml
index 8b006c68e7..b54de15d15 100644
--- a/doc/classes/PhysicsShapeQueryParameters2D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters2D.xml
@@ -17,7 +17,7 @@
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
</member>
- <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647">
+ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml
index de9b623591..f74d1b5e48 100644
--- a/doc/classes/PhysicsShapeQueryParameters3D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters3D.xml
@@ -17,7 +17,7 @@
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody3D]s into account.
</member>
- <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647">
+ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index db16552db3..0702955495 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RigidBody2D" inherits="PhysicsBody2D" version="4.0">
<brief_description>
- A body that is controlled by the 2D physics engine.
+ Physics Body which is moved by 2D physics simulation. Useful for objects that have gravity and can be pushed by other objects.
</brief_description>
<description>
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
@@ -99,6 +99,13 @@
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
</member>
+ <member name="center_of_mass" type="Vector2" setter="set_center_of_mass" getter="get_center_of_mass" default="Vector2(0, 0)">
+ The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.
+ When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed.
+ </member>
+ <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody2D.CenterOfMassMode" default="0">
+ Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
+ </member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported].
</member>
@@ -116,8 +123,9 @@
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] and/or any additional gravity vector applied by [Area2D]s.
</member>
- <member name="inertia" type="float" setter="set_inertia" getter="get_inertia">
- The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 inertia to return to automatically computing it.
+ <member name="inertia" type="float" setter="set_inertia" getter="get_inertia" default="0.0">
+ The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
+ If set to [code]0[/code], inertia is automatically computed (default value).
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b].
@@ -131,6 +139,7 @@
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody2D.Mode" default="0">
The body's mode. See [enum Mode] for possible values.
+ For a body that uses only Static or Kinematic mode, use [StaticBody2D] or [AnimatableBody2D] instead.
</member>
<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
The physics material override for the body.
@@ -199,7 +208,13 @@
Locked dynamic body mode. Similar to [constant MODE_DYNAMIC], but the body can not rotate.
</constant>
<constant name="MODE_KINEMATIC" value="3" enum="Mode">
- Kinematic body mode. The body behaves like a [StaticBody2D] with [member StaticBody2D.kinematic_motion] enabled, and must be moved by user code.
+ Kinematic body mode. The body behaves like a [AnimatableBody2D], and must be moved by code.
+ </constant>
+ <constant name="CENTER_OF_MASS_MODE_AUTO" value="0" enum="CenterOfMassMode">
+ In this mode, the body's center of mass is calculated automatically based on its shapes.
+ </constant>
+ <constant name="CENTER_OF_MASS_MODE_CUSTOM" value="1" enum="CenterOfMassMode">
+ In this mode, the body's center of mass is set through [member center_of_mass]. Defaults to the body's origin position.
</constant>
<constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode">
Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index f4299335bf..1be35b0576 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RigidBody3D" inherits="PhysicsBody3D" version="4.0">
<brief_description>
- Physics Body whose position is determined through physics simulation in 3D space.
+ Physics Body which is moved by 3D physics simulation. Useful for objects that have gravity and can be pushed by other objects.
</brief_description>
<description>
This is the node that implements full 3D physics. This means that you do not control a RigidBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
@@ -102,6 +102,13 @@
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
</member>
+ <member name="center_of_mass" type="Vector3" setter="set_center_of_mass" getter="get_center_of_mass" default="Vector3(0, 0, 0)">
+ The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.
+ When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed.
+ </member>
+ <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody3D.CenterOfMassMode" default="0">
+ Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
+ </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. See also [member contacts_reported].
</member>
@@ -119,6 +126,10 @@
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
This is multiplied by the global 3D gravity setting found in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] to produce RigidBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
</member>
+ <member name="inertia" type="Vector3" setter="set_inertia" getter="get_inertia" default="Vector3(0, 0, 0)">
+ The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
+ If set to [code]Vector3.ZERO[/code], inertia is automatically computed (default value).
+ </member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden.
See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
@@ -130,7 +141,8 @@
The body's mass.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody3D.Mode" default="0">
- The body mode. See [enum Mode] for possible values.
+ The body's mode. See [enum Mode] for possible values.
+ For a body that uses only Static or Kinematic mode, use [StaticBody3D] or [AnimatableBody3D] instead.
</member>
<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
The physics material override for the body.
@@ -201,7 +213,13 @@
Locked dynamic body mode. Similar to [constant MODE_DYNAMIC], but the body can not rotate.
</constant>
<constant name="MODE_KINEMATIC" value="3" enum="Mode">
- Kinematic body mode. The body behaves like a [StaticBody3D] with [member StaticBody3D.kinematic_motion] enabled, and can only move by user code.
+ Kinematic body mode. The body behaves like a [AnimatableBody3D], and can only move by user code.
+ </constant>
+ <constant name="CENTER_OF_MASS_MODE_AUTO" value="0" enum="CenterOfMassMode">
+ In this mode, the body's center of mass is calculated automatically based on its shapes.
+ </constant>
+ <constant name="CENTER_OF_MASS_MODE_CUSTOM" value="1" enum="CenterOfMassMode">
+ In this mode, the body's center of mass is set through [member center_of_mass]. Defaults to the body's origin position.
</constant>
</constants>
</class>
diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml
index 326bf58e22..0344c3e0d1 100644
--- a/doc/classes/StaticBody2D.xml
+++ b/doc/classes/StaticBody2D.xml
@@ -1,14 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="StaticBody2D" inherits="PhysicsBody2D" version="4.0">
<brief_description>
- Static body for 2D physics.
+ Physics body for 2D physics which is static or moves only by script. Useful for floor and walls.
</brief_description>
<description>
- Static body for 2D physics. A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody2D], they don't consume any CPU resources as long as they don't move.
- They however have extra functionalities to move and affect other bodies:
- [b]Constant velocity:[/b] [member constant_linear_velocity] and [member constant_angular_velocity] can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels).
- [b]Transform change:[/b] Static bodies can be also moved by code. Unless [member kinematic_motion] is enabled, they are just teleported in this case and don't affect other bodies on their path.
- [b]Kinematic motion:[/b] Static bodies can have [member kinematic_motion] enabled to make them kinematic bodies that can be moved by code and push other bodies on their path.
+ Static body for 2D physics.
+ A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody2D], it doesn't consume any CPU resources as long as they don't move.
+ They have extra functionalities to move and affect other bodies:
+ [b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.
+ [b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.
</description>
<tutorials>
</tutorials>
@@ -16,22 +16,15 @@
</methods>
<members>
<member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="0.0">
- The body's constant angular velocity. This does not rotate the body (unless [member kinematic_motion] is enabled), but affects other bodies that touch it, as if it were rotating.
+ The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.
</member>
<member name="constant_linear_velocity" type="Vector2" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector2(0, 0)">
- The body's constant linear velocity. This does not move the body (unless [member kinematic_motion] is enabled), but affects other bodies that touch it, as if it were moving.
- </member>
- <member name="kinematic_motion" type="bool" setter="set_kinematic_motion_enabled" getter="is_kinematic_motion_enabled" default="false">
- If [code]true[/code], the body will act the same as a [RigidBody2D] in [constant RigidBody2D.MODE_KINEMATIC] mode.
- When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
+ The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
</member>
<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
The physics material override for the body.
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
</member>
- <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
- If [code]true[/code] and [member kinematic_motion] is enabled, the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide].
- </member>
</members>
<constants>
</constants>
diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml
index 69c123002f..4cb51b60ec 100644
--- a/doc/classes/StaticBody3D.xml
+++ b/doc/classes/StaticBody3D.xml
@@ -1,14 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="StaticBody3D" inherits="PhysicsBody3D" version="4.0">
<brief_description>
- Static body for 3D physics.
+ Physics body for 3D physics which is static or moves only by script. Useful for floor and walls.
</brief_description>
<description>
- Static body for 3D physics. A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody3D], they don't consume any CPU resources as long as they don't move.
- They however have extra functionalities to move and affect other bodies:
- [b]Constant velocity:[/b] [member constant_linear_velocity] and [member constant_angular_velocity] can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels).
- [b]Transform change:[/b] Static bodies can be also moved by code. Unless [member kinematic_motion] is enabled, they are just teleported in this case and don't affect other bodies on their path.
- [b]Kinematic motion:[/b] Static bodies can have [member kinematic_motion] enabled to make them kinematic bodies that can be moved by code and push other bodies on their path.
+ Static body for 3D physics.
+ A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody3D], it doesn't consume any CPU resources as long as they don't move.
+ They have extra functionalities to move and affect other bodies:
+ [b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.
+ [b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
@@ -19,22 +19,15 @@
</methods>
<members>
<member name="constant_angular_velocity" type="Vector3" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="Vector3(0, 0, 0)">
- The body's constant angular velocity. This does not rotate the body (unless [member kinematic_motion] is enabled), but affects other bodies that touch it, as if it were rotating.
+ The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.
</member>
<member name="constant_linear_velocity" type="Vector3" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector3(0, 0, 0)">
- The body's constant linear velocity. This does not move the body (unless [member kinematic_motion] is enabled), but affects other bodies that touch it, as if it were moving.
- </member>
- <member name="kinematic_motion" type="bool" setter="set_kinematic_motion_enabled" getter="is_kinematic_motion_enabled" default="false">
- If [code]true[/code], the body will act the same as a [RigidBody3D] in [constant RigidBody3D.MODE_KINEMATIC] mode.
- When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
+ The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
</member>
<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
The physics material override for the body.
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
</member>
- <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
- If [code]true[/code] and [member kinematic_motion] is enabled, the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody3D.move_and_collide].
- </member>
</members>
<constants>
</constants>
diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index fbda005865..77bd7b1a0a 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -57,6 +57,13 @@
Returns the [Texture2D] for the tab at index [code]tab_idx[/code] or [code]null[/code] if the tab has no [Texture2D].
</description>
</method>
+ <method name="get_tab_idx_at_point" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="point" type="Vector2" />
+ <description>
+ Returns the index of the tab at local coordinates [code]point[/code]. Returns [code]-1[/code] if the point is outside the control boundaries or if there's no tab at the queried position.
+ </description>
+ </method>
<method name="get_tab_title" qualifiers="const">
<return type="String" />
<argument index="0" name="tab_idx" type="int" />
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index f3c64c3c7d..e92a7331e6 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -17,6 +17,12 @@
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
</tutorials>
<methods>
+ <method name="add_layer">
+ <return type="void" />
+ <argument index="0" name="arg0" type="int" />
+ <description>
+ </description>
+ </method>
<method name="clear">
<return type="void" />
<description>
@@ -71,6 +77,11 @@
<description>
</description>
</method>
+ <method name="get_layers_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
<method name="get_neighbor_cell" qualifiers="const">
<return type="Vector2i" />
<argument index="0" name="coords" type="Vector2i" />
@@ -116,6 +127,19 @@
Returns the local position corresponding to the given tilemap (grid-based) coordinates.
</description>
</method>
+ <method name="move_layer">
+ <return type="void" />
+ <argument index="0" name="arg0" type="int" />
+ <argument index="1" name="arg1" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="remove_layer">
+ <return type="void" />
+ <argument index="0" name="arg0" type="int" />
+ <description>
+ </description>
+ </method>
<method name="set_cell">
<return type="void" />
<argument index="0" name="layer" type="int" />
@@ -176,8 +200,6 @@
</member>
<member name="collision_visibility_mode" type="int" setter="set_collision_visibility_mode" getter="get_collision_visibility_mode" enum="TileMap.VisibilityMode" default="0">
</member>
- <member name="layers_count" type="int" setter="set_layers_count" getter="get_layers_count" default="1">
- </member>
<member name="navigation_visibility_mode" type="int" setter="set_navigation_visibility_mode" getter="get_navigation_visibility_mode" enum="TileMap.VisibilityMode" default="0">
</member>
<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset">
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 439c6e3830..3e0ab87383 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -17,6 +17,30 @@
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
</tutorials>
<methods>
+ <method name="add_custom_data_layer">
+ <return type="void" />
+ <argument index="0" name="to_position" type="int" default="-1" />
+ <description>
+ </description>
+ </method>
+ <method name="add_navigation_layer">
+ <return type="void" />
+ <argument index="0" name="to_position" type="int" default="-1" />
+ <description>
+ </description>
+ </method>
+ <method name="add_occlusion_layer">
+ <return type="void" />
+ <argument index="0" name="to_position" type="int" default="-1" />
+ <description>
+ </description>
+ </method>
+ <method name="add_physics_layer">
+ <return type="void" />
+ <argument index="0" name="to_position" type="int" default="-1" />
+ <description>
+ </description>
+ </method>
<method name="add_source">
<return type="int" />
<argument index="0" name="atlas_source_id_override" type="TileSetSource" />
@@ -24,6 +48,19 @@
<description>
</description>
</method>
+ <method name="add_terrain">
+ <return type="void" />
+ <argument index="0" name="terrain_set" type="int" />
+ <argument index="1" name="to_position" type="int" default="-1" />
+ <description>
+ </description>
+ </method>
+ <method name="add_terrain_set">
+ <return type="void" />
+ <argument index="0" name="to_position" type="int" default="-1" />
+ <description>
+ </description>
+ </method>
<method name="cleanup_invalid_tile_proxies">
<return type="void" />
<description>
@@ -49,12 +86,22 @@
<description>
</description>
</method>
+ <method name="get_custom_data_layers_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
<method name="get_navigation_layer_layers" qualifiers="const">
<return type="int" />
<argument index="0" name="layer_index" type="int" />
<description>
</description>
</method>
+ <method name="get_navigation_layers_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
<method name="get_next_source_id" qualifiers="const">
<return type="int" />
<description>
@@ -72,6 +119,11 @@
<description>
</description>
</method>
+ <method name="get_occlusion_layers_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
<method name="get_physics_layer_collision_layer" qualifiers="const">
<return type="int" />
<argument index="0" name="layer_index" type="int" />
@@ -90,6 +142,11 @@
<description>
</description>
</method>
+ <method name="get_physics_layers_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
<method name="get_source" qualifiers="const">
<return type="TileSetSource" />
<argument index="0" name="index" type="int" />
@@ -133,6 +190,11 @@
<description>
</description>
</method>
+ <method name="get_terrain_sets_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
<method name="get_terrains_count" qualifiers="const">
<return type="int" />
<argument index="0" name="terrain_set" type="int" />
@@ -174,6 +236,49 @@
<description>
</description>
</method>
+ <method name="move_custom_data_layer">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <argument index="1" name="to_position" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="move_navigation_layer">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <argument index="1" name="to_position" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="move_occlusion_layer">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <argument index="1" name="to_position" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="move_physics_layer">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <argument index="1" name="to_position" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="move_terrain">
+ <return type="void" />
+ <argument index="0" name="terrain_set" type="int" />
+ <argument index="1" name="terrain_index" type="int" />
+ <argument index="2" name="to_position" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="move_terrain_set">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <argument index="1" name="to_position" type="int" />
+ <description>
+ </description>
+ </method>
<method name="remove_alternative_level_tile_proxy">
<return type="void" />
<argument index="0" name="source_from" type="int" />
@@ -189,6 +294,30 @@
<description>
</description>
</method>
+ <method name="remove_custom_data_layer">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="remove_navigation_layer">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="remove_occlusion_layer">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="remove_physics_layer">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <description>
+ </description>
+ </method>
<method name="remove_source">
<return type="void" />
<argument index="0" name="source_id" type="int" />
@@ -201,6 +330,19 @@
<description>
</description>
</method>
+ <method name="remove_terrain">
+ <return type="void" />
+ <argument index="0" name="terrain_set" type="int" />
+ <argument index="1" name="terrain_index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="remove_terrain_set">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <description>
+ </description>
+ </method>
<method name="set_alternative_level_tile_proxy">
<return type="void" />
<argument index="0" name="source_from" type="int" />
@@ -300,25 +442,8 @@
<description>
</description>
</method>
- <method name="set_terrains_count">
- <return type="void" />
- <argument index="0" name="terrain_set" type="int" />
- <argument index="1" name="terrains_count" type="int" />
- <description>
- </description>
- </method>
</methods>
<members>
- <member name="custom_data_layers_count" type="int" setter="set_custom_data_layers_count" getter="get_custom_data_layers_count" default="0">
- </member>
- <member name="navigation_layers_count" type="int" setter="set_navigation_layers_count" getter="get_navigation_layers_count" default="0">
- </member>
- <member name="occlusion_layers_count" type="int" setter="set_occlusion_layers_count" getter="get_occlusion_layers_count" default="0">
- </member>
- <member name="physics_layers_count" type="int" setter="set_physics_layers_count" getter="get_physics_layers_count" default="0">
- </member>
- <member name="terrains_sets_count" type="int" setter="set_terrain_sets_count" getter="get_terrain_sets_count" default="0">
- </member>
<member name="tile_layout" type="int" setter="set_tile_layout" getter="get_tile_layout" enum="TileSet.TileLayout" default="0">
</member>
<member name="tile_offset_axis" type="int" setter="set_tile_offset_axis" getter="get_tile_offset_axis" enum="TileSet.TileOffsetAxis" default="0">
diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml
index 46d8d7e4e8..66440d4bb4 100644
--- a/doc/classes/XRInterfaceExtension.xml
+++ b/doc/classes/XRInterfaceExtension.xml
@@ -11,8 +11,8 @@
<methods>
<method name="_commit_views" qualifiers="virtual">
<return type="void" />
- <argument index="0" name="" type="RID" />
- <argument index="1" name="" type="Rect2" />
+ <argument index="0" name="render_target" type="RID" />
+ <argument index="1" name="screen_rect" type="Rect2" />
<description>
</description>
</method>
@@ -107,15 +107,16 @@
<method name="add_blit">
<return type="void" />
<argument index="0" name="render_target" type="RID" />
- <argument index="1" name="rect" type="Rect2i" />
- <argument index="2" name="use_layer" type="bool" />
- <argument index="3" name="layer" type="int" />
- <argument index="4" name="apply_lens_distortion" type="bool" />
- <argument index="5" name="eye_center" type="Vector2" />
- <argument index="6" name="k1" type="float" />
- <argument index="7" name="k2" type="float" />
- <argument index="8" name="upscale" type="float" />
- <argument index="9" name="aspect_ratio" type="float" />
+ <argument index="1" name="src_rect" type="Rect2" />
+ <argument index="2" name="dst_rect" type="Rect2i" />
+ <argument index="3" name="use_layer" type="bool" />
+ <argument index="4" name="layer" type="int" />
+ <argument index="5" name="apply_lens_distortion" type="bool" />
+ <argument index="6" name="eye_center" type="Vector2" />
+ <argument index="7" name="k1" type="float" />
+ <argument index="8" name="k2" type="float" />
+ <argument index="9" name="upscale" type="float" />
+ <argument index="10" name="aspect_ratio" type="float" />
<description>
Blits our render results to screen optionally applying lens distortion. This can only be called while processing [code]_commit_views[/code].
</description>