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-rw-r--r--doc/classes/DirectionalLight3D.xml2
-rw-r--r--doc/classes/EditorInterface.xml1
-rw-r--r--doc/classes/Light3D.xml4
-rw-r--r--doc/classes/RichTextLabel.xml2
-rw-r--r--doc/classes/SpotLight3D.xml2
-rw-r--r--doc/classes/String.xml2
-rw-r--r--doc/classes/Tween.xml2
-rw-r--r--doc/classes/VisualShaderNodeTexture2DArrayUniform.xml13
8 files changed, 23 insertions, 5 deletions
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml
index f66be6ddde..fc7ce94a2b 100644
--- a/doc/classes/DirectionalLight3D.xml
+++ b/doc/classes/DirectionalLight3D.xml
@@ -39,6 +39,8 @@
<member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param" default="0.5">
The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code].
</member>
+ <member name="shadow_bias" type="float" setter="set_param" getter="get_param" override="true" default="0.05" />
+ <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" override="true" default="1.0" />
</members>
<constants>
<constant name="SHADOW_ORTHOGONAL" value="0" enum="ShadowMode">
diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml
index dbe725f08b..c2c73a8b83 100644
--- a/doc/classes/EditorInterface.xml
+++ b/doc/classes/EditorInterface.xml
@@ -204,6 +204,7 @@
</methods>
<members>
<member name="distraction_free_mode" type="bool" setter="set_distraction_free_mode" getter="is_distraction_free_mode_enabled">
+ If [code]true[/code], enables distraction-free mode which hides side docks to increase the space available for the main view.
</member>
</members>
<constants>
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 930a68be7f..dda6faa80a 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -65,7 +65,7 @@
<member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5">
The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.
</member>
- <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.02">
+ <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.1">
Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.
</member>
<member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0">
@@ -77,7 +77,7 @@
<member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false">
If [code]true[/code], the light will cast shadows.
</member>
- <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0">
+ <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0">
Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible.
</member>
<member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face" default="false">
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index d4eba77ffa..c44df72878 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -52,7 +52,7 @@
Clears the tag stack and sets [member bbcode_text] to an empty string.
</description>
</method>
- <method name="get_content_height">
+ <method name="get_content_height" qualifiers="const">
<return type="int">
</return>
<description>
diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml
index d8d82a6852..423633e583 100644
--- a/doc/classes/SpotLight3D.xml
+++ b/doc/classes/SpotLight3D.xml
@@ -12,6 +12,8 @@
<methods>
</methods>
<members>
+ <member name="shadow_bias" type="float" setter="set_param" getter="get_param" override="true" default="0.02" />
+ <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" override="true" default="1.0" />
<member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0">
The spotlight's angle in degrees.
</member>
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index 24d92b822a..6d9def7ccb 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -381,7 +381,7 @@
<return type="bool">
</return>
<description>
- Returns [code]true[/code] if the string is empty.
+ Returns [code]true[/code] if the length of the string equals [code]0[/code].
</description>
</method>
<method name="ends_with">
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index 1938a3facb..56ccaaf383 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -15,7 +15,7 @@
tween.start()
[/codeblock]
Many methods require a property name, such as [code]"position"[/code] above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component.
- Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
+ Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]
</description>
<tutorials>
diff --git a/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml b/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml
new file mode 100644
index 0000000000..976fcf26c8
--- /dev/null
+++ b/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml
@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeTexture2DArrayUniform" inherits="VisualShaderNodeTextureUniform" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>