summaryrefslogtreecommitdiff
path: root/doc/classes
diff options
context:
space:
mode:
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/@GlobalScope.xml254
-rw-r--r--doc/classes/AStar2D.xml10
-rw-r--r--doc/classes/AStar3D.xml4
-rw-r--r--doc/classes/AnimationNodeStateMachineTransition.xml6
-rw-r--r--doc/classes/AnimationTree.xml3
-rw-r--r--doc/classes/Array.xml10
-rw-r--r--doc/classes/AudioEffectAmplify.xml2
-rw-r--r--doc/classes/AudioEffectBandLimitFilter.xml1
-rw-r--r--doc/classes/AudioEffectBandPassFilter.xml1
-rw-r--r--doc/classes/AudioEffectCapture.xml1
-rw-r--r--doc/classes/AudioEffectChorus.xml1
-rw-r--r--doc/classes/AudioEffectCompressor.xml1
-rw-r--r--doc/classes/AudioEffectDelay.xml1
-rw-r--r--doc/classes/AudioEffectEQ.xml1
-rw-r--r--doc/classes/AudioEffectEQ10.xml1
-rw-r--r--doc/classes/AudioEffectEQ21.xml1
-rw-r--r--doc/classes/AudioEffectEQ6.xml3
-rw-r--r--doc/classes/AudioEffectHighPassFilter.xml3
-rw-r--r--doc/classes/AudioEffectHighShelfFilter.xml3
-rw-r--r--doc/classes/AudioEffectLimiter.xml1
-rw-r--r--doc/classes/AudioEffectLowPassFilter.xml3
-rw-r--r--doc/classes/AudioEffectLowShelfFilter.xml3
-rw-r--r--doc/classes/AudioEffectNotchFilter.xml1
-rw-r--r--doc/classes/AudioEffectPanner.xml3
-rw-r--r--doc/classes/AudioEffectPhaser.xml3
-rw-r--r--doc/classes/AudioEffectPitchShift.xml3
-rw-r--r--doc/classes/AudioEffectReverb.xml4
-rw-r--r--doc/classes/AudioEffectStereoEnhance.xml1
-rw-r--r--doc/classes/AudioStreamPlayer2D.xml3
-rw-r--r--doc/classes/AudioStreamPlayer3D.xml3
-rw-r--r--doc/classes/Button.xml4
-rw-r--r--doc/classes/ColorPickerButton.xml2
-rw-r--r--doc/classes/Control.xml16
-rw-r--r--doc/classes/EditorProperty.xml2
-rw-r--r--doc/classes/Expression.xml1
-rw-r--r--doc/classes/HTTPRequest.xml30
-rw-r--r--doc/classes/Image.xml45
-rw-r--r--doc/classes/ItemList.xml5
-rw-r--r--doc/classes/Label.xml56
-rw-r--r--doc/classes/Label3D.xml16
-rw-r--r--doc/classes/MovieWriter.xml76
-rw-r--r--doc/classes/NavigationAgent2D.xml23
-rw-r--r--doc/classes/NavigationAgent3D.xml23
-rw-r--r--doc/classes/NavigationMesh.xml6
-rw-r--r--doc/classes/NavigationMeshGenerator.xml1
-rw-r--r--doc/classes/NavigationRegion2D.xml19
-rw-r--r--doc/classes/NavigationRegion3D.xml19
-rw-r--r--doc/classes/NavigationServer2D.xml26
-rw-r--r--doc/classes/NavigationServer3D.xml26
-rw-r--r--doc/classes/Node.xml10
-rw-r--r--doc/classes/Node2D.xml1
-rw-r--r--doc/classes/Node3D.xml1
-rw-r--r--doc/classes/ORMMaterial3D.xml3
-rw-r--r--doc/classes/OS.xml10
-rw-r--r--doc/classes/PopupMenu.xml1
-rw-r--r--doc/classes/ProjectSettings.xml39
-rw-r--r--doc/classes/RichTextLabel.xml35
-rw-r--r--doc/classes/ScrollContainer.xml2
-rw-r--r--doc/classes/StandardMaterial3D.xml4
-rw-r--r--doc/classes/TextEdit.xml3
-rw-r--r--doc/classes/TextLine.xml21
-rw-r--r--doc/classes/TextParagraph.xml21
-rw-r--r--doc/classes/TextServer.xml44
-rw-r--r--doc/classes/Thread.xml7
-rw-r--r--doc/classes/TileData.xml3
-rw-r--r--doc/classes/Transform2D.xml1
-rw-r--r--doc/classes/Tree.xml1
-rw-r--r--doc/classes/Tween.xml40
-rw-r--r--doc/classes/Vector2.xml10
-rw-r--r--doc/classes/Vector3.xml10
-rw-r--r--doc/classes/VisualShader.xml4
-rw-r--r--doc/classes/Window.xml120
-rw-r--r--doc/classes/World3D.xml2
73 files changed, 809 insertions, 315 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 18ea29857b..1943221309 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -106,6 +106,17 @@
[/codeblock]
</description>
</method>
+ <method name="bezier_interpolate">
+ <return type="float" />
+ <argument index="0" name="start" type="float" />
+ <argument index="1" name="control_1" type="float" />
+ <argument index="2" name="control_2" type="float" />
+ <argument index="3" name="end" type="float" />
+ <argument index="4" name="t" type="float" />
+ <description>
+ Returns the point at the given [code]t[/code] on a one-dimnesional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by the given [code]control_1[/code], [code]control_2[/code], and [code]end[/code] points.
+ </description>
+ </method>
<method name="bytes2var">
<return type="Variant" />
<argument index="0" name="bytes" type="PackedByteArray" />
@@ -646,6 +657,16 @@
[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
</description>
</method>
+ <method name="print_rich" qualifiers="vararg">
+ <description>
+ Converts one or more arguments of any type to string in the best way possible and prints them to the console. The following BBCode tags are supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, fgcolor. Color tags only support named colors such as [code]red[/code], [i]not[/i] hexadecimal color codes. Unsupported tags will be left as-is in standard output.
+ When printing to standard output, the supported subset of BBCode is converted to ANSI escape codes for the terminal emulator to display. Displaying ANSI escape codes is currently only supported on Linux and macOS. Support for ANSI escape codes may vary across terminal emulators, especially for italic and strikethrough.
+ [codeblock]
+ print_rich("[code][b]Hello world![/b][/code]") # Prints out: [b]Hello world![/b]
+ [/codeblock]
+ [b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
+ </description>
+ </method>
<method name="print_verbose" qualifiers="vararg">
<description>
If verbose mode is enabled ([method OS.is_stdout_verbose] returning [code]true[/code]), converts one or more arguments of any type to string in the best way possible and prints them to the console.
@@ -1040,6 +1061,27 @@
A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it.
</description>
</method>
+ <method name="wrap">
+ <return type="Variant" />
+ <argument index="0" name="value" type="Variant" />
+ <argument index="1" name="min" type="Variant" />
+ <argument index="2" name="max" type="Variant" />
+ <description>
+ Wraps the [Variant] [code]value[/code] between [code]min[/code] and [code]max[/code].
+ Usable for creating loop-alike behavior or infinite surfaces.
+ Variant types [int] and [float] (real) are supported. If any of the argument is [float] the result will be [float], otherwise it is [int].
+ [codeblock]
+ var a = wrap(4, 5, 10)
+ # a is 9 (int)
+
+ var a = wrap(7, 5, 10)
+ # a is 7 (int)
+
+ var a = wrap(10.5, 5, 10)
+ # a is 5.5 (float)
+ [/codeblock]
+ </description>
+ </method>
<method name="wrapf">
<return type="float" />
<argument index="0" name="value" type="float" />
@@ -1414,6 +1456,63 @@
<constant name="KEY_F16" value="16777259" enum="Key">
F16 key.
</constant>
+ <constant name="KEY_F17" value="16777260" enum="Key">
+ F17 key.
+ </constant>
+ <constant name="KEY_F18" value="16777261" enum="Key">
+ F18 key.
+ </constant>
+ <constant name="KEY_F19" value="16777262" enum="Key">
+ F19 key.
+ </constant>
+ <constant name="KEY_F20" value="16777263" enum="Key">
+ F20 key.
+ </constant>
+ <constant name="KEY_F21" value="16777264" enum="Key">
+ F21 key.
+ </constant>
+ <constant name="KEY_F22" value="16777265" enum="Key">
+ F22 key.
+ </constant>
+ <constant name="KEY_F23" value="16777266" enum="Key">
+ F23 key.
+ </constant>
+ <constant name="KEY_F24" value="16777267" enum="Key">
+ F24 key.
+ </constant>
+ <constant name="KEY_F25" value="16777268" enum="Key">
+ F25 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F26" value="16777269" enum="Key">
+ F26 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F27" value="16777270" enum="Key">
+ F27 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F28" value="16777271" enum="Key">
+ F28 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F29" value="16777272" enum="Key">
+ F29 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F30" value="16777273" enum="Key">
+ F30 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F31" value="16777274" enum="Key">
+ F31 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F32" value="16777275" enum="Key">
+ F32 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F33" value="16777276" enum="Key">
+ F33 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F34" value="16777277" enum="Key">
+ F34 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F35" value="16777278" enum="Key">
+ F35 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
<constant name="KEY_KP_MULTIPLY" value="16777345" enum="Key">
Multiply (*) key on the numeric keypad.
</constant>
@@ -1459,148 +1558,148 @@
<constant name="KEY_KP_9" value="16777359" enum="Key">
Number 9 on the numeric keypad.
</constant>
- <constant name="KEY_SUPER_L" value="16777260" enum="Key">
+ <constant name="KEY_SUPER_L" value="16777280" enum="Key">
Left Super key (Windows key).
</constant>
- <constant name="KEY_SUPER_R" value="16777261" enum="Key">
+ <constant name="KEY_SUPER_R" value="16777281" enum="Key">
Right Super key (Windows key).
</constant>
- <constant name="KEY_MENU" value="16777262" enum="Key">
+ <constant name="KEY_MENU" value="16777282" enum="Key">
Context menu key.
</constant>
- <constant name="KEY_HYPER_L" value="16777263" enum="Key">
+ <constant name="KEY_HYPER_L" value="16777283" enum="Key">
Left Hyper key.
</constant>
- <constant name="KEY_HYPER_R" value="16777264" enum="Key">
+ <constant name="KEY_HYPER_R" value="16777284" enum="Key">
Right Hyper key.
</constant>
- <constant name="KEY_HELP" value="16777265" enum="Key">
+ <constant name="KEY_HELP" value="16777285" enum="Key">
Help key.
</constant>
- <constant name="KEY_DIRECTION_L" value="16777266" enum="Key">
+ <constant name="KEY_DIRECTION_L" value="16777286" enum="Key">
Left Direction key.
</constant>
- <constant name="KEY_DIRECTION_R" value="16777267" enum="Key">
+ <constant name="KEY_DIRECTION_R" value="16777287" enum="Key">
Right Direction key.
</constant>
- <constant name="KEY_BACK" value="16777280" enum="Key">
+ <constant name="KEY_BACK" value="16777288" enum="Key">
Media back key. Not to be confused with the Back button on an Android device.
</constant>
- <constant name="KEY_FORWARD" value="16777281" enum="Key">
+ <constant name="KEY_FORWARD" value="16777289" enum="Key">
Media forward key.
</constant>
- <constant name="KEY_STOP" value="16777282" enum="Key">
+ <constant name="KEY_STOP" value="16777290" enum="Key">
Media stop key.
</constant>
- <constant name="KEY_REFRESH" value="16777283" enum="Key">
+ <constant name="KEY_REFRESH" value="16777291" enum="Key">
Media refresh key.
</constant>
- <constant name="KEY_VOLUMEDOWN" value="16777284" enum="Key">
+ <constant name="KEY_VOLUMEDOWN" value="16777292" enum="Key">
Volume down key.
</constant>
- <constant name="KEY_VOLUMEMUTE" value="16777285" enum="Key">
+ <constant name="KEY_VOLUMEMUTE" value="16777293" enum="Key">
Mute volume key.
</constant>
- <constant name="KEY_VOLUMEUP" value="16777286" enum="Key">
+ <constant name="KEY_VOLUMEUP" value="16777294" enum="Key">
Volume up key.
</constant>
- <constant name="KEY_BASSBOOST" value="16777287" enum="Key">
+ <constant name="KEY_BASSBOOST" value="16777295" enum="Key">
Bass Boost key.
</constant>
- <constant name="KEY_BASSUP" value="16777288" enum="Key">
+ <constant name="KEY_BASSUP" value="16777296" enum="Key">
Bass up key.
</constant>
- <constant name="KEY_BASSDOWN" value="16777289" enum="Key">
+ <constant name="KEY_BASSDOWN" value="16777297" enum="Key">
Bass down key.
</constant>
- <constant name="KEY_TREBLEUP" value="16777290" enum="Key">
+ <constant name="KEY_TREBLEUP" value="16777298" enum="Key">
Treble up key.
</constant>
- <constant name="KEY_TREBLEDOWN" value="16777291" enum="Key">
+ <constant name="KEY_TREBLEDOWN" value="16777299" enum="Key">
Treble down key.
</constant>
- <constant name="KEY_MEDIAPLAY" value="16777292" enum="Key">
+ <constant name="KEY_MEDIAPLAY" value="16777300" enum="Key">
Media play key.
</constant>
- <constant name="KEY_MEDIASTOP" value="16777293" enum="Key">
+ <constant name="KEY_MEDIASTOP" value="16777301" enum="Key">
Media stop key.
</constant>
- <constant name="KEY_MEDIAPREVIOUS" value="16777294" enum="Key">
+ <constant name="KEY_MEDIAPREVIOUS" value="16777302" enum="Key">
Previous song key.
</constant>
- <constant name="KEY_MEDIANEXT" value="16777295" enum="Key">
+ <constant name="KEY_MEDIANEXT" value="16777303" enum="Key">
Next song key.
</constant>
- <constant name="KEY_MEDIARECORD" value="16777296" enum="Key">
+ <constant name="KEY_MEDIARECORD" value="16777304" enum="Key">
Media record key.
</constant>
- <constant name="KEY_HOMEPAGE" value="16777297" enum="Key">
+ <constant name="KEY_HOMEPAGE" value="16777305" enum="Key">
Home page key.
</constant>
- <constant name="KEY_FAVORITES" value="16777298" enum="Key">
+ <constant name="KEY_FAVORITES" value="16777306" enum="Key">
Favorites key.
</constant>
- <constant name="KEY_SEARCH" value="16777299" enum="Key">
+ <constant name="KEY_SEARCH" value="16777307" enum="Key">
Search key.
</constant>
- <constant name="KEY_STANDBY" value="16777300" enum="Key">
+ <constant name="KEY_STANDBY" value="16777308" enum="Key">
Standby key.
</constant>
- <constant name="KEY_OPENURL" value="16777301" enum="Key">
+ <constant name="KEY_OPENURL" value="16777309" enum="Key">
Open URL / Launch Browser key.
</constant>
- <constant name="KEY_LAUNCHMAIL" value="16777302" enum="Key">
+ <constant name="KEY_LAUNCHMAIL" value="16777310" enum="Key">
Launch Mail key.
</constant>
- <constant name="KEY_LAUNCHMEDIA" value="16777303" enum="Key">
+ <constant name="KEY_LAUNCHMEDIA" value="16777311" enum="Key">
Launch Media key.
</constant>
- <constant name="KEY_LAUNCH0" value="16777304" enum="Key">
+ <constant name="KEY_LAUNCH0" value="16777312" enum="Key">
Launch Shortcut 0 key.
</constant>
- <constant name="KEY_LAUNCH1" value="16777305" enum="Key">
+ <constant name="KEY_LAUNCH1" value="16777313" enum="Key">
Launch Shortcut 1 key.
</constant>
- <constant name="KEY_LAUNCH2" value="16777306" enum="Key">
+ <constant name="KEY_LAUNCH2" value="16777314" enum="Key">
Launch Shortcut 2 key.
</constant>
- <constant name="KEY_LAUNCH3" value="16777307" enum="Key">
+ <constant name="KEY_LAUNCH3" value="16777315" enum="Key">
Launch Shortcut 3 key.
</constant>
- <constant name="KEY_LAUNCH4" value="16777308" enum="Key">
+ <constant name="KEY_LAUNCH4" value="16777316" enum="Key">
Launch Shortcut 4 key.
</constant>
- <constant name="KEY_LAUNCH5" value="16777309" enum="Key">
+ <constant name="KEY_LAUNCH5" value="16777317" enum="Key">
Launch Shortcut 5 key.
</constant>
- <constant name="KEY_LAUNCH6" value="16777310" enum="Key">
+ <constant name="KEY_LAUNCH6" value="16777318" enum="Key">
Launch Shortcut 6 key.
</constant>
- <constant name="KEY_LAUNCH7" value="16777311" enum="Key">
+ <constant name="KEY_LAUNCH7" value="16777319" enum="Key">
Launch Shortcut 7 key.
</constant>
- <constant name="KEY_LAUNCH8" value="16777312" enum="Key">
+ <constant name="KEY_LAUNCH8" value="16777320" enum="Key">
Launch Shortcut 8 key.
</constant>
- <constant name="KEY_LAUNCH9" value="16777313" enum="Key">
+ <constant name="KEY_LAUNCH9" value="16777321" enum="Key">
Launch Shortcut 9 key.
</constant>
- <constant name="KEY_LAUNCHA" value="16777314" enum="Key">
+ <constant name="KEY_LAUNCHA" value="16777322" enum="Key">
Launch Shortcut A key.
</constant>
- <constant name="KEY_LAUNCHB" value="16777315" enum="Key">
+ <constant name="KEY_LAUNCHB" value="16777323" enum="Key">
Launch Shortcut B key.
</constant>
- <constant name="KEY_LAUNCHC" value="16777316" enum="Key">
+ <constant name="KEY_LAUNCHC" value="16777324" enum="Key">
Launch Shortcut C key.
</constant>
- <constant name="KEY_LAUNCHD" value="16777317" enum="Key">
+ <constant name="KEY_LAUNCHD" value="16777325" enum="Key">
Launch Shortcut D key.
</constant>
- <constant name="KEY_LAUNCHE" value="16777318" enum="Key">
+ <constant name="KEY_LAUNCHE" value="16777326" enum="Key">
Launch Shortcut E key.
</constant>
- <constant name="KEY_LAUNCHF" value="16777319" enum="Key">
+ <constant name="KEY_LAUNCHF" value="16777327" enum="Key">
Launch Shortcut F key.
</constant>
<constant name="KEY_UNKNOWN" value="33554431" enum="Key">
@@ -2403,7 +2502,7 @@
</constant>
<constant name="PROPERTY_HINT_RANGE" value="1" enum="PropertyHint">
Hints that an integer or float property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_lesser"[/code] to allow manual input going respectively above the max or below the min values. Example: [code]"-360,360,1,or_greater,or_lesser"[/code].
- Additionally, other keywords can be included: "exp" for exponential range editing, "radians" for editing radian angles in degrees, "degrees" to hint at an angle and "noslider" to hide the slider.
+ Additionally, other keywords can be included: "exp" for exponential range editing, "radians" for editing radian angles in degrees, "degrees" to hint at an angle and "no_slider" to hide the slider.
</constant>
<constant name="PROPERTY_HINT_ENUM" value="2" enum="PropertyHint">
Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string.
@@ -2444,7 +2543,7 @@
Hints that an integer property is a bitmask using the optionally named 3D physics layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_3D_NAVIGATION" value="14" enum="PropertyHint">
- Hints that an integer property is a bitmask using the optionally named 2D navigation layers.
+ Hints that an integer property is a bitmask using the optionally named 3D navigation layers.
</constant>
<constant name="PROPERTY_HINT_FILE" value="15" enum="PropertyHint">
Hints that a string property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
@@ -2464,21 +2563,24 @@
<constant name="PROPERTY_HINT_MULTILINE_TEXT" value="20" enum="PropertyHint">
Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
</constant>
- <constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="21" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_EXPRESSION" value="21" enum="PropertyHint">
+ Hints that a string property is an [Expression].
+ </constant>
+ <constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="22" enum="PropertyHint">
Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use.
</constant>
- <constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="22" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="23" enum="PropertyHint">
Hints that a color property should be edited without changing its alpha component, i.e. only R, G and B channels are edited.
</constant>
- <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="23" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="24" enum="PropertyHint">
Hints that an image is compressed using lossy compression.
</constant>
- <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="24" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="25" enum="PropertyHint">
Hints that an image is compressed using lossless compression.
</constant>
- <constant name="PROPERTY_HINT_OBJECT_ID" value="25" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_OBJECT_ID" value="26" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_TYPE_STRING" value="26" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_TYPE_STRING" value="27" enum="PropertyHint">
Hint that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For instance:
[codeblock]
hint_string = "%s:" % [TYPE_INT] # Array of inteters.
@@ -2488,43 +2590,47 @@
[/codeblock]
[b]Note:[/b] The final colon is required to specify for properly detecting built-in types.
</constant>
- <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="27" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="28" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="28" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="29" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="29" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="30" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="30" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="31" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="31" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="32" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="32" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="33" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="33" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="34" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="34" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="35" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="35" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="36" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="36" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="37" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="37" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="38" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_SAVE_FILE" value="38" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_SAVE_FILE" value="39" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="39" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="40" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_POINTER" value="41" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="41" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_ARRAY_TYPE" value="40" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_POINTER" value="43" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_LOCALE_ID" value="42" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_ARRAY_TYPE" value="42" enum="PropertyHint">
+ </constant>
+ <constant name="PROPERTY_HINT_LOCALE_ID" value="44" enum="PropertyHint">
Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.
</constant>
- <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="43" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="45" enum="PropertyHint">
Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.
</constant>
- <constant name="PROPERTY_HINT_MAX" value="44" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_TYPE" value="46" enum="PropertyHint">
+ </constant>
+ <constant name="PROPERTY_HINT_MAX" value="47" enum="PropertyHint">
</constant>
<constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags">
</constant>
diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml
index 7a27568d30..c05fb885b9 100644
--- a/doc/classes/AStar2D.xml
+++ b/doc/classes/AStar2D.xml
@@ -52,8 +52,9 @@
<return type="bool" />
<argument index="0" name="id" type="int" />
<argument index="1" name="to_id" type="int" />
+ <argument index="2" name="bidirectional" type="bool" default="true" />
<description>
- Returns whether there is a connection/segment between the given points.
+ Returns whether there is a connection/segment between the given points. If [code]bidirectional[/code] is [code]false[/code], returns whether movement from [code]id[/code] to [code]to_id[/code] is possible through this segment.
</description>
</method>
<method name="clear">
@@ -89,8 +90,9 @@
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="to_id" type="int" />
+ <argument index="2" name="bidirectional" type="bool" default="true" />
<description>
- Deletes the segment between the given points.
+ Deletes the segment between the given points. If [code]bidirectional[/code] is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] is prevented, and a unidirectional segment possibly remains.
</description>
</method>
<method name="get_available_point_id" qualifiers="const">
@@ -133,7 +135,7 @@
</description>
</method>
<method name="get_id_path">
- <return type="PackedInt32Array" />
+ <return type="PackedInt64Array" />
<argument index="0" name="from_id" type="int" />
<argument index="1" name="to_id" type="int" />
<description>
@@ -177,7 +179,7 @@
</description>
</method>
<method name="get_point_connections">
- <return type="PackedInt32Array" />
+ <return type="PackedInt64Array" />
<argument index="0" name="id" type="int" />
<description>
Returns an array with the IDs of the points that form the connection with the given point.
diff --git a/doc/classes/AStar3D.xml b/doc/classes/AStar3D.xml
index 33407c3e74..ea4e49c173 100644
--- a/doc/classes/AStar3D.xml
+++ b/doc/classes/AStar3D.xml
@@ -164,7 +164,7 @@
</description>
</method>
<method name="get_id_path">
- <return type="PackedInt32Array" />
+ <return type="PackedInt64Array" />
<argument index="0" name="from_id" type="int" />
<argument index="1" name="to_id" type="int" />
<description>
@@ -207,7 +207,7 @@
</description>
</method>
<method name="get_point_connections">
- <return type="PackedInt32Array" />
+ <return type="PackedInt64Array" />
<argument index="0" name="id" type="int" />
<description>
Returns an array with the IDs of the points that form the connection with the given point.
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index 94e6a2f23d..206164d675 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -19,6 +19,12 @@
[/csharp]
[/codeblocks]
</member>
+ <member name="advance_expression" type="String" setter="set_advance_expression" getter="get_advance_expression" default="&quot;&quot;">
+ Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.
+ </member>
+ <member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(&quot;&quot;)">
+ The path to the [Node] used to evaluate an [Expression] if one is not explictly specified internally.
+ </member>
<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
</member>
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index 67e64c6bee..ecac228a26 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -37,6 +37,9 @@
<member name="active" type="bool" setter="set_active" getter="is_active" default="false">
If [code]true[/code], the [AnimationTree] will be processing.
</member>
+ <member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(&quot;.&quot;)">
+ The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explictly specified internally.
+ </member>
<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath(&quot;&quot;)">
The path to the [AnimationPlayer] used for animating.
</member>
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 94181db95f..c149cdc0e4 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -131,9 +131,10 @@
The callable's method should take one [Variant] parameter (the current array element) and return a boolean value.
[codeblock]
func _ready():
- print([6, 10, 6].all(greater_than_5)) # Prints True (3 elements evaluate to `true`).
- print([4, 10, 4].all(greater_than_5)) # Prints False (1 elements evaluate to `true`).
- print([4, 4, 4].all(greater_than_5)) # Prints False (0 elements evaluate to `true`).
+ print([6, 10, 6].all(greater_than_5)) # Prints True (3/3 elements evaluate to `true`).
+ print([4, 10, 4].all(greater_than_5)) # Prints False (1/3 elements evaluate to `true`).
+ print([4, 4, 4].all(greater_than_5)) # Prints False (0/3 elements evaluate to `true`).
+ print([].all(greater_than_5)) # Prints True (0/0 elements evaluate to `true`).
print([6, 10, 6].all(func(number): return number &gt; 5)) # Prints True. Same as the first line above, but using lambda function.
@@ -142,6 +143,7 @@
[/codeblock]
See also [method any], [method filter], [method map] and [method reduce].
[b]Note:[/b] Unlike relying on the size of an array returned by [method filter], this method will return as early as possible to improve performance (especially with large arrays).
+ [b]Note:[/b] For an empty array, this method [url=https://en.wikipedia.org/wiki/Vacuous_truth]always[/url] returns [code]true[/code].
</description>
</method>
<method name="any" qualifiers="const">
@@ -155,6 +157,7 @@
print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements evaluate to `true`).
print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements evaluate to `true`).
print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements evaluate to `true`).
+ print([].any(greater_than_5)) # Prints False (0 elements evaluate to `true`).
print([6, 10, 6].any(func(number): return number &gt; 5)) # Prints True. Same as the first line above, but using lambda function.
@@ -163,6 +166,7 @@
[/codeblock]
See also [method all], [method filter], [method map] and [method reduce].
[b]Note:[/b] Unlike relying on the size of an array returned by [method filter], this method will return as early as possible to improve performance (especially with large arrays).
+ [b]Note:[/b] For an empty array, this method always returns [code]false[/code].
</description>
</method>
<method name="append">
diff --git a/doc/classes/AudioEffectAmplify.xml b/doc/classes/AudioEffectAmplify.xml
index 7ae0b06dad..43fa9d6ad3 100644
--- a/doc/classes/AudioEffectAmplify.xml
+++ b/doc/classes/AudioEffectAmplify.xml
@@ -2,12 +2,12 @@
<class name="AudioEffectAmplify" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Adds an amplifying audio effect to an audio bus.
- Increases or decreases the volume of the selected audio bus.
</brief_description>
<description>
Increases or decreases the volume being routed through the audio bus.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0">
diff --git a/doc/classes/AudioEffectBandLimitFilter.xml b/doc/classes/AudioEffectBandLimitFilter.xml
index 3635f122f2..4efa431714 100644
--- a/doc/classes/AudioEffectBandLimitFilter.xml
+++ b/doc/classes/AudioEffectBandLimitFilter.xml
@@ -7,5 +7,6 @@
Limits the frequencies in a range around the [member AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to pass.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectBandPassFilter.xml b/doc/classes/AudioEffectBandPassFilter.xml
index 5e7713f3d4..6820b2c9f8 100644
--- a/doc/classes/AudioEffectBandPassFilter.xml
+++ b/doc/classes/AudioEffectBandPassFilter.xml
@@ -7,5 +7,6 @@
Attenuates the frequencies inside of a range around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectCapture.xml b/doc/classes/AudioEffectCapture.xml
index 7a7f1f8e8a..8e02056456 100644
--- a/doc/classes/AudioEffectCapture.xml
+++ b/doc/classes/AudioEffectCapture.xml
@@ -8,6 +8,7 @@
Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from a microphone, implement application defined effects, or to transmit audio over the network. When capturing audio data from a microphone, the format of the samples will be stereo 32-bit floating point PCM.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
<method name="can_get_buffer" qualifiers="const">
diff --git a/doc/classes/AudioEffectChorus.xml b/doc/classes/AudioEffectChorus.xml
index ca04126da4..5efba17e6a 100644
--- a/doc/classes/AudioEffectChorus.xml
+++ b/doc/classes/AudioEffectChorus.xml
@@ -7,6 +7,7 @@
Adds a chorus audio effect. The effect applies a filter with voices to duplicate the audio source and manipulate it through the filter.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
<method name="get_voice_cutoff_hz" qualifiers="const">
diff --git a/doc/classes/AudioEffectCompressor.xml b/doc/classes/AudioEffectCompressor.xml
index 5ad948feba..8793ec0a02 100644
--- a/doc/classes/AudioEffectCompressor.xml
+++ b/doc/classes/AudioEffectCompressor.xml
@@ -13,6 +13,7 @@
- Accentuates transients by using a wider attack, making effects sound more punchy.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="attack_us" type="float" setter="set_attack_us" getter="get_attack_us" default="20.0">
diff --git a/doc/classes/AudioEffectDelay.xml b/doc/classes/AudioEffectDelay.xml
index 8a95e315cd..8223ccd6bd 100644
--- a/doc/classes/AudioEffectDelay.xml
+++ b/doc/classes/AudioEffectDelay.xml
@@ -8,6 +8,7 @@
Plays input signal back after a period of time. The delayed signal may be played back multiple times to create the sound of a repeating, decaying echo. Delay effects range from a subtle echo effect to a pronounced blending of previous sounds with new sounds.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="dry" type="float" setter="set_dry" getter="get_dry" default="1.0">
diff --git a/doc/classes/AudioEffectEQ.xml b/doc/classes/AudioEffectEQ.xml
index 908ae956ed..ce5b6de3be 100644
--- a/doc/classes/AudioEffectEQ.xml
+++ b/doc/classes/AudioEffectEQ.xml
@@ -8,6 +8,7 @@
AudioEffectEQ gives you control over frequencies. Use it to compensate for existing deficiencies in audio. AudioEffectEQs are useful on the Master bus to completely master a mix and give it more character. They are also useful when a game is run on a mobile device, to adjust the mix to that kind of speakers (it can be added but disabled when headphones are plugged).
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
<method name="get_band_count" qualifiers="const">
diff --git a/doc/classes/AudioEffectEQ10.xml b/doc/classes/AudioEffectEQ10.xml
index 0b03ea99dd..8cf53b9df2 100644
--- a/doc/classes/AudioEffectEQ10.xml
+++ b/doc/classes/AudioEffectEQ10.xml
@@ -19,5 +19,6 @@
See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21].
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectEQ21.xml b/doc/classes/AudioEffectEQ21.xml
index 6861a74596..2eed3b4836 100644
--- a/doc/classes/AudioEffectEQ21.xml
+++ b/doc/classes/AudioEffectEQ21.xml
@@ -30,5 +30,6 @@
See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10].
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectEQ6.xml b/doc/classes/AudioEffectEQ6.xml
index 5aea8efaa9..816d4b9b38 100644
--- a/doc/classes/AudioEffectEQ6.xml
+++ b/doc/classes/AudioEffectEQ6.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectEQ6" inherits="AudioEffectEQ" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 32 Hz to 10000 Hz.
+ Adds a 6-band equalizer audio effect to an audio bus. Gives you control over frequencies from 32 Hz to 10000 Hz.
Each frequency can be modulated between -60/+24 dB.
</brief_description>
<description>
@@ -15,5 +15,6 @@
See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21].
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectHighPassFilter.xml b/doc/classes/AudioEffectHighPassFilter.xml
index 02d8dbfffc..53e6f3ca63 100644
--- a/doc/classes/AudioEffectHighPassFilter.xml
+++ b/doc/classes/AudioEffectHighPassFilter.xml
@@ -1,11 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectHighPassFilter" inherits="AudioEffectFilter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a high-pass filter to the Audio Bus.
+ Adds a high-pass filter to the audio bus.
</brief_description>
<description>
Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and allows higher frequencies to pass.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectHighShelfFilter.xml b/doc/classes/AudioEffectHighShelfFilter.xml
index bb5cf5c4a0..f2c20862fb 100644
--- a/doc/classes/AudioEffectHighShelfFilter.xml
+++ b/doc/classes/AudioEffectHighShelfFilter.xml
@@ -1,9 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectHighShelfFilter" inherits="AudioEffectFilter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz].
+ Adds a high-shelf filter to the audio bus.
</brief_description>
<description>
+ Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz].
</description>
<tutorials>
<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
diff --git a/doc/classes/AudioEffectLimiter.xml b/doc/classes/AudioEffectLimiter.xml
index 3fd099b55e..e841889b2a 100644
--- a/doc/classes/AudioEffectLimiter.xml
+++ b/doc/classes/AudioEffectLimiter.xml
@@ -8,6 +8,7 @@
Soft clipping starts to reduce the peaks a little below the threshold level and progressively increases its effect as the input level increases such that the threshold is never exceeded.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="ceiling_db" type="float" setter="set_ceiling_db" getter="get_ceiling_db" default="-0.1">
diff --git a/doc/classes/AudioEffectLowPassFilter.xml b/doc/classes/AudioEffectLowPassFilter.xml
index 8a9ca04354..b0577f19c3 100644
--- a/doc/classes/AudioEffectLowPassFilter.xml
+++ b/doc/classes/AudioEffectLowPassFilter.xml
@@ -1,11 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectLowPassFilter" inherits="AudioEffectFilter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a low-pass filter to the Audio bus.
+ Adds a low-pass filter to the audio bus.
</brief_description>
<description>
Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and allows lower frequencies to pass.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectLowShelfFilter.xml b/doc/classes/AudioEffectLowShelfFilter.xml
index 04cc1ab1d8..f654ba3612 100644
--- a/doc/classes/AudioEffectLowShelfFilter.xml
+++ b/doc/classes/AudioEffectLowShelfFilter.xml
@@ -1,9 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectLowShelfFilter" inherits="AudioEffectFilter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz].
+ Adds a low-shelf filter to the audio bus.
</brief_description>
<description>
+ Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz].
</description>
<tutorials>
<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
diff --git a/doc/classes/AudioEffectNotchFilter.xml b/doc/classes/AudioEffectNotchFilter.xml
index a2cc764003..ad4577cfbc 100644
--- a/doc/classes/AudioEffectNotchFilter.xml
+++ b/doc/classes/AudioEffectNotchFilter.xml
@@ -7,5 +7,6 @@
Attenuates frequencies in a narrow band around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectPanner.xml b/doc/classes/AudioEffectPanner.xml
index 1dd2d9fa27..291e86214e 100644
--- a/doc/classes/AudioEffectPanner.xml
+++ b/doc/classes/AudioEffectPanner.xml
@@ -1,12 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPanner" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a panner audio effect to an Audio bus. Pans sound left or right.
+ Adds a panner audio effect to an audio bus. Pans sound left or right.
</brief_description>
<description>
Determines how much of an audio signal is sent to the left and right buses.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="pan" type="float" setter="set_pan" getter="get_pan" default="0.0">
diff --git a/doc/classes/AudioEffectPhaser.xml b/doc/classes/AudioEffectPhaser.xml
index 9c10052b6a..7aaf404352 100644
--- a/doc/classes/AudioEffectPhaser.xml
+++ b/doc/classes/AudioEffectPhaser.xml
@@ -1,13 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPhaser" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a phaser audio effect to an Audio bus.
+ Adds a phaser audio effect to an audio bus.
Combines the original signal with a copy that is slightly out of phase with the original.
</brief_description>
<description>
Combines phase-shifted signals with the original signal. The movement of the phase-shifted signals is controlled using a low-frequency oscillator.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="depth" type="float" setter="set_depth" getter="get_depth" default="1.0">
diff --git a/doc/classes/AudioEffectPitchShift.xml b/doc/classes/AudioEffectPitchShift.xml
index aab380aa72..952d432879 100644
--- a/doc/classes/AudioEffectPitchShift.xml
+++ b/doc/classes/AudioEffectPitchShift.xml
@@ -1,13 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPitchShift" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a pitch-shifting audio effect to an Audio bus.
+ Adds a pitch-shifting audio effect to an audio bus.
Raises or lowers the pitch of original sound.
</brief_description>
<description>
Allows modulation of pitch independently of tempo. All frequencies can be increased/decreased with minimal effect on transients.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="fft_size" type="int" setter="set_fft_size" getter="get_fft_size" enum="AudioEffectPitchShift.FFTSize" default="3">
diff --git a/doc/classes/AudioEffectReverb.xml b/doc/classes/AudioEffectReverb.xml
index 5525102806..b024f06849 100644
--- a/doc/classes/AudioEffectReverb.xml
+++ b/doc/classes/AudioEffectReverb.xml
@@ -2,12 +2,12 @@
<class name="AudioEffectReverb" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Adds a reverberation audio effect to an Audio bus.
- Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.
</brief_description>
<description>
- Simulates rooms of different sizes. Its parameters can be adjusted to simulate the sound of a specific room.
+ Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<members>
diff --git a/doc/classes/AudioEffectStereoEnhance.xml b/doc/classes/AudioEffectStereoEnhance.xml
index 5c62ba982f..088d61189f 100644
--- a/doc/classes/AudioEffectStereoEnhance.xml
+++ b/doc/classes/AudioEffectStereoEnhance.xml
@@ -7,6 +7,7 @@
An audio effect that can be used to adjust the intensity of stereo panning.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="pan_pullout" type="float" setter="set_pan_pullout" getter="get_pan_pullout" default="1.0">
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml
index 7d0470f396..76666b1f27 100644
--- a/doc/classes/AudioStreamPlayer2D.xml
+++ b/doc/classes/AudioStreamPlayer2D.xml
@@ -64,6 +64,9 @@
<member name="max_polyphony" type="int" setter="set_max_polyphony" getter="get_max_polyphony" default="1">
The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.
</member>
+ <member name="panning_strength" type="float" setter="set_panning_strength" getter="get_panning_strength" default="1.0">
+ Scales the panning strength for this node by multiplying the base [member ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher values will pan audio from left to right more dramatically than lower values.
+ </member>
<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0">
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
</member>
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index 8356596f54..a49b1e2291 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -86,6 +86,9 @@
<member name="max_polyphony" type="int" setter="set_max_polyphony" getter="get_max_polyphony" default="1">
The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.
</member>
+ <member name="panning_strength" type="float" setter="set_panning_strength" getter="get_panning_strength" default="1.0">
+ Scales the panning strength for this node by multiplying the base [member ProjectSettings.audio/general/3d_panning_strength] with this factor. Higher values will pan audio from left to right more dramatically than lower values.
+ </member>
<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0">
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
</member>
diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml
index 4ece57fa81..1e0b685795 100644
--- a/doc/classes/Button.xml
+++ b/doc/classes/Button.xml
@@ -92,8 +92,8 @@
<member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0">
Base text writing direction.
</member>
- <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextParagraph.OverrunBehavior" default="0">
- Sets the clipping behavior when the text exceeds the node's bounding rectangle. See [enum TextParagraph.OverrunBehavior] for a description of all modes.
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextServer.OverrunBehavior" default="0">
+ Sets the clipping behavior when the text exceeds the node's bounding rectangle. See [enum TextServer.OverrunBehavior] for a description of all modes.
</member>
</members>
<theme_items>
diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml
index 53d35c1a3d..75a715789c 100644
--- a/doc/classes/ColorPickerButton.xml
+++ b/doc/classes/ColorPickerButton.xml
@@ -6,7 +6,7 @@
<description>
Encapsulates a [ColorPicker] making it accessible by pressing a button. Pressing the button will toggle the [ColorPicker] visibility.
See also [BaseButton] which contains common properties and methods associated with this node.
- [b]Note:[/b] By default, the button may not be wide enough for the color preview swatch to be visible. Make sure to set [member Control.minimum_size] to a big enough value to give the button enough space.
+ [b]Note:[/b] By default, the button may not be wide enough for the color preview swatch to be visible. Make sure to set [member Control.custom_minimum_size] to a big enough value to give the button enough space.
</description>
<tutorials>
<link title="GUI Drag And Drop Demo">https://godotengine.org/asset-library/asset/133</link>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 2828896eac..2846b564b4 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -100,7 +100,7 @@
<method name="_get_minimum_size" qualifiers="virtual const">
<return type="Vector2" />
<description>
- Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to [member minimum_size] for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).
+ Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to [member custom_minimum_size] for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).
If not overridden, defaults to [constant Vector2.ZERO].
[b]Note:[/b] This method will not be called when the script is attached to a [Control] node that already overrides its minimum size (e.g. [Label], [Button], [PanelContainer] etc.). It can only be used with most basic GUI nodes, like [Control], [Container], [Panel] etc.
</description>
@@ -157,7 +157,7 @@
Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. The [code]for_text[/code] includes the contents of the [member hint_tooltip] property.
The returned node must be of type [Control] or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When [code]null[/code] or a non-Control node is returned, the default tooltip will be used instead.
The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member hint_tooltip] for an example).
- [b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member minimum_size] to some non-zero value.
+ [b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member custom_minimum_size] to some non-zero value.
[b]Note:[/b] The node (and any relevant children) should be [member CanvasItem.visible] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
Example of usage with a custom-constructed node:
[codeblocks]
@@ -357,7 +357,7 @@
<method name="get_combined_minimum_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns combined minimum size from [member minimum_size] and [method get_minimum_size].
+ Returns combined minimum size from [member custom_minimum_size] and [method get_minimum_size].
</description>
</method>
<method name="get_cursor_shape" qualifiers="const">
@@ -389,7 +389,7 @@
<method name="get_minimum_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the minimum size for this control. See [member minimum_size].
+ Returns the minimum size for this control. See [member custom_minimum_size].
</description>
</method>
<method name="get_offset" qualifiers="const">
@@ -939,7 +939,7 @@
<method name="update_minimum_size">
<return type="void" />
<description>
- Invalidates the size cache in this node and in parent nodes up to top level. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member minimum_size] directly calls this method automatically.
+ Invalidates the size cache in this node and in parent nodes up to top level. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member custom_minimum_size] directly calls this method automatically.
</description>
</method>
<method name="warp_mouse">
@@ -970,6 +970,9 @@
<member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" default="false">
Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered and won't receive input.
</member>
+ <member name="custom_minimum_size" type="Vector2" setter="set_custom_minimum_size" getter="get_custom_minimum_size" default="Vector2(0, 0)">
+ The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.
+ </member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
</member>
@@ -1027,9 +1030,6 @@
<member name="layout_direction" type="int" setter="set_layout_direction" getter="get_layout_direction" enum="Control.LayoutDirection" default="0">
Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).
</member>
- <member name="minimum_size" type="Vector2" setter="set_custom_minimum_size" getter="get_custom_minimum_size" default="Vector2(0, 0)">
- The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.
- </member>
<member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" enum="Control.CursorShape" default="0">
The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system.
diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml
index c428233372..84f8523da3 100644
--- a/doc/classes/EditorProperty.xml
+++ b/doc/classes/EditorProperty.xml
@@ -38,7 +38,7 @@
Gets the edited object.
</description>
</method>
- <method name="get_edited_property">
+ <method name="get_edited_property" qualifiers="const">
<return type="StringName" />
<description>
Gets the edited property. If your editor is for a single property (added via [method EditorInspectorPlugin._parse_property]), then this will return the property.
diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml
index b37de09e04..50979c9b68 100644
--- a/doc/classes/Expression.xml
+++ b/doc/classes/Expression.xml
@@ -56,6 +56,7 @@
<argument index="0" name="inputs" type="Array" default="[]" />
<argument index="1" name="base_instance" type="Object" default="null" />
<argument index="2" name="show_error" type="bool" default="true" />
+ <argument index="3" name="const_calls_only" type="bool" default="false" />
<description>
Executes the expression that was previously parsed by [method parse] and returns the result. Before you use the returned object, you should check if the method failed by calling [method has_execute_failed].
If you defined input variables in [method parse], you can specify their values in the inputs array, in the same order.
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 641d73e333..166923314f 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -15,7 +15,7 @@
# Create an HTTP request node and connect its completion signal.
var http_request = HTTPRequest.new()
add_child(http_request)
- http_request.connect("request_completed", self, "_http_request_completed")
+ http_request.request_completed.connect(self._http_request_completed)
# Perform a GET request. The URL below returns JSON as of writing.
var error = http_request.request("https://httpbin.org/get")
@@ -25,7 +25,7 @@
# Perform a POST request. The URL below returns JSON as of writing.
# Note: Don't make simultaneous requests using a single HTTPRequest node.
# The snippet below is provided for reference only.
- var body = {"name": "Godette"}
+ var body = JSON.new().stringify({"name": "Godette"})
error = http_request.request("https://httpbin.org/post", [], true, HTTPClient.METHOD_POST, body)
if error != OK:
push_error("An error occurred in the HTTP request.")
@@ -33,7 +33,9 @@
# Called when the HTTP request is completed.
func _http_request_completed(result, response_code, headers, body):
- var response = parse_json(body.get_string_from_utf8())
+ var json = JSON.new()
+ json.parse(body.get_string_from_utf8())
+ var response = json.get_data()
# Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org).
print(response.headers["User-Agent"])
@@ -44,7 +46,7 @@
// Create an HTTP request node and connect its completion signal.
var httpRequest = new HTTPRequest();
AddChild(httpRequest);
- httpRequest.Connect("request_completed", this, nameof(HttpRequestCompleted));
+ httpRequest.RequestCompleted += HttpRequestCompleted;
// Perform a GET request. The URL below returns JSON as of writing.
Error error = httpRequest.Request("https://httpbin.org/get");
@@ -56,21 +58,24 @@
// Perform a POST request. The URL below returns JSON as of writing.
// Note: Don't make simultaneous requests using a single HTTPRequest node.
// The snippet below is provided for reference only.
- string[] body = { "name", "Godette" };
- // GDScript to_json is non existent, so we use JSON.Print() here.
- error = httpRequest.Request("https://httpbin.org/post", null, true, HTTPClient.Method.Post, JSON.Print(body));
+ string body = new JSON().Stringify(new Godot.Collections.Dictionary
+ {
+ { "name", "Godette" }
+ });
+ error = httpRequest.Request("https://httpbin.org/post", null, true, HTTPClient.Method.Post, body);
if (error != Error.Ok)
{
GD.PushError("An error occurred in the HTTP request.");
}
}
-
// Called when the HTTP request is completed.
private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body)
{
- // GDScript parse_json is non existent so we have to use JSON.parse, which has a slightly different syntax.
- var response = JSON.Parse(body.GetStringFromUTF8()).Result as Godot.Collections.Dictionary;
+ var json = new JSON();
+ json.Parse(body.GetStringFromUTF8());
+ var response = json.GetData() as Godot.Collections.Dictionary;
+
// Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org).
GD.Print((response["headers"] as Godot.Collections.Dictionary)["User-Agent"]);
}
@@ -83,7 +88,7 @@
# Create an HTTP request node and connect its completion signal.
var http_request = HTTPRequest.new()
add_child(http_request)
- http_request.connect("request_completed", self, "_http_request_completed")
+ http_request.request_completed.connect(self._http_request_completed)
# Perform the HTTP request. The URL below returns a PNG image as of writing.
var error = http_request.request("https://via.placeholder.com/512")
@@ -115,7 +120,7 @@
// Create an HTTP request node and connect its completion signal.
var httpRequest = new HTTPRequest();
AddChild(httpRequest);
- httpRequest.Connect("request_completed", this, nameof(HttpRequestCompleted));
+ httpRequest.RequestCompleted += HttpRequestCompleted;
// Perform the HTTP request. The URL below returns a PNG image as of writing.
Error error = httpRequest.Request("https://via.placeholder.com/512");
@@ -125,7 +130,6 @@
}
}
-
// Called when the HTTP request is completed.
private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body)
{
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index da5b907fab..43b03ce65e 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -380,16 +380,59 @@
[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is called from an exported project.
</description>
</method>
+ <method name="save_exr_to_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <argument index="0" name="grayscale" type="bool" default="false" />
+ <description>
+ Saves the image as an EXR file to a byte array. If [code]grayscale[/code] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return an empty byte array if Godot was compiled without the TinyEXR module.
+ [b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return an empty byte array when it is called from an exported project.
+ </description>
+ </method>
+ <method name="save_jpg" qualifiers="const">
+ <return type="int" enum="Error" />
+ <argument index="0" name="path" type="String" />
+ <argument index="1" name="quality" type="float" default="0.75" />
+ <description>
+ Saves the image as a JPEG file to [code]path[/code] with the specified [code]quality[/code] between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/code] values result in better-looking output at the cost of larger file sizes. Recommended [code]quality[/code] values are between [code]0.75[/code] and [code]0.90[/code]. Even at quality [code]1.00[/code], JPEG compression remains lossy.
+ [b]Note:[/b] JPEG does not save an alpha channel. If the [Image] contains an alpha channel, the image will still be saved, but the resulting JPEG file won't contain the alpha channel.
+ </description>
+ </method>
+ <method name="save_jpg_to_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <argument index="0" name="quality" type="float" default="0.75" />
+ <description>
+ Saves the image as a JPEG file to a byte array with the specified [code]quality[/code] between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/code] values result in better-looking output at the cost of larger byte array sizes (and therefore memory usage). Recommended [code]quality[/code] values are between [code]0.75[/code] and [code]0.90[/code]. Even at quality [code]1.00[/code], JPEG compression remains lossy.
+ [b]Note:[/b] JPEG does not save an alpha channel. If the [Image] contains an alpha channel, the image will still be saved, but the resulting byte array won't contain the alpha channel.
+ </description>
+ </method>
<method name="save_png" qualifiers="const">
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
<description>
- Saves the image as a PNG file to [code]path[/code].
+ Saves the image as a PNG file to the file at [code]path[/code].
</description>
</method>
<method name="save_png_to_buffer" qualifiers="const">
<return type="PackedByteArray" />
<description>
+ Saves the image as a PNG file to a byte array.
+ </description>
+ </method>
+ <method name="save_webp" qualifiers="const">
+ <return type="int" enum="Error" />
+ <argument index="0" name="path" type="String" />
+ <argument index="1" name="lossy" type="bool" default="false" />
+ <argument index="2" name="quality" type="float" default="0.75" />
+ <description>
+ Saves the image as a WebP (Web Picture) file to the file at [code]path[/code]. By default it will save lossless. If [code]lossy[/code] is true, the image will be saved lossy, using the [code]quality[/code] setting between 0.0 and 1.0 (inclusive).
+ </description>
+ </method>
+ <method name="save_webp_to_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <argument index="0" name="lossy" type="bool" default="false" />
+ <argument index="1" name="quality" type="float" default="0.75" />
+ <description>
+ Saves the image as a WebP (Web Picture) file to a byte array. By default it will save lossless. If [code]lossy[/code] is true, the image will be saved lossy, using the [code]quality[/code] setting between 0.0 and 1.0 (inclusive).
</description>
</method>
<method name="set_pixel">
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 83e7eba5e5..d52234e9ac 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -8,6 +8,7 @@
Selectable items in the list may be selected or deselected and multiple selection may be enabled. Selection with right mouse button may also be enabled to allow use of popup context menus. Items may also be "activated" by double-clicking them or by pressing [kbd]Enter[/kbd].
Item text only supports single-line strings, newline characters (e.g. [code]\n[/code]) in the string won't produce a newline. Text wrapping is enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to fully fit its content by default. You need to set [member fixed_column_width] greater than zero to wrap the text.
All [code]set_*[/code] methods allow negative item index, which makes the item accessed from the last one.
+ [b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec].
</description>
<tutorials>
</tutorials>
@@ -402,8 +403,8 @@
<member name="select_mode" type="int" setter="set_select_mode" getter="get_select_mode" enum="ItemList.SelectMode" default="0">
Allows single or multiple item selection. See the [enum SelectMode] constants.
</member>
- <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextParagraph.OverrunBehavior" default="3">
- Sets the clipping behavior when the text exceeds an item's bounding rectangle. See [enum TextParagraph.OverrunBehavior] for a description of all modes.
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextServer.OverrunBehavior" default="3">
+ Sets the clipping behavior when the text exceeds an item's bounding rectangle. See [enum TextServer.OverrunBehavior] for a description of all modes.
</member>
</members>
<signals>
diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml
index d5744bbc42..b5f045621b 100644
--- a/doc/classes/Label.xml
+++ b/doc/classes/Label.xml
@@ -61,8 +61,8 @@
</method>
</methods>
<members>
- <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="Label.AutowrapMode" default="0">
- If set to something other than [constant AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see [enum AutowrapMode].
+ <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="TextServer.AutowrapMode" default="0">
+ If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see [enum TextServer.AutowrapMode].
</member>
<member name="clip_text" type="bool" setter="set_clip_text" getter="is_clipping_text" default="false">
If [code]true[/code], the Label only shows the text that fits inside its bounding rectangle and will clip text horizontally.
@@ -97,8 +97,8 @@
<member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0">
Base text writing direction.
</member>
- <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="Label.OverrunBehavior" default="0">
- Sets the clipping behavior when the text exceeds the node's bounding rectangle. See [enum OverrunBehavior] for a description of all modes.
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextServer.OverrunBehavior" default="0">
+ Sets the clipping behavior when the text exceeds the node's bounding rectangle. See [enum TextServer.OverrunBehavior] for a description of all modes.
</member>
<member name="uppercase" type="bool" setter="set_uppercase" getter="is_uppercase" default="false">
If [code]true[/code], all the text displays as UPPERCASE.
@@ -110,54 +110,10 @@
Restricts the number of characters to display. Set to -1 to disable.
[b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count].
</member>
- <member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="Label.VisibleCharactersBehavior" default="0">
- Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum VisibleCharactersBehavior] for more info.
+ <member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0">
+ Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
</member>
</members>
- <constants>
- <constant name="AUTOWRAP_OFF" value="0" enum="AutowrapMode">
- Autowrap is disabled.
- </constant>
- <constant name="AUTOWRAP_ARBITRARY" value="1" enum="AutowrapMode">
- Wraps the text inside the node's bounding rectangle by allowing to break lines at arbitrary positions, which is useful when very limited space is available.
- </constant>
- <constant name="AUTOWRAP_WORD" value="2" enum="AutowrapMode">
- Wraps the text inside the node's bounding rectangle by soft-breaking between words.
- </constant>
- <constant name="AUTOWRAP_WORD_SMART" value="3" enum="AutowrapMode">
- Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if that single word does not fit in one line.
- </constant>
- <constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
- No text trimming is performed.
- </constant>
- <constant name="OVERRUN_TRIM_CHAR" value="1" enum="OverrunBehavior">
- Trims the text per character.
- </constant>
- <constant name="OVERRUN_TRIM_WORD" value="2" enum="OverrunBehavior">
- Trims the text per word.
- </constant>
- <constant name="OVERRUN_TRIM_ELLIPSIS" value="3" enum="OverrunBehavior">
- Trims the text per character and adds an ellipsis to indicate that parts are hidden.
- </constant>
- <constant name="OVERRUN_TRIM_WORD_ELLIPSIS" value="4" enum="OverrunBehavior">
- Trims the text per word and adds an ellipsis to indicate that parts are hidden.
- </constant>
- <constant name="VC_CHARS_BEFORE_SHAPING" value="0" enum="VisibleCharactersBehavior">
- Trims text before the shaping. e.g, increasing [member visible_characters] value is visually identical to typing the text.
- </constant>
- <constant name="VC_CHARS_AFTER_SHAPING" value="1" enum="VisibleCharactersBehavior">
- Displays glyphs that are mapped to the first [member visible_characters] characters from the beginning of the text.
- </constant>
- <constant name="VC_GLYPHS_AUTO" value="2" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value.
- </constant>
- <constant name="VC_GLYPHS_LTR" value="3" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the left.
- </constant>
- <constant name="VC_GLYPHS_RTL" value="4" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the right.
- </constant>
- </constants>
<theme_items>
<theme_item name="font_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
Default text [Color] of the [Label].
diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml
index c4d02e6101..47126575f7 100644
--- a/doc/classes/Label3D.xml
+++ b/doc/classes/Label3D.xml
@@ -59,8 +59,8 @@
<member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold" default="0.5">
Threshold at which the alpha scissor will discard values.
</member>
- <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="Label3D.AutowrapMode" default="0">
- If set to something other than [constant AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see [enum AutowrapMode].
+ <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="TextServer.AutowrapMode" default="0">
+ If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see [enum TextServer.AutowrapMode].
</member>
<member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
The billboard mode to use for the label. See [enum BaseMaterial3D.BillboardMode] for possible values.
@@ -143,18 +143,6 @@
</member>
</members>
<constants>
- <constant name="AUTOWRAP_OFF" value="0" enum="AutowrapMode">
- Autowrap is disabled.
- </constant>
- <constant name="AUTOWRAP_ARBITRARY" value="1" enum="AutowrapMode">
- Wraps the text inside the node's bounding rectangle by allowing to break lines at arbitrary positions, which is useful when very limited space is available.
- </constant>
- <constant name="AUTOWRAP_WORD" value="2" enum="AutowrapMode">
- Wraps the text inside the node's bounding rectangle by soft-breaking between words.
- </constant>
- <constant name="AUTOWRAP_WORD_SMART" value="3" enum="AutowrapMode">
- Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if that single word does not fit in one line.
- </constant>
<constant name="FLAG_SHADED" value="0" enum="DrawFlags">
If set, lights in the environment affect the label.
</constant>
diff --git a/doc/classes/MovieWriter.xml b/doc/classes/MovieWriter.xml
new file mode 100644
index 0000000000..bc702adde6
--- /dev/null
+++ b/doc/classes/MovieWriter.xml
@@ -0,0 +1,76 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="MovieWriter" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Abstract class for non-real-time video recording encoders.
+ </brief_description>
+ <description>
+ Godot can record videos with non-real-time simulation. Like the [code]--fixed-fps[/code] command line argument, this forces the reported [code]delta[/code] in [method Node._process] functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities.
+ Godot has 2 built-in [MovieWriter]s:
+ - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most.
+ - PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent.
+ If you need to encode to a different format or pipe a stream through third-party software, you can extend the [MovieWriter] class to create your own movie writers. This should typically be done using GDExtension for performance reasons.
+ [b]Editor usage:[/b] A default movie file path can be specified in [member ProjectSettings.editor/movie_writer/movie_file]. Alternatively, for running single scenes, a [code]movie_path[/code] metadata can be added to the root node, specifying the path to a movie file that will be used when recording that scene. Once a path is set, click the video reel icon in the top-right corner of the editor to enable Movie Maker mode, then run any scene as usual. The engine will start recording as soon as the splash screen is finished, and it will only stop recording when the engine quits. Click the video reel icon again to disable Movie Maker mode. Note that toggling Movie Maker mode does not affect project instances that are already running.
+ [b]Note:[/b] MovieWriter is available for use in both the editor and exported projects, but it is [i]not[/i] designed for use by end users to record videos while playing. Players wishing to record gameplay videos should install tools such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www.maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_get_audio_mix_rate" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ Called when the audio sample rate used for recording the audio is requested by the engine. The value returned must be specified in Hz. Defaults to 48000 Hz if [method _get_audio_mix_rate] is not overridden.
+ </description>
+ </method>
+ <method name="_get_audio_speaker_mode" qualifiers="virtual const">
+ <return type="int" enum="AudioServer.SpeakerMode" />
+ <description>
+ Called when the audio speaker mode used for recording the audio is requested by the engine. This can affect the number of output channels in the resulting audio file/stream. Defaults to [constant AudioServer.SPEAKER_MODE_STEREO] if [method _get_audio_speaker_mode] is not overridden.
+ </description>
+ </method>
+ <method name="_handles_file" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="path" type="String" />
+ <description>
+ Called when the engine determines whether this [MovieWriter] is able to handle the file at [code]path[/code]. Must return [code]true[/code] if this [MovieWriter] is able to handle the given file path, [code]false[/code] otherwise. Typically, [method _handles_file] is overridden as follows to allow the user to record a file at any path with a given file extension:
+ [codeblock]
+ func _handles_file(path):
+ # Allows specifying an output file with a `.mkv` file extension (case-insensitive),
+ # either in the Project Settings or with the `--write-movie &lt;path&gt;` command line argument.
+ return path.get_extension().to_lower() == "mkv"
+ [/codeblock]
+ </description>
+ </method>
+ <method name="_write_begin" qualifiers="virtual">
+ <return type="int" enum="Error" />
+ <argument index="0" name="movie_size" type="Vector2i" />
+ <argument index="1" name="fps" type="int" />
+ <argument index="2" name="base_path" type="String" />
+ <description>
+ Called once before the engine starts writing video and audio data. [code]movie_size[/code] is the width and height of the video to save. [code]fps[/code] is the number of frames per second specified in the project settings or using the [code]--fixed-fps &lt;fps&gt;[/code] command line argument.
+ </description>
+ </method>
+ <method name="_write_end" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ Called when the engine finishes writing. This occurs when the engine quits by pressing the window manager's close button, or when [method SceneTree.quit] is called.
+ [b]Note:[/b] Pressing [kbd]Ctrl + C[/kbd] on the terminal running the editor/project does [i]not[/i] result in [method _write_end] being called.
+ </description>
+ </method>
+ <method name="_write_frame" qualifiers="virtual">
+ <return type="int" enum="Error" />
+ <argument index="0" name="frame_image" type="Image" />
+ <argument index="1" name="audio_frame_block" type="const void*" />
+ <description>
+ Called at the end of every rendered frame. The [code]frame_image[/code] and [code]audio_frame_block[/code] function arguments should be written to.
+ </description>
+ </method>
+ <method name="add_writer" qualifiers="static">
+ <return type="void" />
+ <argument index="0" name="writer" type="MovieWriter" />
+ <description>
+ Adds a writer to be usable by the engine. The supported file extensions can be set by overridding [method _handles_file].
+ [b]Note:[/b] [method add_writer] must be called early enough in the engine initialization to work, as movie writing is designed to start at the same time as the rest of the engine.
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index 0ac9513464..058f1032cb 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -34,6 +34,13 @@
Returns which index the agent is currently on in the navigation path's [PackedVector2Array].
</description>
</method>
+ <method name="get_navigation_layer_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
+ <description>
+ Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
<method name="get_navigation_map" qualifiers="const">
<return type="RID" />
<description>
@@ -76,6 +83,14 @@
Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
</description>
</method>
+ <method name="set_navigation_layer_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
+ <description>
+ Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
<method name="set_navigation_map">
<return type="void" />
<argument index="0" name="navigation_map" type="RID" />
@@ -114,14 +129,18 @@
<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="500.0">
The distance to search for other agents.
</member>
+ <member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0">
+ The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
+ </member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
- The radius of the agent.
+ The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]).
+ Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
- The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
+ The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index cc45a43ffc..c689ddc345 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -34,6 +34,13 @@
Returns which index the agent is currently on in the navigation path's [PackedVector3Array].
</description>
</method>
+ <method name="get_navigation_layer_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
+ <description>
+ Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
<method name="get_navigation_map" qualifiers="const">
<return type="RID" />
<description>
@@ -76,6 +83,14 @@
Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
</description>
</method>
+ <method name="set_navigation_layer_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
+ <description>
+ Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
<method name="set_navigation_map">
<return type="void" />
<argument index="0" name="navigation_map" type="RID" />
@@ -120,14 +135,18 @@
<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="50.0">
The distance to search for other agents.
</member>
+ <member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0">
+ The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
+ </member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
- The radius of the agent.
+ The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]).
+ Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
- The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
+ The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml
index 3c18b56658..966f964b12 100644
--- a/doc/classes/NavigationMesh.xml
+++ b/doc/classes/NavigationMesh.xml
@@ -107,6 +107,12 @@
The maximum allowed length for contour edges along the border of the mesh.
[b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_size].
</member>
+ <member name="filter_baking_aabb" type="AABB" setter="set_filter_baking_aabb" getter="get_filter_baking_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
+ If the baking [AABB] has a volume the navigation mesh baking will be restricted to its enclosing area.
+ </member>
+ <member name="filter_baking_aabb_offset" type="Vector3" setter="set_filter_baking_aabb_offset" getter="get_filter_baking_aabb_offset" default="Vector3(0, 0, 0)">
+ The position offset applied to the [member filter_baking_aabb] [AABB].
+ </member>
<member name="filter_ledge_spans" type="bool" setter="set_filter_ledge_spans" getter="get_filter_ledge_spans" default="false">
If [code]true[/code], marks spans that are ledges as non-walkable.
</member>
diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml
index b92183fda0..612ce54d34 100644
--- a/doc/classes/NavigationMeshGenerator.xml
+++ b/doc/classes/NavigationMeshGenerator.xml
@@ -8,6 +8,7 @@
The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very performance and time hungry operations.
Navigation mesh baking happens in multiple steps and the result depends on 3D source geometry and properties of the [NavigationMesh] resource. In the first step, starting from a root node and depending on [NavigationMesh] properties all valid 3D source geometry nodes are collected from the [SceneTree]. Second, all collected nodes are parsed for their relevant 3D geometry data and a combined 3D mesh is build. Due to the many different types of parsable objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various [CollisionObject3D]s, some operations to collect geometry data can trigger [RenderingServer] and [PhysicsServer3D] synchronizations. Server synchronization can have a negative effect on baking time or framerate as it often involves [Mutex] locking for thread security. Many parsable objects and the continuous synchronization with other threaded Servers can increase the baking time significantly. On the other hand only a few but very large and complex objects will take some time to prepare for the Servers which can noticeably stall the next frame render. As a general rule the total amount of parsable objects and their individual size and complexity should be balanced to avoid framerate issues or very long baking times. The combined mesh is then passed to the Recast Navigation Object to test the source geometry for walkable terrain suitable to [NavigationMesh] agent properties by creating a voxel world around the meshes bounding area.
The finalized navigation mesh is then returned and stored inside the [NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.
+ [b]Note:[/b] Using meshes to not only define walkable surfaces but also obstruct navigation baking does not always work. The navigation baking has no concept of what is a geometry "inside" when dealing with mesh source geometry and this is intentional. Depending on current baking parameters, as soon as the obstructing mesh is large enough to fit a navigation mesh area inside, the baking will generate navigation mesh areas that are inside the obstructing source geometry mesh.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/NavigationRegion2D.xml b/doc/classes/NavigationRegion2D.xml
index 62e64f2a3c..c48ca18e9e 100644
--- a/doc/classes/NavigationRegion2D.xml
+++ b/doc/classes/NavigationRegion2D.xml
@@ -14,19 +14,34 @@
<tutorials>
</tutorials>
<methods>
+ <method name="get_navigation_layer_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
+ <description>
+ Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
<method name="get_region_rid" qualifiers="const">
<return type="RID" />
<description>
Returns the [RID] of this region on the [NavigationServer2D]. Combined with [method NavigationServer2D.map_get_closest_point_owner] can be used to identify the [NavigationRegion2D] closest to a point on the merged navigation map.
</description>
</method>
+ <method name="set_navigation_layer_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
+ <description>
+ Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
</methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Determines if the [NavigationRegion2D] is enabled or disabled.
</member>
<member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0">
- When pathfinding enters this regions navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
+ When pathfinding enters this region's navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
</member>
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer2D.map_get_path].
@@ -35,7 +50,7 @@
The [NavigationPolygon] resource to use.
</member>
<member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0">
- When pathfinding moves inside this regions navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.
+ When pathfinding moves inside this region's navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.
</member>
</members>
</class>
diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml
index 3af7fe5c97..9f4feee072 100644
--- a/doc/classes/NavigationRegion3D.xml
+++ b/doc/classes/NavigationRegion3D.xml
@@ -21,19 +21,34 @@
Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as HTML5 with threads disabled).
</description>
</method>
+ <method name="get_navigation_layer_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
+ <description>
+ Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
<method name="get_region_rid" qualifiers="const">
<return type="RID" />
<description>
Returns the [RID] of this region on the [NavigationServer3D]. Combined with [method NavigationServer3D.map_get_closest_point_owner] can be used to identify the [NavigationRegion3D] closest to a point on the merged navigation map.
</description>
</method>
+ <method name="set_navigation_layer_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
+ <description>
+ Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
</methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Determines if the [NavigationRegion3D] is enabled or disabled.
</member>
<member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0">
- When pathfinding enters this regions navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
+ When pathfinding enters this region's navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
</member>
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer3D.map_get_path].
@@ -42,7 +57,7 @@
The [NavigationMesh] resource to use.
</member>
<member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0">
- When pathfinding moves inside this regions navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.
+ When pathfinding moves inside this region's navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.
</member>
</members>
<signals>
diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml
index 220c12ce7f..36379d2531 100644
--- a/doc/classes/NavigationServer2D.xml
+++ b/doc/classes/NavigationServer2D.xml
@@ -127,12 +127,28 @@
Destroys the given RID.
</description>
</method>
+ <method name="get_maps" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.
+ </description>
+ </method>
<method name="map_create" qualifiers="const">
<return type="RID" />
<description>
Create a new map.
</description>
</method>
+ <method name="map_force_update">
+ <return type="void" />
+ <argument index="0" name="map" type="RID" />
+ <description>
+ This function immediately forces synchronization of the specified navigation [code]map[/code] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).
+ Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
+ Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame.
+ [b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.
+ </description>
+ </method>
<method name="map_get_agents" qualifiers="const">
<return type="Array" />
<argument index="0" name="map" type="RID" />
@@ -276,6 +292,16 @@
Returns the [code]travel_cost[/code] of this [code]region[/code].
</description>
</method>
+ <method name="region_owns_point" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="region" type="RID" />
+ <argument index="1" name="point" type="Vector2" />
+ <description>
+ Returns [code]true[/code] if the provided [code]point[/code] in world space is currently owned by the provided navigation [code]region[/code]. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.
+ If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.
+ [b]Note:[/b] If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.
+ </description>
+ </method>
<method name="region_set_enter_cost" qualifiers="const">
<return type="void" />
<argument index="0" name="region" type="RID" />
diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml
index d2eef49cfd..5185b353bc 100644
--- a/doc/classes/NavigationServer3D.xml
+++ b/doc/classes/NavigationServer3D.xml
@@ -127,12 +127,28 @@
Destroys the given RID.
</description>
</method>
+ <method name="get_maps" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.
+ </description>
+ </method>
<method name="map_create" qualifiers="const">
<return type="RID" />
<description>
Create a new map.
</description>
</method>
+ <method name="map_force_update">
+ <return type="void" />
+ <argument index="0" name="map" type="RID" />
+ <description>
+ This function immediately forces synchronization of the specified navigation [code]map[/code] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).
+ Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
+ Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame.
+ [b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.
+ </description>
+ </method>
<method name="map_get_agents" qualifiers="const">
<return type="Array" />
<argument index="0" name="map" type="RID" />
@@ -326,6 +342,16 @@
Returns the [code]travel_cost[/code] of this [code]region[/code].
</description>
</method>
+ <method name="region_owns_point" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="region" type="RID" />
+ <argument index="1" name="point" type="Vector3" />
+ <description>
+ Returns [code]true[/code] if the provided [code]point[/code] in world space is currently owned by the provided navigation [code]region[/code]. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.
+ If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.
+ [b]Note:[/b] If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.
+ </description>
+ </method>
<method name="region_set_enter_cost" qualifiers="const">
<return type="void" />
<argument index="0" name="region" type="RID" />
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 966e24c537..b7591ed4f4 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -778,12 +778,14 @@
<argument index="0" name="node" type="Node" />
<description>
Emitted when a child node enters the scene tree, either because it entered on its own or because this node entered with it.
+ This signal is emitted [i]after[/i] the child node's own [constant NOTIFICATION_ENTER_TREE] and [signal tree_entered].
</description>
</signal>
- <signal name="child_exited_tree">
+ <signal name="child_exiting_tree">
<argument index="0" name="node" type="Node" />
<description>
- Emitted when a child node exits the scene tree, either because it exited on its own or because this node exited.
+ Emitted when a child node is about to exit the scene tree, either because it is being removed or freed directly, or because this node is exiting the tree.
+ When this signal is received, the child [code]node[/code] is still in the tree and valid. This signal is emitted [i]after[/i] the child node's own [signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE].
</description>
</signal>
<signal name="ready">
@@ -799,6 +801,7 @@
<signal name="tree_entered">
<description>
Emitted when the node enters the tree.
+ This signal is emitted [i]after[/i] the related [constant NOTIFICATION_ENTER_TREE] notification.
</description>
</signal>
<signal name="tree_exited">
@@ -809,15 +812,18 @@
<signal name="tree_exiting">
<description>
Emitted when the node is still active but about to exit the tree. This is the right place for de-initialization (or a "destructor", if you will).
+ This signal is emitted [i]before[/i] the related [constant NOTIFICATION_EXIT_TREE] notification.
</description>
</signal>
</signals>
<constants>
<constant name="NOTIFICATION_ENTER_TREE" value="10">
Notification received when the node enters a [SceneTree].
+ This notification is emitted [i]before[/i] the related [signal tree_entered].
</constant>
<constant name="NOTIFICATION_EXIT_TREE" value="11">
Notification received when the node is about to exit a [SceneTree].
+ This notification is emitted [i]after[/i] the related [signal tree_exiting].
</constant>
<constant name="NOTIFICATION_MOVED_IN_PARENT" value="12">
Notification received when the node is moved in the parent.
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index e65c666900..2238be4ece 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -116,6 +116,7 @@
</member>
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale. Unscaled value: [code](1, 1)[/code].
+ [b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
</member>
<member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
</member>
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 4444416a06..ac434af4fa 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -302,6 +302,7 @@
</member>
<member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3(1, 1, 1)">
Scale part of the local transformation.
+ [b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative.
</member>
<member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false">
If [code]true[/code], the node will not inherit its transformations from its parent. Node transformations are only in global space.
diff --git a/doc/classes/ORMMaterial3D.xml b/doc/classes/ORMMaterial3D.xml
index 69d238ceff..656594a3c3 100644
--- a/doc/classes/ORMMaterial3D.xml
+++ b/doc/classes/ORMMaterial3D.xml
@@ -1,9 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ORMMaterial3D" inherits="BaseMaterial3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Physically based rendering (PBR) material that can be applied to 3D objects, can use an ORM texture.
</brief_description>
<description>
+ ORMMaterial3D's properties are inherited from [BaseMaterial3D]. Unlike [StandardMaterial3D], ORMMaterial3D uses a single texture for ambient occlusion, roughness and metallic maps, known as an ORM texture.
</description>
<tutorials>
+ <link title="Standard Material 3D and ORM Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link>
</tutorials>
</class>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index e6d5ea61da..aaf08dec2f 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -175,6 +175,10 @@
if argument.find("=") &gt; -1:
var key_value = argument.split("=")
arguments[key_value[0].lstrip("--")] = key_value[1]
+ else:
+ # Options without an argument will be present in the dictionary,
+ # with the value set to an empty string.
+ arguments[argument.lstrip("--")] = ""
[/gdscript]
[csharp]
var arguments = new Godot.Collections.Dictionary();
@@ -185,6 +189,12 @@
string[] keyValue = argument.Split("=");
arguments[keyValue[0].LStrip("--")] = keyValue[1];
}
+ else
+ {
+ // Options without an argument will be present in the dictionary,
+ // with the value set to an empty string.
+ arguments[keyValue[0].LStrip("--")] = "";
+ }
}
[/csharp]
[/codeblocks]
diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml
index eb2b681071..73413b379e 100644
--- a/doc/classes/PopupMenu.xml
+++ b/doc/classes/PopupMenu.xml
@@ -8,6 +8,7 @@
The size of a [PopupMenu] can be limited by using [member Window.max_size]. If the height of the list of items is larger than the maximum height of the [PopupMenu], a [ScrollContainer] within the popup will allow the user to scroll the contents.
If no maximum size is set, or if it is set to 0, the [PopupMenu] height will be limited by its parent rect.
All [code]set_*[/code] methods allow negative item index, which makes the item accessed from the last one.
+ [b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 2e46e61ccf..553005c4c4 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -307,6 +307,12 @@
<member name="audio/driver/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
</member>
+ <member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="1.0">
+ The base strength of the panning effect for all AudioStreamPlayer2D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength].
+ </member>
+ <member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="1.0">
+ The base strength of the panning effect for all AudioStreamPlayer3D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength].
+ </member>
<member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
</member>
@@ -441,8 +447,11 @@
<member name="debug/gdscript/warnings/void_assignment" type="int" setter="" getter="" default="1">
If [code]enabled[/code], prints a warning or an error when assigning the result of a function that returns [code]void[/code] to a variable.
</member>
- <member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug on https://github.com/godotengine/godot/issues&quot;">
- Message to be displayed before the backtrace when the engine crashes.
+ <member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug to the project developer.&quot;">
+ Message to be displayed before the backtrace when the engine crashes. By default, this message is only used in exported projects due to the editor-only override applied to this setting.
+ </member>
+ <member name="debug/settings/crash_handler/message.editor" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug on: https://github.com/godotengine/godot/issues&quot;">
+ Editor-only override for [member debug/settings/crash_handler/message]. Does not affect exported projects in debug or release mode.
</member>
<member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0">
Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.
@@ -550,6 +559,32 @@
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported.
</member>
+ <member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate.
+ [b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the operating system or graphics driver forces V-Sync with no way for applications to disable it.
+ </member>
+ <member name="editor/movie_writer/fps" type="int" setter="" getter="" default="60">
+ The number of frames per second to record in the video when writing a movie. Simulation speed will adjust to always match the specified framerate, which means the engine will appear to run slower at higher [member editor/movie_writer/fps] values. Certain FPS values will require you to adjust [member editor/movie_writer/mix_rate] to prevent audio from desynchronizing over time.
+ This can be specified manually on the command line using the [code]--fixed-fps &lt;fps&gt;[/code] command line argument.
+ </member>
+ <member name="editor/movie_writer/mix_rate" type="int" setter="" getter="" default="48000">
+ The audio mix rate to use in the recorded audio when writing a movie (in Hz). This can be different from [member audio/driver/mix_rate], but this value must be divisible by [member editor/movie_writer/fps] to prevent audio from desynchronizing over time.
+ </member>
+ <member name="editor/movie_writer/mjpeg_quality" type="float" setter="" getter="" default="0.75">
+ The JPEG quality to use when writing a video to an AVI file, between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/code] values result in better-looking output at the cost of larger file sizes. Recommended [code]quality[/code] values are between [code]0.75[/code] and [code]0.9[/code]. Even at quality [code]1.0[/code], JPEG compression remains lossy.
+ [b]Note:[/b] This does not affect the audio quality or writing PNG image sequences.
+ </member>
+ <member name="editor/movie_writer/movie_file" type="String" setter="" getter="" default="&quot;&quot;">
+ The output path for the movie. The file extension determines the [MovieWriter] that will be used.
+ Godot has 2 built-in [MovieWriter]s:
+ - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most.
+ - PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent.
+ If you need to encode to a different format or pipe a stream through third-party software, you can extend this [MovieWriter] class to create your own movie writers.
+ When using PNG output, the frame number will be appended at the end of the file name. It starts from 0 and is padded with 8 digits to ensure correct sorting and easier processing. For example, if the output path is [code]/tmp/hello.png[/code], the first two frames will be [code]/tmp/hello00000000.png[/code] and [code]/tmp/hello00000001.png[/code]. The audio will be saved at [code]/tmp/hello.wav[/code].
+ </member>
+ <member name="editor/movie_writer/speaker_mode" type="int" setter="" getter="" default="0">
+ The speaker mode to use in the recorded audio when writing a movie. See [enum AudioServer.SpeakerMode] for possible values.
+ </member>
<member name="editor/node_naming/name_casing" type="int" setter="" getter="" default="0">
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.
</member>
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index c5cc343fac..1294e5b58a 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -454,8 +454,8 @@
</method>
</methods>
<members>
- <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="RichTextLabel.AutowrapMode" default="3">
- If set to something other than [constant AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. To see how each mode behaves, see [enum AutowrapMode].
+ <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="TextServer.AutowrapMode" default="3">
+ If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. To see how each mode behaves, see [enum TextServer.AutowrapMode].
</member>
<member name="bbcode_enabled" type="bool" setter="set_use_bbcode" getter="is_using_bbcode" default="false">
If [code]true[/code], the label uses BBCode formatting.
@@ -530,8 +530,8 @@
The restricted number of characters to display in the label. If [code]-1[/code], all characters will be displayed.
[b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count].
</member>
- <member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="RichTextLabel.VisibleCharactersBehavior" default="0">
- Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum VisibleCharactersBehavior] for more info.
+ <member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0">
+ Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
</member>
</members>
<signals>
@@ -560,18 +560,6 @@
</signal>
</signals>
<constants>
- <constant name="AUTOWRAP_OFF" value="0" enum="AutowrapMode">
- Autowrap is disabled.
- </constant>
- <constant name="AUTOWRAP_ARBITRARY" value="1" enum="AutowrapMode">
- Wraps the text inside the node's bounding rectangle by allowing to break lines at arbitrary positions, which is useful when very limited space is available.
- </constant>
- <constant name="AUTOWRAP_WORD" value="2" enum="AutowrapMode">
- Wraps the text inside the node's bounding rectangle by soft-breaking between words.
- </constant>
- <constant name="AUTOWRAP_WORD_SMART" value="3" enum="AutowrapMode">
- Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if that single word does not fit in one line.
- </constant>
<constant name="LIST_NUMBERS" value="0" enum="ListType">
Each list item has a number marker.
</constant>
@@ -638,21 +626,6 @@
</constant>
<constant name="ITEM_CUSTOMFX" value="26" enum="ItemType">
</constant>
- <constant name="VC_CHARS_BEFORE_SHAPING" value="0" enum="VisibleCharactersBehavior">
- Trims text before the shaping. e.g, increasing [member visible_characters] value is visually identical to typing the text.
- </constant>
- <constant name="VC_CHARS_AFTER_SHAPING" value="1" enum="VisibleCharactersBehavior">
- Displays glyphs that are mapped to the first [member visible_characters] characters from the beginning of the text.
- </constant>
- <constant name="VC_GLYPHS_AUTO" value="2" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value.
- </constant>
- <constant name="VC_GLYPHS_LTR" value="3" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the left.
- </constant>
- <constant name="VC_GLYPHS_RTL" value="4" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the right.
- </constant>
</constants>
<theme_items>
<theme_item name="default_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index 658793c4c0..1bbf5cb91b 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
A ScrollContainer node meant to contain a [Control] child.
- ScrollContainers will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.minimum_size] of the Control relative to the ScrollContainer.
+ ScrollContainers will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.custom_minimum_size] of the Control relative to the ScrollContainer.
Works great with a [Panel] control. You can set [code]EXPAND[/code] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension).
</description>
<tutorials>
diff --git a/doc/classes/StandardMaterial3D.xml b/doc/classes/StandardMaterial3D.xml
index 2305a9d325..bd6e5cdfa2 100644
--- a/doc/classes/StandardMaterial3D.xml
+++ b/doc/classes/StandardMaterial3D.xml
@@ -1,10 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="StandardMaterial3D" inherits="BaseMaterial3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Physically based rendering (PBR) material that can be applied to 3D objects.
</brief_description>
<description>
+ StandardMaterial3D's properties are inherited from [BaseMaterial3D].
</description>
<tutorials>
- <link title="Standard Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link>
+ <link title="Standard Material 3D and ORM Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link>
</tutorials>
</class>
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index 58fdd2d058..2de185903d 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -956,6 +956,9 @@
<member name="deselect_on_focus_loss_enabled" type="bool" setter="set_deselect_on_focus_loss_enabled" getter="is_deselect_on_focus_loss_enabled" default="true">
If [code]true[/code], the selected text will be deselected when focus is lost.
</member>
+ <member name="drag_and_drop_selection_enabled" type="bool" setter="set_drag_and_drop_selection_enabled" getter="is_drag_and_drop_selection_enabled" default="true">
+ If [code]true[/code], allow drag and drop of selected text.
+ </member>
<member name="draw_control_chars" type="bool" setter="set_draw_control_chars" getter="get_draw_control_chars" default="false">
If [code]true[/code], control characters are displayed.
</member>
diff --git a/doc/classes/TextLine.xml b/doc/classes/TextLine.xml
index 5359937db5..f154cbbe9a 100644
--- a/doc/classes/TextLine.xml
+++ b/doc/classes/TextLine.xml
@@ -161,28 +161,11 @@
<member name="preserve_invalid" type="bool" setter="set_preserve_invalid" getter="get_preserve_invalid" default="true">
If set to [code]true[/code] text will display invalid characters.
</member>
- <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextLine.OverrunBehavior" default="3">
- Sets the clipping behavior when the text exceeds the text line's set width. See [enum OverrunBehavior] for a description of all modes.
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextServer.OverrunBehavior" default="3">
+ Sets the clipping behavior when the text exceeds the text line's set width. See [enum TextServer.OverrunBehavior] for a description of all modes.
</member>
<member name="width" type="float" setter="set_width" getter="get_width" default="-1.0">
Text line width.
</member>
</members>
- <constants>
- <constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
- No text trimming is performed.
- </constant>
- <constant name="OVERRUN_TRIM_CHAR" value="1" enum="OverrunBehavior">
- Trims the text per character.
- </constant>
- <constant name="OVERRUN_TRIM_WORD" value="2" enum="OverrunBehavior">
- Trims the text per word.
- </constant>
- <constant name="OVERRUN_TRIM_ELLIPSIS" value="3" enum="OverrunBehavior">
- Trims the text per character and adds an ellipsis to indicate that parts are hidden.
- </constant>
- <constant name="OVERRUN_TRIM_WORD_ELLIPSIS" value="4" enum="OverrunBehavior">
- Trims the text per word and adds an ellipsis to indicate that parts are hidden.
- </constant>
- </constants>
</class>
diff --git a/doc/classes/TextParagraph.xml b/doc/classes/TextParagraph.xml
index 964e2c771f..aaaacfe3ac 100644
--- a/doc/classes/TextParagraph.xml
+++ b/doc/classes/TextParagraph.xml
@@ -298,28 +298,11 @@
<member name="preserve_invalid" type="bool" setter="set_preserve_invalid" getter="get_preserve_invalid" default="true">
If set to [code]true[/code] text will display invalid characters.
</member>
- <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextParagraph.OverrunBehavior" default="0">
- Sets the clipping behavior when the text exceeds the paragraph's set width. See [enum OverrunBehavior] for a description of all modes.
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextServer.OverrunBehavior" default="0">
+ Sets the clipping behavior when the text exceeds the paragraph's set width. See [enum TextServer.OverrunBehavior] for a description of all modes.
</member>
<member name="width" type="float" setter="set_width" getter="get_width" default="-1.0">
Paragraph width.
</member>
</members>
- <constants>
- <constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
- No text trimming is performed.
- </constant>
- <constant name="OVERRUN_TRIM_CHAR" value="1" enum="OverrunBehavior">
- Trims the text per character.
- </constant>
- <constant name="OVERRUN_TRIM_WORD" value="2" enum="OverrunBehavior">
- Trims the text per word.
- </constant>
- <constant name="OVERRUN_TRIM_ELLIPSIS" value="3" enum="OverrunBehavior">
- Trims the text per character and adds an ellipsis to indicate that parts are hidden.
- </constant>
- <constant name="OVERRUN_TRIM_WORD_ELLIPSIS" value="4" enum="OverrunBehavior">
- Trims the text per word and adds an ellipsis to indicate that parts are hidden.
- </constant>
- </constants>
</class>
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 19be38b323..ca1aec19ea 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -1542,6 +1542,18 @@
<constant name="JUSTIFICATION_CONSTRAIN_ELLIPSIS" value="16" enum="JustificationFlag">
Apply justification to the trimmed line with ellipsis.
</constant>
+ <constant name="AUTOWRAP_OFF" value="0" enum="AutowrapMode">
+ Autowrap is disabled.
+ </constant>
+ <constant name="AUTOWRAP_ARBITRARY" value="1" enum="AutowrapMode">
+ Wraps the text inside the node's bounding rectangle by allowing to break lines at arbitrary positions, which is useful when very limited space is available.
+ </constant>
+ <constant name="AUTOWRAP_WORD" value="2" enum="AutowrapMode">
+ Wraps the text inside the node's bounding rectangle by soft-breaking between words.
+ </constant>
+ <constant name="AUTOWRAP_WORD_SMART" value="3" enum="AutowrapMode">
+ Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if that single word does not fit in one line.
+ </constant>
<constant name="BREAK_NONE" value="0" enum="LineBreakFlag">
Do not break the line.
</constant>
@@ -1557,7 +1569,37 @@
<constant name="BREAK_WORD_BOUND_ADAPTIVE" value="320" enum="LineBreakFlag">
Break the line between the words, or any unconnected graphemes if line is too short to fit the whole word.
</constant>
- <constant name="OVERRUN_NO_TRIMMING" value="0" enum="TextOverrunFlag">
+ <constant name="VC_CHARS_BEFORE_SHAPING" value="0" enum="VisibleCharactersBehavior">
+ Trims text before the shaping. e.g, increasing [member Label.visible_characters] or [member RichTextLabel.visible_characters] value is visually identical to typing the text.
+ </constant>
+ <constant name="VC_CHARS_AFTER_SHAPING" value="1" enum="VisibleCharactersBehavior">
+ Displays glyphs that are mapped to the first [member Label.visible_characters] or [member RichTextLabel.visible_characters] characters from the beginning of the text.
+ </constant>
+ <constant name="VC_GLYPHS_AUTO" value="2" enum="VisibleCharactersBehavior">
+ Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value.
+ </constant>
+ <constant name="VC_GLYPHS_LTR" value="3" enum="VisibleCharactersBehavior">
+ Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the left.
+ </constant>
+ <constant name="VC_GLYPHS_RTL" value="4" enum="VisibleCharactersBehavior">
+ Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the right.
+ </constant>
+ <constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
+ No text trimming is performed.
+ </constant>
+ <constant name="OVERRUN_TRIM_CHAR" value="1" enum="OverrunBehavior">
+ Trims the text per character.
+ </constant>
+ <constant name="OVERRUN_TRIM_WORD" value="2" enum="OverrunBehavior">
+ Trims the text per word.
+ </constant>
+ <constant name="OVERRUN_TRIM_ELLIPSIS" value="3" enum="OverrunBehavior">
+ Trims the text per character and adds an ellipsis to indicate that parts are hidden.
+ </constant>
+ <constant name="OVERRUN_TRIM_WORD_ELLIPSIS" value="4" enum="OverrunBehavior">
+ Trims the text per word and adds an ellipsis to indicate that parts are hidden.
+ </constant>
+ <constant name="OVERRUN_NO_TRIM" value="0" enum="TextOverrunFlag">
No trimming is performed.
</constant>
<constant name="OVERRUN_TRIM" value="1" enum="TextOverrunFlag">
diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml
index d78b8db052..513daff37c 100644
--- a/doc/classes/Thread.xml
+++ b/doc/classes/Thread.xml
@@ -35,10 +35,11 @@
<method name="start">
<return type="int" enum="Error" />
<argument index="0" name="callable" type="Callable" />
- <argument index="1" name="userdata" type="Variant" default="null" />
- <argument index="2" name="priority" type="int" enum="Thread.Priority" default="1" />
+ <argument index="1" name="priority" type="int" enum="Thread.Priority" default="1" />
<description>
- Starts a new [Thread] that calls [code]callable[/code] with [code]userdata[/code] passed as an argument. Even if no userdata is passed, [code]callable[/code] must accept one argument and it will be null. The [code]priority[/code] of the [Thread] can be changed by passing a value from the [enum Priority] enum.
+ Starts a new [Thread] that calls [code]callable[/code].
+ If the method takes some arguments, you can pass them using [method Callable.bind].
+ The [code]priority[/code] of the [Thread] can be changed by passing a value from the [enum Priority] enum.
Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure.
</description>
</method>
diff --git a/doc/classes/TileData.xml b/doc/classes/TileData.xml
index 0c2961fd5e..66cf602e5d 100644
--- a/doc/classes/TileData.xml
+++ b/doc/classes/TileData.xml
@@ -199,7 +199,8 @@
</member>
<member name="flip_v" type="bool" setter="set_flip_v" getter="get_flip_v" default="false">
</member>
- <member name="material" type="ShaderMaterial" setter="set_material" getter="get_material">
+ <member name="material" type="Material" setter="set_material" getter="get_material">
+ The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] to use the default shader, or a [ShaderMaterial] to use a custom shader.
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
</member>
diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml
index 8c2a5aa6d9..e1f7ff21d0 100644
--- a/doc/classes/Transform2D.xml
+++ b/doc/classes/Transform2D.xml
@@ -163,6 +163,7 @@
<argument index="0" name="scale" type="Vector2" />
<description>
Sets the transform's scale.
+ [b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
</description>
</method>
<method name="set_skew">
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index 6ae85ad242..8a30364ebe 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -31,6 +31,7 @@
[/csharp]
[/codeblocks]
To iterate over all the [TreeItem] objects in a [Tree] object, use [method TreeItem.get_next] and [method TreeItem.get_first_child] after getting the root through [method get_root]. You can use [method Object.free] on a [TreeItem] to remove it from the [Tree].
+ [b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index f9ec0d115d..b18232f5c3 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -4,41 +4,41 @@
Lightweight object used for general-purpose animation via script, using [Tweener]s.
</brief_description>
<description>
- Tweens are mostly useful for animations requiring a numerical property to be interpolated over a range of values. The name [i]tween[/i] comes from [i]in-betweening[/i], an animation technique where you specify [i]keyframes[/i] and the computer interpolates the frames that appear between them.
+ Tweens are mostly useful for animations requiring a numerical property to be interpolated over a range of values. The name [i]tween[/i] comes from [i]in-betweening[/i], an animation technique where you specify [i]keyframes[/i] and the computer interpolates the frames that appear between them. Animating something with a [Tween] is called tweening.
[Tween] is more suited than [AnimationPlayer] for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a [Tween]; it would be difficult to do the same thing with an [AnimationPlayer] node. Tweens are also more light-weight than [AnimationPlayer], so they are very much suited for simple animations or general tasks that don't require visual tweaking provided by the editor. They can be used in a fire-and-forget manner for some logic that normally would be done by code. You can e.g. make something shoot periodically by using a looped [CallbackTweener] with a delay.
A [Tween] can be created by using either [method SceneTree.create_tween] or [method Node.create_tween]. [Tween]s created manually (i.e. by using [code]Tween.new()[/code]) are invalid and can't be used for tweening values.
- A [Tween] animation is composed of a sequence of [Tweener]s, which by default are executed one after another. You can create a sequence by appending [Tweener]s to the [Tween]. Animating something with a [Tweener] is called tweening. Example tweening sequence looks like this:
+ A tween animation is created by adding [Tweener]s to the [Tween] object, using [method tween_property], [method tween_interval], [method tween_callback] or [method tween_method]:
[codeblock]
var tween = get_tree().create_tween()
tween.tween_property($Sprite, "modulate", Color.red, 1)
tween.tween_property($Sprite, "scale", Vector2(), 1)
tween.tween_callback($Sprite.queue_free)
[/codeblock]
- This sequence will make the [code]$Sprite[/code] node turn red, then shrink and finally the [method Node.queue_free] is called to remove the sprite. See methods [method tween_property], [method tween_interval], [method tween_callback] and [method tween_method] for more usage information.
- When a [Tweener] is created with one of the [code]tween_*[/code] methods, a chained method call can be used to tweak the properties of this [Tweener]. For example, if you want to set different transition type in the above example, you can do:
+ This sequence will make the [code]$Sprite[/code] node turn red, then shrink, before finally calling [method Node.queue_free] to free the sprite. [Tweener]s are executed one after another by default. This behavior can be changed using [method parallel] and [method set_parallel].
+ When a [Tweener] is created with one of the [code]tween_*[/code] methods, a chained method call can be used to tweak the properties of this [Tweener]. For example, if you want to set a different transition type in the above example, you can use [method set_trans]:
[codeblock]
var tween = get_tree().create_tween()
tween.tween_property($Sprite, "modulate", Color.red, 1).set_trans(Tween.TRANS_SINE)
tween.tween_property($Sprite, "scale", Vector2(), 1).set_trans(Tween.TRANS_BOUNCE)
tween.tween_callback($Sprite.queue_free)
[/codeblock]
- Most of the [Tween] methods can be chained this way too. In this example the [Tween] is bound and have set a default transition:
+ Most of the [Tween] methods can be chained this way too. In the following example the [Tween] is bound to the running script's node and a default transition is set for its [Tweener]s:
[codeblock]
var tween = get_tree().create_tween().bind_node(self).set_trans(Tween.TRANS_ELASTIC)
tween.tween_property($Sprite, "modulate", Color.red, 1)
tween.tween_property($Sprite, "scale", Vector2(), 1)
tween.tween_callback($Sprite.queue_free)
[/codeblock]
- Another interesting use for [Tween]s is animating arbitrary set of objects:
+ Another interesting use for [Tween]s is animating arbitrary sets of objects:
[codeblock]
var tween = create_tween()
for sprite in get_children():
- tween.tween_property(sprite, "position", Vector2(), 1)
+ tween.tween_property(sprite, "position", Vector2(0, 0), 1)
[/codeblock]
In the example above, all children of a node are moved one after another to position (0, 0).
- Some [Tweener]s use transitions and eases. 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.
+ Some [Tweener]s use transitions and eases. The first accepts a [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]
- [b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it was created.
+ [b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it is created.
</description>
<tutorials>
</tutorials>
@@ -67,15 +67,15 @@
<return type="bool" />
<argument index="0" name="delta" type="float" />
<description>
- Processes the [Tween] by given [code]delta[/code] value, in seconds. Mostly useful when the [Tween] is paused, for controlling it manually. Can also be used to end the [Tween] animation immediately, by using [code]delta[/code] longer than the whole duration.
+ Processes the [Tween] by the given [code]delta[/code] value, in seconds. This is mostly useful for manual control when the [Tween] is paused. It can also be used to end the [Tween] animation immediately, by setting [code]delta[/code] longer than the whole duration of the [Tween] animation.
Returns [code]true[/code] if the [Tween] still has [Tweener]s that haven't finished.
- [b]Note:[/b] The [Tween] will become invalid after finished, but you can call [method stop] after the step, to keep it and reset.
+ [b]Note:[/b] The [Tween] will become invalid in the next processing frame after its animation finishes. Calling [method stop] after performing [method custom_step] instead keeps and resets the [Tween].
</description>
</method>
<method name="get_total_elapsed_time" qualifiers="const">
<return type="float" />
<description>
- Returns the total time in seconds the [Tween] has been animating (i.e. time since it started, not counting pauses etc.). The time is affected by [method set_speed_scale] and [method stop] will reset it to [code]0[/code].
+ Returns the total time in seconds the [Tween] has been animating (i.e. the time since it started, not counting pauses etc.). The time is affected by [method set_speed_scale], and [method stop] will reset it to [code]0[/code].
[b]Note:[/b] As it results from accumulating frame deltas, the time returned after the [Tween] has finished animating will be slightly greater than the actual [Tween] duration.
</description>
</method>
@@ -105,7 +105,7 @@
<method name="is_valid">
<return type="bool" />
<description>
- Returns whether the [Tween] is valid. A valid [Tween] is a [Tween] contained by the scene tree (i.e. the array from [method SceneTree.get_processed_tweens] will contain this [Tween]). [Tween] might become invalid when it has finished tweening or was killed, also when created with [code]Tween.new()[/code]. Invalid [Tween] can't have [Tweener]s appended, because it can't animate them.
+ Returns whether the [Tween] is valid. A valid [Tween] is a [Tween] contained by the scene tree (i.e. the array from [method SceneTree.get_processed_tweens] will contain this [Tween]). A [Tween] might become invalid when it has finished tweening, is killed, or when created with [code]Tween.new()[/code]. Invalid [Tween]s can't have [Tweener]s appended.
</description>
</method>
<method name="kill">
@@ -152,8 +152,8 @@
<argument index="0" name="loops" type="int" default="0" />
<description>
Sets the number of times the tweening sequence will be repeated, i.e. [code]set_loops(2)[/code] will run the animation twice.
- Calling this method without arguments will make the [Tween] run infinitely, until it is either killed by [method kill] or by freeing bound node, or all the animated objects have been freed (which makes further animation impossible).
- [b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] with no delay or [PropertyTweener] with invalid node) are equivalent to infinite [code]while[/code] loops and will freeze your game. If a [Tween]'s lifetime depends on some node, always use [method bind_node].
+ Calling this method without arguments will make the [Tween] run infinitely, until either it is killed with [method kill], the [Tween]'s bound node is freed, or all the animated objects have been freed (which makes further animation impossible).
+ [b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. To prevent the game freezing, 0-duration looped animations (e.g. a single [CallbackTweener] with no delay) are stopped after a small number of loops, which may produce unexpected results. If a [Tween]'s lifetime depends on some node, always use [method bind_node].
</description>
</method>
<method name="set_parallel">
@@ -221,7 +221,7 @@
<return type="IntervalTweener" />
<argument index="0" name="time" type="float" />
<description>
- Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative for using the delay in other [Tweener]s or when there's no animation (in which case the [Tween] acts as a timer). [code]time[/code] is the length of the interval, in seconds.
+ Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative to using the delay in other [Tweener]s, or when there's no animation (in which case the [Tween] acts as a timer). [code]time[/code] is the length of the interval, in seconds.
Example: creating an interval in code execution.
[codeblock]
# ... some code
@@ -271,7 +271,7 @@
<argument index="2" name="final_val" type="Variant" />
<argument index="3" name="duration" type="float" />
<description>
- Creates and appends a [PropertyTweener]. This method tweens a [code]property[/code] of an [code]object[/code] between an initial value and [code]final_val[/code] in a span of time equal to [code]duration[/code], in seconds. The initial value by default is a value at the time the tweening of the [PropertyTweener] start. For example:
+ Creates and appends a [PropertyTweener]. This method tweens a [code]property[/code] of an [code]object[/code] between an initial value and [code]final_val[/code] in a span of time equal to [code]duration[/code], in seconds. The initial value by default is the property's value at the time the tweening of the [PropertyTweener] starts. For example:
[codeblock]
var tween = create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 200), 1)
@@ -292,19 +292,19 @@
<signal name="finished">
<description>
Emitted when the [Tween] has finished all tweening. Never emitted when the [Tween] is set to infinite looping (see [method set_loops]).
- [b]Note:[/b] The [Tween] is removed (invalidated) after this signal is emitted, but it doesn't happen immediately, but on the next processing frame. Calling [method stop] inside the signal callback will preserve the [Tween].
+ [b]Note:[/b] The [Tween] is removed (invalidated) in the next processing frame after this signal is emitted. Calling [method stop] inside the signal callback will prevent the [Tween] from being removed.
</description>
</signal>
<signal name="loop_finished">
<argument index="0" name="loop_count" type="int" />
<description>
- Emitted when a full loop is complete (see [method set_loops]), providing the loop index. This signal is not emitted after final loop, use [signal finished] instead for this case.
+ Emitted when a full loop is complete (see [method set_loops]), providing the loop index. This signal is not emitted after the final loop, use [signal finished] instead for this case.
</description>
</signal>
<signal name="step_finished">
<argument index="0" name="idx" type="int" />
<description>
- Emitted when one step of the [Tween] is complete, providing the step index. One step is either a single [Tweener] or a group of [Tweener]s running parallelly.
+ Emitted when one step of the [Tween] is complete, providing the step index. One step is either a single [Tweener] or a group of [Tweener]s running in parallel.
</description>
</signal>
</signals>
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 6ccc0fc6a6..454db51919 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -85,6 +85,16 @@
Returns the aspect ratio of this vector, the ratio of [member x] to [member y].
</description>
</method>
+ <method name="bezier_interpolate" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="control_1" type="Vector2" />
+ <argument index="1" name="control_2" type="Vector2" />
+ <argument index="2" name="end" type="Vector2" />
+ <argument index="3" name="t" type="float" />
+ <description>
+ Returns the point at the given [code]t[/code] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [code]control_1[/code], [code]control_2[/code], and [code]end[/code] points.
+ </description>
+ </method>
<method name="bounce" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="n" type="Vector2" />
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index d907ceb52b..c181720a66 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -61,6 +61,16 @@
Returns the unsigned minimum angle to the given vector, in radians.
</description>
</method>
+ <method name="bezier_interpolate" qualifiers="const">
+ <return type="Vector3" />
+ <argument index="0" name="control_1" type="Vector3" />
+ <argument index="1" name="control_2" type="Vector3" />
+ <argument index="2" name="end" type="Vector3" />
+ <argument index="3" name="t" type="float" />
+ <description>
+ Returns the point at the given [code]t[/code] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [code]control_1[/code], [code]control_2[/code], and [code]end[/code] points.
+ </description>
+ </method>
<method name="bounce" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="n" type="Vector3" />
diff --git a/doc/classes/VisualShader.xml b/doc/classes/VisualShader.xml
index 5f13e4e7bc..64d901cd79 100644
--- a/doc/classes/VisualShader.xml
+++ b/doc/classes/VisualShader.xml
@@ -166,10 +166,6 @@
</method>
</methods>
<members>
- <member name="engine_version" type="Dictionary" setter="set_engine_version" getter="get_engine_version" default="{}">
- The Godot version this [VisualShader] was designed for, in the form of a [Dictionary] with [code]major[/code] and [code]minor[/code] keys with integer values. Example: [code]{"major": 4, "minor": 0}[/code]
- This is used by the editor to convert visual shaders from older Godot versions.
- </member>
<member name="graph_offset" type="Vector2" setter="set_graph_offset" getter="get_graph_offset" default="Vector2(0, 0)">
The offset vector of the whole graph.
</member>
diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml
index 5ce870a899..f4eaaac2e1 100644
--- a/doc/classes/Window.xml
+++ b/doc/classes/Window.xml
@@ -4,7 +4,8 @@
Base class for all windows.
</brief_description>
<description>
- A node that creates a window.
+ A node that creates a window. The window can either be a native system window or embedded inside another [Window] (see [member Viewport.gui_embed_subwindows]).
+ At runtime, [Window]s will not close automatically when requested. You need to handle it manually using [signal close_requested] (this applies both to clicking close button and clicking outside popup).
</description>
<tutorials>
</tutorials>
@@ -18,12 +19,13 @@
<method name="child_controls_changed">
<return type="void" />
<description>
+ Requests an update of the [Window] size to fit underlying [Control] nodes.
</description>
</method>
<method name="get_contents_minimum_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the combined minimum size from the child [Control] nodes of the window.
+ Returns the combined minimum size from the child [Control] nodes of the window. Use [method child_controls_changed] to update it when children nodes have changed.
</description>
</method>
<method name="get_flag" qualifiers="const">
@@ -50,6 +52,8 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="get_theme_constant" qualifiers="const">
@@ -57,21 +61,29 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns the constant at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="get_theme_default_base_scale" qualifiers="const">
<return type="float" />
<description>
+ Returns the default base scale defined in the attached [Theme].
+ See [member Theme.default_base_scale] for more details.
</description>
</method>
<method name="get_theme_default_font" qualifiers="const">
<return type="Font" />
<description>
+ Returns the default [Font] defined in the attached [Theme].
+ See [member Theme.default_font] for more details.
</description>
</method>
<method name="get_theme_default_font_size" qualifiers="const">
<return type="int" />
<description>
+ Returns the default font size defined in the attached [Theme].
+ See [member Theme.default_font_size] for more details.
</description>
</method>
<method name="get_theme_font" qualifiers="const">
@@ -80,6 +92,7 @@
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="get_theme_font_size" qualifiers="const">
@@ -88,6 +101,7 @@
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
Returns the font size at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="get_theme_icon" qualifiers="const">
@@ -95,6 +109,8 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns the icon at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="get_theme_stylebox" qualifiers="const">
@@ -102,6 +118,8 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns the [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="grab_focus">
@@ -121,6 +139,7 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns [code]true[/code] if [Color] with [code]name[/code] is in [code]theme_type[/code].
</description>
</method>
<method name="has_theme_constant" qualifiers="const">
@@ -128,6 +147,7 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns [code]true[/code] if constant with [code]name[/code] is in [code]theme_type[/code].
</description>
</method>
<method name="has_theme_font" qualifiers="const">
@@ -136,7 +156,6 @@
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
Returns [code]true[/code] if [Font] with [code]name[/code] is in [code]theme_type[/code].
- Returns [code]false[/code] if the theme does not have [code]theme_type[/code].
</description>
</method>
<method name="has_theme_font_size" qualifiers="const">
@@ -145,7 +164,6 @@
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
Returns [code]true[/code] if font size with [code]name[/code] is in [code]theme_type[/code].
- Returns [code]false[/code] if the theme does not have [code]theme_type[/code].
</description>
</method>
<method name="has_theme_icon" qualifiers="const">
@@ -153,6 +171,7 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns [code]true[/code] if icon with [code]name[/code] is in [code]theme_type[/code].
</description>
</method>
<method name="has_theme_stylebox" qualifiers="const">
@@ -160,11 +179,13 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in [code]theme_type[/code].
</description>
</method>
<method name="hide">
<return type="void" />
<description>
+ Hides the window. This is not the same as minimized state. Hidden window can't be interacted with and needs to be made visible with [method show].
</description>
</method>
<method name="is_embedded" qualifiers="const">
@@ -182,28 +203,35 @@
<method name="is_maximize_allowed" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if the window can be maximized (the maximize button is enabled).
</description>
</method>
<method name="is_using_font_oversampling" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if font oversampling is enabled. See [method set_use_font_oversampling].
</description>
</method>
<method name="move_to_foreground">
<return type="void" />
<description>
+ Moves the [Window] on top of other windows and focuses it.
</description>
</method>
<method name="popup">
<return type="void" />
<argument index="0" name="rect" type="Rect2i" default="Rect2i(0, 0, 0, 0)" />
<description>
+ Shows the [Window] and makes it transient (see [member transient]). If [code]rect[/code] is provided, it will be set as the [Window]'s size.
+ Fails if called on the main window.
</description>
</method>
<method name="popup_centered">
<return type="void" />
<argument index="0" name="minsize" type="Vector2i" default="Vector2i(0, 0)" />
<description>
+ Popups the [Window] at the center of the current screen, with optionally given minimum size.
+ If the [Window] is embedded, it will be centered in the parent [Viewport] instead.
</description>
</method>
<method name="popup_centered_clamped">
@@ -211,23 +239,29 @@
<argument index="0" name="minsize" type="Vector2i" default="Vector2i(0, 0)" />
<argument index="1" name="fallback_ratio" type="float" default="0.75" />
<description>
+ Popups the [Window] centered inside its parent [Window].
+ [code]fallback_ratio[/code] determines the maximum size of the [Window], in relation to its parent.
</description>
</method>
<method name="popup_centered_ratio">
<return type="void" />
<argument index="0" name="ratio" type="float" default="0.8" />
<description>
+ Popups the [Window] centered inside its parent [Window] and sets its size as a [code]ratio[/code] of parent's size.
</description>
</method>
<method name="popup_on_parent">
<return type="void" />
<argument index="0" name="parent_rect" type="Rect2i" />
<description>
+ Popups the [Window] with a position shifted by parent [Window]'s position.
+ If the [Window] is embedded, has the same effect as [method popup].
</description>
</method>
<method name="request_attention">
<return type="void" />
<description>
+ Tells the OS that the [Window] needs an attention. This makes the window stand out in some way depending on the system, e.g. it might blink on the task bar.
</description>
</method>
<method name="reset_size">
@@ -248,12 +282,14 @@
<return type="void" />
<argument index="0" name="active" type="bool" />
<description>
+ If [code]active[/code] is [code]true[/code], enables system's native IME (Input Method Editor).
</description>
</method>
<method name="set_ime_position">
<return type="void" />
<argument index="0" name="position" type="Vector2i" />
<description>
+ Moves IME to the given position.
</description>
</method>
<method name="set_layout_direction">
@@ -267,17 +303,19 @@
<return type="void" />
<argument index="0" name="enable" type="bool" />
<description>
+ Enables font oversampling. This makes fonts look better when they are scaled up.
</description>
</method>
<method name="show">
<return type="void" />
<description>
+ Makes the [Window] appear. This enables interactions with the [Window] and doesn't change any of its property other than visibility (unlike e.g. [method popup]).
</description>
</method>
</methods>
<members>
<member name="always_on_top" type="bool" setter="set_flag" getter="get_flag" default="false">
- If [code]true[/code], the window will be on top of all other windows.
+ If [code]true[/code], the window will be on top of all other windows. Does not work if [member transient] is enabled.
</member>
<member name="auto_translate" type="bool" setter="set_auto_translate" getter="is_auto_translating" default="true">
Toggles if any text should automatically change to its translated version depending on the current locale.
@@ -286,27 +324,36 @@
If [code]true[/code], the window will have no borders.
</member>
<member name="content_scale_aspect" type="int" setter="set_content_scale_aspect" getter="get_content_scale_aspect" enum="Window.ContentScaleAspect" default="0">
+ Specifies how the content's aspect behaves when the [Window] is resized. The base aspect is determined by [member content_scale_size].
</member>
<member name="content_scale_factor" type="float" setter="set_content_scale_factor" getter="get_content_scale_factor" default="1.0">
+ Specifies the base scale of [Window]'s content when its [member size] is equal to [member content_scale_size].
</member>
<member name="content_scale_mode" type="int" setter="set_content_scale_mode" getter="get_content_scale_mode" enum="Window.ContentScaleMode" default="0">
+ Specifies how the content is scaled when the [Window] is resized.
</member>
<member name="content_scale_size" type="Vector2i" setter="set_content_scale_size" getter="get_content_scale_size" default="Vector2i(0, 0)">
+ Base size of the content (i.e. nodes that are drawn inside the window). If non-zero, [Window]'s content will be scaled when the window is resized to a different size.
</member>
<member name="current_screen" type="int" setter="set_current_screen" getter="get_current_screen" default="0">
The screen the window is currently on.
</member>
<member name="exclusive" type="bool" setter="set_exclusive" getter="is_exclusive" default="false">
+ If [code]true[/code], the [Window] will be in exclusive mode. Exclusive windows are always on top of their parent and will block all input going to the parent [Window].
+ Needs [member transient] enabled to work.
</member>
<member name="max_size" type="Vector2i" setter="set_max_size" getter="get_max_size" default="Vector2i(0, 0)">
+ If non-zero, the [Window] can't be resized to be bigger than this size.
</member>
<member name="min_size" type="Vector2i" setter="set_min_size" getter="get_min_size" default="Vector2i(0, 0)">
+ If non-zero, the [Window] can't be resized to be smaller than this size.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="Window.Mode" default="0">
Set's the window's current mode.
[b]Note:[/b] Fullscreen mode is not exclusive fullscreen on Windows and Linux.
</member>
<member name="popup_window" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], the [Window] will be considered a popup. Popups are sub-windows that don't show as separate windows in system's window manager's window list and will send close request when anything is clicked outside of them (unless [member exclusive] is enabled).
</member>
<member name="position" type="Vector2i" setter="set_position" getter="get_position" default="Vector2i(0, 0)">
The window's position in pixels.
@@ -315,34 +362,46 @@
The window's size in pixels.
</member>
<member name="theme" type="Theme" setter="set_theme" getter="get_theme">
+ The [Theme] resource that determines the style of the underlying [Control] nodes.
+ [Window] styles will have no effect unless the window is embedded.
</member>
<member name="theme_type_variation" type="StringName" setter="set_theme_type_variation" getter="get_theme_type_variation" default="&amp;&quot;&quot;">
+ The name of a theme type variation used by this [Window] to look up its own theme items. See [member Control.theme_type_variation] for more details.
</member>
<member name="title" type="String" setter="set_title" getter="get_title" default="&quot;&quot;">
- The window's title.
+ The window's title. If the [Window] is non-embedded, title styles set in [Theme] will have no effect.
</member>
<member name="transient" type="bool" setter="set_transient" getter="is_transient" default="false">
+ If [code]true[/code], the [Window] is transient, i.e. it's considered a child of another [Window]. Transient windows can't be in fullscreen mode and will return focus to their parent when closed.
+ Note that behavior might be different depending on the platform.
</member>
<member name="transparent" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], the [Window]'s background can be transparent. This is best used with embedded windows. Currently non-embedded [Window] transparency is implemented only for MacOS.
</member>
<member name="unfocusable" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], the [Window] can't be focused nor interacted with. It can still be visible.
</member>
<member name="unresizable" type="bool" setter="set_flag" getter="get_flag" default="false">
- If [code]true[/code], the window can't be resized.
+ If [code]true[/code], the window can't be resized. Minimize and maximize buttons are disabled.
</member>
<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
If [code]true[/code], the window is visible.
</member>
<member name="wrap_controls" type="bool" setter="set_wrap_controls" getter="is_wrapping_controls" default="false">
+ If [code]true[/code], the window's size will automatically update when a child node is added or removed.
+ If [code]false[/code], you need to call [method child_controls_changed] manually.
</member>
</members>
<signals>
<signal name="about_to_popup">
<description>
+ Emitted right after [method popup] call, before the [Window] appears or does anything.
</description>
</signal>
<signal name="close_requested">
<description>
+ Emitted when the [Window]'s close button is pressed or when [member popup_window] is enabled and user clicks outside the window.
+ This signal can be used to handle window closing, e.g. by connecting it to [method hide].
</description>
</signal>
<signal name="files_dropped">
@@ -362,49 +421,58 @@
</signal>
<signal name="focus_entered">
<description>
+ Emitted when the [Window] gains focus.
</description>
</signal>
<signal name="focus_exited">
<description>
+ Emitted when the [Window] loses its focus.
</description>
</signal>
<signal name="go_back_requested">
<description>
+ Emitted when a go back request is sent (e.g. pressing the "Back" button on Android), right after [constant Node.NOTIFICATION_WM_GO_BACK_REQUEST].
</description>
</signal>
<signal name="mouse_entered">
<description>
+ Emitted when the mouse cursor enters the [Window]'s area, regardless if it's currently focused or not.
</description>
</signal>
<signal name="mouse_exited">
<description>
+ Emitted when the mouse cursor exits the [Window]'s area (including when it's hovered over another window on top of this one).
</description>
</signal>
<signal name="theme_changed">
<description>
+ Emitted when the [member theme] is modified or changed to another [Theme].
</description>
</signal>
<signal name="visibility_changed">
<description>
+ Emitted when [Window] is made visible or disappears.
</description>
</signal>
<signal name="window_input">
<argument index="0" name="event" type="InputEvent" />
<description>
+ Emitted when the [Window] is currently focused and receives any input, passing the received event as an argument.
</description>
</signal>
</signals>
<constants>
<constant name="NOTIFICATION_VISIBILITY_CHANGED" value="30">
+ Emitted when [Window]'s visibility changes, right before [signal visibility_changed].
</constant>
<constant name="MODE_WINDOWED" value="0" enum="Mode">
- Windowed mode.
+ Windowed mode, i.e. [Window] doesn't occupy whole screen (unless set to the size of the screen).
</constant>
<constant name="MODE_MINIMIZED" value="1" enum="Mode">
- Minimized window mode.
+ Minimized window mode, i.e. [Window] is not visible and available on window manager's window list. Normally happens when the minimize button is presesd.
</constant>
<constant name="MODE_MAXIMIZED" value="2" enum="Mode">
- Maximized window mode.
+ Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the minimize button is presesd.
</constant>
<constant name="MODE_FULLSCREEN" value="3" enum="Mode">
Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
@@ -416,37 +484,49 @@
Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
</constant>
<constant name="FLAG_RESIZE_DISABLED" value="0" enum="Flags">
- The window's ability to be resized.
+ The window's ability to be resized. Set with [member unresizable].
</constant>
<constant name="FLAG_BORDERLESS" value="1" enum="Flags">
- Borderless window.
+ Borderless window. Set with [member borderless].
</constant>
<constant name="FLAG_ALWAYS_ON_TOP" value="2" enum="Flags">
- Flag for making the window always on top of all other windows.
+ Flag for making the window always on top of all other windows. Set with [member always_on_top].
</constant>
<constant name="FLAG_TRANSPARENT" value="3" enum="Flags">
+ Flag for per-pixel transparency. Set with [member transparent].
</constant>
<constant name="FLAG_NO_FOCUS" value="4" enum="Flags">
+ The window's ability to gain focus. Set with [member unfocusable].
</constant>
<constant name="FLAG_POPUP" value="5" enum="Flags">
+ Whether the window is popup or a regular window. Set with [member popup_window].
</constant>
<constant name="FLAG_MAX" value="6" enum="Flags">
+ Max value of the [enum Flags].
</constant>
<constant name="CONTENT_SCALE_MODE_DISABLED" value="0" enum="ContentScaleMode">
+ The content will not be scaled to match the [Window]'s size.
</constant>
<constant name="CONTENT_SCALE_MODE_CANVAS_ITEMS" value="1" enum="ContentScaleMode">
+ The content will be rendered at the target size. This is more performance-expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better results.
</constant>
<constant name="CONTENT_SCALE_MODE_VIEWPORT" value="2" enum="ContentScaleMode">
+ The content will be rendered at the base size and then scaled to the target size. More performant than [constant CONTENT_SCALE_MODE_CANVAS_ITEMS], but results in pixelated image.
</constant>
<constant name="CONTENT_SCALE_ASPECT_IGNORE" value="0" enum="ContentScaleAspect">
+ The aspect will be ignored. Scaling will simply stretch the content to fit the target size.
</constant>
<constant name="CONTENT_SCALE_ASPECT_KEEP" value="1" enum="ContentScaleAspect">
+ The content's aspect will be preserved. If the target size has different aspect from the base one, the image will be centered and black bars will appear on left and right sides.
</constant>
<constant name="CONTENT_SCALE_ASPECT_KEEP_WIDTH" value="2" enum="ContentScaleAspect">
+ The content can be expanded vertically. Scaling horizontally will result in keeping the width ratio and then black bars on left and right sides.
</constant>
<constant name="CONTENT_SCALE_ASPECT_KEEP_HEIGHT" value="3" enum="ContentScaleAspect">
+ The content can be expanded horizontally. Scaling vertically will result in keeping the height ratio and then black bars on top and bottom sides.
</constant>
<constant name="CONTENT_SCALE_ASPECT_EXPAND" value="4" enum="ContentScaleAspect">
+ The content's aspect will be preserved. If the target size has different aspect from the base one, the content will stay in the to-left corner and add an extra visible area in the stretched space.
</constant>
<constant name="LAYOUT_DIRECTION_INHERITED" value="0" enum="LayoutDirection">
Automatic layout direction, determined from the parent window layout direction.
@@ -463,33 +543,41 @@
</constants>
<theme_items>
<theme_item name="title_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 1)">
+ The color of the title's text.
</theme_item>
<theme_item name="title_outline_modulate" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
- The color of the title outline.
+ The color of the title's text outline.
</theme_item>
<theme_item name="close_h_offset" data_type="constant" type="int" default="18">
+ Horizontal position offset of the close button.
</theme_item>
<theme_item name="close_v_offset" data_type="constant" type="int" default="24">
+ Vertical position offset of the close button.
</theme_item>
<theme_item name="resize_margin" data_type="constant" type="int" default="4">
- </theme_item>
- <theme_item name="scaleborder_size" data_type="constant" type="int" default="4">
+ Defines the outside margin at which the window border can be grabbed with mouse and resized.
</theme_item>
<theme_item name="title_height" data_type="constant" type="int" default="36">
+ Height of the title bar.
</theme_item>
<theme_item name="title_outline_size" data_type="constant" type="int" default="0">
The size of the title outline.
</theme_item>
<theme_item name="title_font" data_type="font" type="Font">
+ The font used to draw the title.
</theme_item>
<theme_item name="title_font_size" data_type="font_size" type="int">
The size of the title font.
</theme_item>
<theme_item name="close" data_type="icon" type="Texture2D">
+ The icon for the close button.
</theme_item>
<theme_item name="close_pressed" data_type="icon" type="Texture2D">
+ The icon for the close button when it's being pressed.
</theme_item>
<theme_item name="embedded_border" data_type="style" type="StyleBox">
+ The background style used when the [Window] is embedded. Note that this is drawn only under the window's content, excluding the title. For proper borders and title bar style, you can use [code]expand_margin_*[/code] properties of [StyleBoxFlat].
+ [b]Note:[/b] The content background will not be visible unless [member transparent] is enabled.
</theme_item>
</theme_items>
</class>
diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml
index c57029a180..56a662d062 100644
--- a/doc/classes/World3D.xml
+++ b/doc/classes/World3D.xml
@@ -19,7 +19,7 @@
The World3D's [Environment].
</member>
<member name="fallback_environment" type="Environment" setter="set_fallback_environment" getter="get_fallback_environment">
- The World3D's fallback_environment will be used if the World3D's [Environment] fails or is missing.
+ The World3D's fallback environment will be used if [member environment] fails or is missing.
</member>
<member name="navigation_map" type="RID" setter="" getter="get_navigation_map">
The [RID] of this world's navigation map. Used by the [NavigationServer3D].