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-rw-r--r--doc/classes/@GlobalScope.xml7
-rw-r--r--doc/classes/AnimatedTexture.xml2
-rw-r--r--doc/classes/BaseMaterial3D.xml2
-rw-r--r--doc/classes/CPUParticles2D.xml1
-rw-r--r--doc/classes/Camera3D.xml7
-rw-r--r--doc/classes/GPUParticles2D.xml1
-rw-r--r--doc/classes/Generic6DOFJoint3D.xml12
-rw-r--r--doc/classes/Image.xml2
-rw-r--r--doc/classes/KinematicBody3D.xml2
-rw-r--r--doc/classes/MeshInstance2D.xml1
-rw-r--r--doc/classes/MultiMeshInstance2D.xml1
-rw-r--r--doc/classes/Node2D.xml4
-rw-r--r--doc/classes/Node3D.xml2
-rw-r--r--doc/classes/Polygon2D.xml2
-rw-r--r--doc/classes/ProjectSettings.xml7
-rw-r--r--doc/classes/RenderingServer.xml2
-rw-r--r--doc/classes/SpinBox.xml2
-rw-r--r--doc/classes/Sprite2D.xml1
-rw-r--r--doc/classes/StyleBoxTexture.xml1
-rw-r--r--doc/classes/TextEdit.xml11
-rw-r--r--doc/classes/TileSet.xml1
-rw-r--r--doc/classes/Tween.xml2
-rw-r--r--doc/classes/Viewport.xml22
-rw-r--r--doc/classes/VisualShaderNodeUniform.xml8
24 files changed, 82 insertions, 21 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index b3cd1c1af7..222b70c9c7 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -77,6 +77,9 @@
<member name="ProjectSettings" type="ProjectSettings" setter="" getter="">
The [ProjectSettings] singleton.
</member>
+ <member name="RenderingDevice" type="RenderingDevice" setter="" getter="">
+ The [RenderingDevice] singleton.
+ </member>
<member name="RenderingServer" type="RenderingServer" setter="" getter="">
The [RenderingServer] singleton.
</member>
@@ -1177,10 +1180,10 @@
[codeblock]
var err = method_that_returns_error()
if err != OK:
- print("Failure!)
+ print("Failure!")
# Or, equivalent:
if err:
- print("Still failing!)
+ print("Still failing!")
[/codeblock]
</constant>
<constant name="FAILED" value="1" enum="Error">
diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml
index ddd51cc6b3..285e0d5f39 100644
--- a/doc/classes/AnimatedTexture.xml
+++ b/doc/classes/AnimatedTexture.xml
@@ -75,7 +75,7 @@
If [code]true[/code], the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set [member pause] to [code]true[/code].
</member>
<member name="pause" type="bool" setter="set_pause" getter="get_pause" default="false">
- If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code].
+ If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code].
</member>
</members>
<constants>
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 76abc31451..1da4e23437 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -159,6 +159,7 @@
</member>
<member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture">
Texture that specifies the per-pixel normal of the detail overlay.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV">
Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options.
@@ -250,6 +251,7 @@
</member>
<member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh].
+ [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index c2b821699d..df3ef71a2a 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -240,6 +240,7 @@
</member>
<member name="normalmap" type="Texture2D" setter="set_normalmap" getter="get_normalmap">
Normal map to be used for the [member texture] property.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index bfba23c7ee..6ff4875364 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -183,8 +183,13 @@
<member name="far" type="float" setter="set_zfar" getter="get_zfar" default="100.0">
The distance to the far culling boundary for this camera relative to its local Z axis.
</member>
- <member name="fov" type="float" setter="set_fov" getter="get_fov" default="70.0">
+ <member name="fov" type="float" setter="set_fov" getter="get_fov" default="75.0">
The camera's field of view angle (in degrees). Only applicable in perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/code] sets the other axis' field of view angle.
+ For reference, the default vertical field of view value ([code]75.0[/code]) is equivalent to an horizontal FOV of:
+ - ~91.31 degrees in a 4:3 viewport
+ - ~101.67 degrees in a 16:10 viewport
+ - ~107.51 degrees in a 16:9 viewport
+ - ~121.63 degrees in a 21:9 viewport
</member>
<member name="frustum_offset" type="Vector2" setter="set_frustum_offset" getter="get_frustum_offset" default="Vector2( 0, 0 )">
The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url].
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index 64a2522f2f..ee67b5052c 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -53,6 +53,7 @@
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
Normal map to be used for the [member texture] property.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
diff --git a/doc/classes/Generic6DOFJoint3D.xml b/doc/classes/Generic6DOFJoint3D.xml
index fae567dc58..ae86ab7365 100644
--- a/doc/classes/Generic6DOFJoint3D.xml
+++ b/doc/classes/Generic6DOFJoint3D.xml
@@ -373,6 +373,12 @@
<constant name="PARAM_LINEAR_MOTOR_FORCE_LIMIT" value="6" enum="Param">
The maximum force the linear motor will apply while trying to reach the velocity target.
</constant>
+ <constant name="PARAM_LINEAR_SPRING_STIFFNESS" value="7" enum="Param">
+ </constant>
+ <constant name="PARAM_LINEAR_SPRING_DAMPING" value="8" enum="Param">
+ </constant>
+ <constant name="PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT" value="9" enum="Param">
+ </constant>
<constant name="PARAM_ANGULAR_LOWER_LIMIT" value="10" enum="Param">
The minimum rotation in negative direction to break loose and rotate around the axes.
</constant>
@@ -400,6 +406,12 @@
<constant name="PARAM_ANGULAR_MOTOR_FORCE_LIMIT" value="18" enum="Param">
Maximum acceleration for the motor at the axes.
</constant>
+ <constant name="PARAM_ANGULAR_SPRING_STIFFNESS" value="19" enum="Param">
+ </constant>
+ <constant name="PARAM_ANGULAR_SPRING_DAMPING" value="20" enum="Param">
+ </constant>
+ <constant name="PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT" value="21" enum="Param">
+ </constant>
<constant name="PARAM_MAX" value="22" enum="Param">
Represents the size of the [enum Param] enum.
</constant>
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 8cffe07fc0..99253e8840 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -350,7 +350,7 @@
<argument index="0" name="path" type="String">
</argument>
<description>
- Loads an image from file [code]path[/code].
+ Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations.
</description>
</method>
<method name="load_jpg_from_buffer">
diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml
index 5f9b36f97d..830d63ed11 100644
--- a/doc/classes/KinematicBody3D.xml
+++ b/doc/classes/KinematicBody3D.xml
@@ -108,7 +108,7 @@
This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall.
- If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes if you include gravity in [code]linear_velocity[/code].
+ If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody3D] nodes, but it won't also detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D].
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index 0cfc8deb0a..689f8d83e1 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -17,6 +17,7 @@
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map that will be used if using the default [CanvasItemMaterial].
+ [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
diff --git a/doc/classes/MultiMeshInstance2D.xml b/doc/classes/MultiMeshInstance2D.xml
index 07f21514ef..a461c8e056 100644
--- a/doc/classes/MultiMeshInstance2D.xml
+++ b/doc/classes/MultiMeshInstance2D.xml
@@ -17,6 +17,7 @@
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map that will be used if using the default [CanvasItemMaterial].
+ [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index d4517f0588..d29c556216 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -142,6 +142,10 @@
<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].
</member>
+ <member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
+ </member>
+ <member name="skew_degrees" type="float" setter="set_skew_degrees" getter="get_skew_degrees" default="0.0">
+ </member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
Local [Transform2D].
</member>
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 3e7d4d4c05..05d00b9f31 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -26,7 +26,7 @@
Returns the parent [Node3D], or an empty [Object] if no parent exists or parent is not of type [Node3D].
</description>
</method>
- <method name="get_world" qualifiers="const">
+ <method name="get_world_3d" qualifiers="const">
<return type="World3D">
</return>
<description>
diff --git a/doc/classes/Polygon2D.xml b/doc/classes/Polygon2D.xml
index 13332ca4f0..335df1ac3f 100644
--- a/doc/classes/Polygon2D.xml
+++ b/doc/classes/Polygon2D.xml
@@ -102,6 +102,8 @@
If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code].
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
+ The normal map gives depth to the Polygon2D.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
The offset applied to each vertex.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 9e917fb4dd..ded72e796b 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -414,6 +414,9 @@
<member name="display/mouse_cursor/tooltip_position_offset" type="Vector2" setter="" getter="" default="Vector2( 10, 10 )">
Position offset for tooltips, relative to the mouse cursor's hotspot.
</member>
+ <member name="display/window/disable_wintab_api" type="bool" setter="" getter="" default="false">
+ Disables WinTab API and always use Windows Ink API for the pen input (Windows only).
+ </member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="false">
If [code]true[/code], allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
</member>
@@ -469,6 +472,8 @@
<member name="gui/common/swap_ok_cancel" type="bool" setter="" getter="" default="false">
If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions.
</member>
+ <member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024">
+ </member>
<member name="gui/theme/custom" type="String" setter="" getter="" default="&quot;&quot;">
Path to a custom [Theme] resource file to use for the project ([code]theme[/code] or generic [code]tres[/code]/[code]res[/code] extension).
</member>
@@ -977,6 +982,8 @@
<member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="" default="128000">
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.
</member>
+ <member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
+ </member>
<member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false">
Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend, and only desktop platforms. It is not necessary when using the Vulkan backend.
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 4e0762a68b..648f4d0107 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -9,7 +9,7 @@
The rendering server can be used to bypass the scene system entirely.
Resources are created using the [code]*_create[/code] functions.
All objects are drawn to a viewport. You can use the [Viewport] attached to the [SceneTree] or you can create one yourself with [method viewport_create]. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using [method viewport_set_scenario] or [method viewport_attach_canvas].
- In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world]. Otherwise, a scenario can be created with [method scenario_create].
+ In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world_3d]. Otherwise, a scenario can be created with [method scenario_create].
Similarly in 2D, a canvas is needed to draw all canvas items.
In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using [method instance_set_base]. The instance must also be attached to the scenario using [method instance_set_scenario] in order to be visible.
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml
index c8ba8ab697..e674ceb57e 100644
--- a/doc/classes/SpinBox.xml
+++ b/doc/classes/SpinBox.xml
@@ -45,7 +45,7 @@
Adds the specified [code]prefix[/code] string before the numerical value of the [SpinBox].
</member>
<member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default="&quot;&quot;">
- Adds the specified [code]prefix[/code] string after the numerical value of the [SpinBox].
+ Adds the specified [code]suffix[/code] string after the numerical value of the [SpinBox].
</member>
</members>
<constants>
diff --git a/doc/classes/Sprite2D.xml b/doc/classes/Sprite2D.xml
index 950fda4e20..92f561d7b5 100644
--- a/doc/classes/Sprite2D.xml
+++ b/doc/classes/Sprite2D.xml
@@ -54,6 +54,7 @@
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map gives depth to the Sprite2D.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
The texture's drawing offset.
diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml
index 8ed94c8c26..f8aa14cb2b 100644
--- a/doc/classes/StyleBoxTexture.xml
+++ b/doc/classes/StyleBoxTexture.xml
@@ -121,6 +121,7 @@
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map to use when drawing this style box.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )">
Species a sub-region of the texture to use.
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index b7cf93d672..bb2d355bf6 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -354,6 +354,17 @@
If [code]true[/code], hides the line of the specified index.
</description>
</method>
+ <method name="set_line">
+ <return type="void">
+ </return>
+ <argument index="0" name="line" type="int">
+ </argument>
+ <argument index="1" name="new_text" type="String">
+ </argument>
+ <description>
+ Sets the text for a specific line.
+ </description>
+ </method>
<method name="toggle_fold_line">
<return type="void">
</return>
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 65988ae2b7..c647f83598 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -590,6 +590,7 @@
</argument>
<description>
Sets the tile's normal map texture.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</description>
</method>
<method name="tile_set_occluder_offset">
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index f9320ac55e..1938a3facb 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -16,7 +16,7 @@
[/codeblock]
Many methods require a property name, such as [code]"position"[/code] above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component.
Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
- [b][url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url][/b]
+ [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index a2d53f8e0c..3b52c80c9a 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -16,18 +16,18 @@
<link>https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link>
</tutorials>
<methods>
- <method name="find_world" qualifiers="const">
- <return type="World3D">
+ <method name="find_world_2d" qualifiers="const">
+ <return type="World2D">
</return>
<description>
- Returns the 3D world of the viewport, or if none the world of the parent viewport.
+ Returns the 2D world of the viewport.
</description>
</method>
- <method name="find_world_2d" qualifiers="const">
- <return type="World2D">
+ <method name="find_world_3d" qualifiers="const">
+ <return type="World3D">
</return>
<description>
- Returns the 2D world of the viewport.
+ Returns the 3D world of the viewport, or if none the world of the parent viewport.
</description>
</method>
<method name="get_camera" qualifiers="const">
@@ -219,8 +219,8 @@
<member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0">
The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.
</member>
- <member name="own_world" type="bool" setter="set_use_own_world" getter="is_using_own_world" default="false">
- If [code]true[/code], the viewport will use [World3D] defined in [code]world[/code] property.
+ <member name="own_world_3d" type="bool" setter="set_use_own_world_3d" getter="is_using_own_world_3d" default="false">
+ If [code]true[/code], the viewport will use the [World3D] defined in [member world_3d].
</member>
<member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false">
If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
@@ -247,12 +247,12 @@
<member name="transparent_bg" type="bool" setter="set_transparent_background" getter="has_transparent_background" default="false">
If [code]true[/code], the viewport should render its background as transparent.
</member>
- <member name="world" type="World3D" setter="set_world" getter="get_world">
- The custom [World3D] which can be used as 3D environment source.
- </member>
<member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d">
The custom [World2D] which can be used as 2D environment source.
</member>
+ <member name="world_3d" type="World3D" setter="set_world_3d" getter="get_world_3d">
+ The custom [World3D] which can be used as 3D environment source.
+ </member>
</members>
<signals>
<signal name="gui_focus_changed">
diff --git a/doc/classes/VisualShaderNodeUniform.xml b/doc/classes/VisualShaderNodeUniform.xml
index c4362f6f2a..1225d9c320 100644
--- a/doc/classes/VisualShaderNodeUniform.xml
+++ b/doc/classes/VisualShaderNodeUniform.xml
@@ -9,9 +9,17 @@
<methods>
</methods>
<members>
+ <member name="qualifier" type="int" setter="set_qualifier" getter="get_qualifier" enum="VisualShaderNodeUniform.Qualifier" default="0">
+ </member>
<member name="uniform_name" type="String" setter="set_uniform_name" getter="get_uniform_name" default="&quot;&quot;">
</member>
</members>
<constants>
+ <constant name="QUAL_NONE" value="0" enum="Qualifier">
+ </constant>
+ <constant name="QUAL_GLOBAL" value="1" enum="Qualifier">
+ </constant>
+ <constant name="QUAL_INSTANCE" value="2" enum="Qualifier">
+ </constant>
</constants>
</class>