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-rw-r--r--doc/classes/CodeEdit.xml4
-rw-r--r--doc/classes/CodeHighlighter.xml2
-rw-r--r--doc/classes/Control.xml3
-rw-r--r--doc/classes/DisplayServer.xml3
-rw-r--r--doc/classes/EditorFileDialog.xml10
-rw-r--r--doc/classes/EditorSettings.xml20
-rw-r--r--doc/classes/FileAccess.xml2
-rw-r--r--doc/classes/Light2D.xml2
-rw-r--r--doc/classes/MenuBar.xml2
-rw-r--r--doc/classes/Node2D.xml1
-rw-r--r--doc/classes/Node3D.xml1
-rw-r--r--doc/classes/PackedByteArray.xml4
-rw-r--r--doc/classes/ProjectSettings.xml3
-rw-r--r--doc/classes/SpriteFrames.xml4
-rw-r--r--doc/classes/StyleBoxFlat.xml2
-rw-r--r--doc/classes/StyleBoxTexture.xml2
-rw-r--r--doc/classes/TextServer.xml2
-rw-r--r--doc/classes/Time.xml2
-rw-r--r--doc/classes/VoxelGI.xml2
19 files changed, 48 insertions, 23 deletions
diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml
index 1bc214aea7..65a6668f43 100644
--- a/doc/classes/CodeEdit.xml
+++ b/doc/classes/CodeEdit.xml
@@ -62,7 +62,7 @@
<description>
Adds a comment delimiter.
Both the start and end keys must be symbols. Only the start key has to be unique.
- Line only denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to [code]true[/code].
+ [param line_only] denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to [code]true[/code].
</description>
</method>
<method name="add_string_delimiter">
@@ -73,7 +73,7 @@
<description>
Adds a string delimiter.
Both the start and end keys must be symbols. Only the start key has to be unique.
- Line only denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to [code]true[/code].
+ [param line_only] denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to [code]true[/code].
</description>
</method>
<method name="can_fold_line" qualifiers="const">
diff --git a/doc/classes/CodeHighlighter.xml b/doc/classes/CodeHighlighter.xml
index fd1f595fc6..eedd4c1769 100644
--- a/doc/classes/CodeHighlighter.xml
+++ b/doc/classes/CodeHighlighter.xml
@@ -18,7 +18,7 @@
<description>
Adds a color region such as comments or strings.
Both the start and end keys must be symbols. Only the start key has to be unique.
- Line only denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to [code]true[/code].
+ [param line_only] denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to [code]true[/code].
</description>
</method>
<method name="add_keyword_color">
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index f45ddf2738..f2ab6cb07e 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -801,7 +801,7 @@
Shows the given control at the mouse pointer. A good time to call this method is in [method _get_drag_data]. The control must not be in the scene tree. You should not free the control, and you should not keep a reference to the control beyond the duration of the drag. It will be deleted automatically after the drag has ended.
[codeblocks]
[gdscript]
- export (Color, RGBA) var color = Color(1, 0, 0, 1)
+ @export var color = Color(1, 0, 0, 1)
func _get_drag_data(position):
# Use a control that is not in the tree
@@ -1001,6 +1001,7 @@
</member>
<member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
The node's rotation around its pivot, in radians. See [member pivot_offset] to change the pivot's position.
+ [b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [member rotation_degrees].
</member>
<member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees">
Helper property to access [member rotation] in degrees instead of radians.
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 122db7e668..5f25bd8925 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -991,6 +991,7 @@
- [code]name[/code] is voice name.
- [code]id[/code] is voice identifier.
- [code]language[/code] is language code in [code]lang_Variant[/code] format. [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. And [code]Variant[/code] part is an engine dependent string describing country, region or/and dialect.
+ Note that Godot depends on system libraries for text-to-speech functionality. These libraries are installed by default on Windows and MacOS, but not on all Linux distributions. If they are not present, this method will return an empty list. This applies to both Godot users on Linux, as well as end-users on Linux running Godot games that use text-to-speech.
[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
@@ -1677,7 +1678,7 @@
Minimized window mode, i.e. [Window] is not visible and available on window manager's window list. Normally happens when the minimize button is pressed.
</constant>
<constant name="WINDOW_MODE_MAXIMIZED" value="2" enum="WindowMode">
- 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 pressed.
+ Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the maximize button is pressed.
</constant>
<constant name="WINDOW_MODE_FULLSCREEN" value="3" enum="WindowMode">
Full screen mode with full multi-window support.
diff --git a/doc/classes/EditorFileDialog.xml b/doc/classes/EditorFileDialog.xml
index 29a8f470a1..7f8808acc7 100644
--- a/doc/classes/EditorFileDialog.xml
+++ b/doc/classes/EditorFileDialog.xml
@@ -25,6 +25,13 @@
Removes all filters except for "All Files (*)".
</description>
</method>
+ <method name="get_line_edit">
+ <return type="LineEdit" />
+ <description>
+ Returns the LineEdit for the selected file.
+ [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
+ </description>
+ </method>
<method name="get_vbox">
<return type="VBoxContainer" />
<description>
@@ -62,6 +69,9 @@
<member name="file_mode" type="int" setter="set_file_mode" getter="get_file_mode" enum="EditorFileDialog.FileMode" default="4">
The dialog's open or save mode, which affects the selection behavior. See [enum FileMode]
</member>
+ <member name="filters" type="PackedStringArray" setter="set_filters" getter="get_filters" default="PackedStringArray()">
+ The available file type filters. For example, this shows only [code].png[/code] and [code].gd[/code] files: [code]set_filters(PackedStringArray(["*.png ; PNG Images","*.gd ; GDScript Files"]))[/code]. Multiple file types can also be specified in a single filter. [code]"*.png, *.jpg, *.jpeg ; Supported Images"[/code] will show both PNG and JPEG files when selected.
+ </member>
<member name="show_hidden_files" type="bool" setter="set_show_hidden_files" getter="is_showing_hidden_files" default="false">
If [code]true[/code], hidden files and directories will be visible in the [EditorFileDialog]. This property is synchronized with [member EditorSettings.filesystem/file_dialog/show_hidden_files].
</member>
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 1bf8cbf175..86b84849f8 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -196,7 +196,7 @@
The thumbnail size to use in the FileSystem dock (in pixels). See also [member filesystem/file_dialog/thumbnail_size].
</member>
<member name="docks/property_editor/auto_refresh_interval" type="float" setter="" getter="">
- The refresh interval to use for the Inspector dock's properties. The effect of this setting is mainly noticeable when adjusting gizmos in the 2D/3D editor and looking at the inspector at the same time. Lower values make the inspector more often, but take up more CPU time.
+ The refresh interval to use for the Inspector dock's properties. The effect of this setting is mainly noticeable when adjusting gizmos in the 2D/3D editor and looking at the inspector at the same time. Lower values make the inspector refresh more often, but take up more CPU time.
</member>
<member name="docks/property_editor/subresource_hue_tint" type="float" setter="" getter="">
The tint intensity to use for the subresources background in the Inspector dock. The tint is used to distinguish between different subresources in the inspector. Higher values result in a more noticeable background color difference.
@@ -607,10 +607,6 @@
<member name="interface/theme/draw_extra_borders" type="bool" setter="" getter="">
If [code]true[/code], draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the [b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black background.
</member>
- <member name="interface/theme/enable_touchscreen_touch_area" type="bool" setter="" getter="">
- If [code]true[/code], increases the touch area for the UI elements to improve usability on touchscreen devices.
- [b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices.
- </member>
<member name="interface/theme/icon_and_font_color" type="int" setter="" getter="">
The icon and font color scheme to use in the editor.
- [b]Auto[/b] determines the color scheme to use automatically based on [member interface/theme/base_color].
@@ -627,6 +623,18 @@
<member name="interface/theme/relationship_line_opacity" type="float" setter="" getter="">
The opacity to use when drawing relationship lines in the editor's [Tree]-based GUIs (such as the Scene tree dock).
</member>
+ <member name="interface/touchscreen/enable_long_press_as_right_click" type="bool" setter="" getter="">
+ If [code]true[/code], long press on touchscreen is treated as right click.
+ [b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices.
+ </member>
+ <member name="interface/touchscreen/enable_pan_and_scale_gestures" type="bool" setter="" getter="">
+ If [code]true[/code], enable two finger pan and scale gestures on touchscreen devices.
+ [b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices.
+ </member>
+ <member name="interface/touchscreen/increase_scrollbar_touch_area" type="bool" setter="" getter="">
+ If [code]true[/code], increases the scrollbar touch area to improve usability on touchscreen devices.
+ [b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices.
+ </member>
<member name="network/debug/remote_host" type="String" setter="" getter="">
The address to listen to when starting the remote debugger. This can be set to [code]0.0.0.0[/code] to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]).
</member>
@@ -757,7 +765,7 @@
</member>
<member name="text_editor/behavior/indent/type" type="int" setter="" getter="">
The indentation style to use (tabs or spaces).
- [b]Note:[/b] The [url=$DOCS_URL/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
+ [b]Note:[/b] The [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
</member>
<member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter="">
If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor.
diff --git a/doc/classes/FileAccess.xml b/doc/classes/FileAccess.xml
index 526f7c22e6..c85bde681f 100644
--- a/doc/classes/FileAccess.xml
+++ b/doc/classes/FileAccess.xml
@@ -55,7 +55,7 @@
<method name="close">
<return type="void" />
<description>
- Closes the currently opened file and prevents subsequent read/write operations. Use flush to persist the data to disk without closing the file.
+ Closes the currently opened file and prevents subsequent read/write operations. Use [method flush] to persist the data to disk without closing the file.
[b]Note:[/b] [FileAccess] will automatically close when it's freed, which happens when it goes out of scope or when it gets assigned with [code]null[/code]. In C# the reference must be disposed after we are done using it, this can be done with the [code]using[/code] statement or calling the [code]Dispose[/code] method directly.
</description>
</method>
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 9f1b1af60d..4481131f81 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -80,7 +80,7 @@
Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter">
- Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtereing mode, and should be used sparingly. See [member shadow_filter].
+ Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtering mode, and should be used sparingly. See [member shadow_filter].
</constant>
<constant name="BLEND_MODE_ADD" value="0" enum="BlendMode">
Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
diff --git a/doc/classes/MenuBar.xml b/doc/classes/MenuBar.xml
index 79876e56a3..fac5eae98c 100644
--- a/doc/classes/MenuBar.xml
+++ b/doc/classes/MenuBar.xml
@@ -4,7 +4,7 @@
A horizontal menu bar, which displays [PopupMenu]s or system global menu.
</brief_description>
<description>
- New items can be created by adding [PopupMenu] nodes to his node.
+ New items can be created by adding [PopupMenu] nodes to this node.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index 9d224f09b1..3b2c52c5bf 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -116,6 +116,7 @@
</member>
<member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
Rotation in radians, relative to the node's parent.
+ [b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [member rotation_degrees].
</member>
<member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees">
Helper property to access [member rotation] in degrees instead of radians.
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index c199c1aae6..61e5c44251 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -289,6 +289,7 @@
<member name="rotation" type="Vector3" setter="set_rotation" getter="get_rotation" default="Vector3(0, 0, 0)">
Rotation part of the local transformation in radians, specified in terms of Euler angles. The angles construct a rotaton in the order specified by the [member rotation_order] property.
[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.
+ [b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [member rotation_degrees].
</member>
<member name="rotation_degrees" type="Vector3" setter="set_rotation_degrees" getter="get_rotation_degrees">
Helper property to access [member rotation] in degrees instead of radians.
diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml
index ccf012f82c..c079a70ae5 100644
--- a/doc/classes/PackedByteArray.xml
+++ b/doc/classes/PackedByteArray.xml
@@ -229,7 +229,7 @@
<param index="0" name="byte_offset" type="int" />
<param index="1" name="value" type="int" />
<description>
- Encodes a 32-bit signed integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset.
+ Encodes a 32-bit signed integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 4 bytes of space, starting at the offset.
</description>
</method>
<method name="encode_s64">
@@ -237,7 +237,7 @@
<param index="0" name="byte_offset" type="int" />
<param index="1" name="value" type="int" />
<description>
- Encodes a 64-bit signed integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset.
+ Encodes a 64-bit signed integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 8 bytes of space, starting at the offset.
</description>
</method>
<method name="encode_s8">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 3177780a26..5f6a679b30 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1112,6 +1112,9 @@
If no selection is currently active, selects the word currently under the caret in text fields. If a selection is currently active, deselects the current selection.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
+ <member name="input/ui_text_select_word_under_caret.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to select the word currently under the caret.
+ </member>
<member name="input/ui_text_submit" type="Dictionary" setter="" getter="">
Default [InputEventAction] to submit a text field.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml
index 195f3598d5..59a56e7ca6 100644
--- a/doc/classes/SpriteFrames.xml
+++ b/doc/classes/SpriteFrames.xml
@@ -73,9 +73,9 @@
<description>
Returns a relative duration of the frame [param idx] in the [param anim] animation (defaults to [code]1.0[/code]). For example, a frame with a duration of [code]2.0[/code] is displayed twice as long as a frame with a duration of [code]1.0[/code]. You can calculate the absolute duration (in seconds) of a frame using the following formula:
[codeblock]
- absolute_duration = relative_duration / (animation_fps * abs(speed_scale))
+ absolute_duration = relative_duration / (animation_fps * abs(playing_speed))
[/codeblock]
- In this example, [code]speed_scale[/code] refers to either [member AnimatedSprite2D.speed_scale] or [member AnimatedSprite3D.speed_scale].
+ In this example, [code]playing_speed[/code] refers to either [method AnimatedSprite2D.get_playing_speed] or [method AnimatedSprite3D.get_playing_speed].
</description>
</method>
<method name="get_frame_texture" qualifiers="const">
diff --git a/doc/classes/StyleBoxFlat.xml b/doc/classes/StyleBoxFlat.xml
index d6900f935c..6bcc3c5ea6 100644
--- a/doc/classes/StyleBoxFlat.xml
+++ b/doc/classes/StyleBoxFlat.xml
@@ -94,7 +94,7 @@
<return type="void" />
<param index="0" name="size" type="float" />
<description>
- Sets the expand margin to [param size] pixels for all margins.
+ Sets the expand margin to [param size] pixels for all sides.
</description>
</method>
</methods>
diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml
index f2f6e59a9e..6a29bf38db 100644
--- a/doc/classes/StyleBoxTexture.xml
+++ b/doc/classes/StyleBoxTexture.xml
@@ -35,7 +35,7 @@
<return type="void" />
<param index="0" name="size" type="float" />
<description>
- Sets the expand margin to [param size] pixels for all margins.
+ Sets the expand margin to [param size] pixels for all sides.
</description>
</method>
<method name="set_texture_margin">
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 711fb89217..ad37cf5c86 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -12,7 +12,7 @@
<method name="create_font">
<return type="RID" />
<description>
- Creates new, empty font cache entry resource. To free the resulting resourec, use [method free_rid] method.
+ Creates new, empty font cache entry resource. To free the resulting resource, use [method free_rid] method.
</description>
</method>
<method name="create_shaped_text">
diff --git a/doc/classes/Time.xml b/doc/classes/Time.xml
index 1abe017a4d..ca2a6bec36 100644
--- a/doc/classes/Time.xml
+++ b/doc/classes/Time.xml
@@ -64,7 +64,7 @@
<return type="Dictionary" />
<param index="0" name="unix_time_val" type="int" />
<description>
- Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], and [code]weekday[/code].
+ Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code].
The returned Dictionary's values will be the same as the [method get_datetime_dict_from_system] if the Unix timestamp is the current time, with the exception of Daylight Savings Time as it cannot be determined from the epoch.
</description>
</method>
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml
index cc78426736..e453fbd855 100644
--- a/doc/classes/VoxelGI.xml
+++ b/doc/classes/VoxelGI.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node.
</description>
<tutorials>
- <link title="GI probes">$DOCS_URL/tutorials/3d/gi_probes.html</link>
+ <link title="VoxelGI">$DOCS_URL/tutorials/3d/using_voxel_gi.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>