diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Animation.xml | 9 | ||||
-rw-r--r-- | doc/classes/AnimationLibrary.xml | 7 | ||||
-rw-r--r-- | doc/classes/AnimationNode.xml | 3 | ||||
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/CanvasItem.xml | 13 | ||||
-rw-r--r-- | doc/classes/CharFXTransform.xml | 3 | ||||
-rw-r--r-- | doc/classes/Curve3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/EditorSceneFormatImporter.xml | 1 | ||||
-rw-r--r-- | doc/classes/GraphEdit.xml | 2 | ||||
-rw-r--r-- | doc/classes/Node2D.xml | 10 |
10 files changed, 37 insertions, 17 deletions
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 80e0c81509..58681090b4 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -616,5 +616,14 @@ <constant name="LOOP_PINGPONG" value="2" enum="LoopMode"> Repeats playback and reverse playback at both ends of the animation. </constant> + <constant name="LOOPED_FLAG_NONE" value="0" enum="LoopedFlag"> + This flag indicates that the animation proceeds without any looping. + </constant> + <constant name="LOOPED_FLAG_END" value="1" enum="LoopedFlag"> + This flag indicates that the animation has reached the end of the animation and just after loop processed. + </constant> + <constant name="LOOPED_FLAG_START" value="2" enum="LoopedFlag"> + This flag indicates that the animation has reached the start of the animation and just after loop processed. + </constant> </constants> </class> diff --git a/doc/classes/AnimationLibrary.xml b/doc/classes/AnimationLibrary.xml index 769b338063..9be4cda5d6 100644 --- a/doc/classes/AnimationLibrary.xml +++ b/doc/classes/AnimationLibrary.xml @@ -65,6 +65,13 @@ Emitted when an [Animation] is added, under the key [param name]. </description> </signal> + <signal name="animation_changed"> + <param index="0" name="name" type="StringName" /> + <description> + Emitted when there's a change in one of the animations, e.g. tracks are added, moved or have changed paths. [param name] is the key of the animation that was changed. + See also [signal Resource.changed], which this acts as a relay for. + </description> + </signal> <signal name="animation_removed"> <param index="0" name="name" type="StringName" /> <description> diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index 915fbf53cd..79deb008d2 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -75,9 +75,10 @@ <param index="3" name="seeked" type="bool" /> <param index="4" name="is_external_seeking" type="bool" /> <param index="5" name="blend" type="float" /> - <param index="6" name="pingponged" type="int" default="0" /> + <param index="6" name="looped_flag" type="int" enum="Animation.LoopedFlag" default="0" /> <description> Blend an animation by [param blend] amount (name must be valid in the linked [AnimationPlayer]). A [param time] and [param delta] may be passed, as well as whether [param seeked] happened. + A [param looped_flag] is used by internal processing immediately after the loop. See also [enum Animation.LoopedFlag]. </description> </method> <method name="blend_input"> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index fbb31cadcd..8a5048de6b 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -319,7 +319,7 @@ Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale]. </member> <member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0"> - Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. + Specifies the channel of the [member refraction_texture] in which the refraction information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored refraction in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="rim" type="float" setter="set_rim" getter="get_rim" default="1.0"> Sets the strength of the rim lighting effect. @@ -341,7 +341,7 @@ Texture used to control the roughness per-pixel. Multiplied by [member roughness]. </member> <member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0"> - Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. + Specifies the channel of the [member roughness_texture] in which the roughness information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1"> Sets whether the shading takes place per-pixel or per-vertex. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 50bbbc71a0..499d53e63c 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -510,7 +510,7 @@ <method name="move_to_front"> <return type="void" /> <description> - Moves this node to display on top of its siblings. This has more use in [Control], as [Node2D] can be ordered with [member Node2D.z_index]. + Moves this node to display on top of its siblings. Internally, the node is moved to the bottom of parent's children list. The method has no effect on nodes without a parent. </description> </method> @@ -587,6 +587,17 @@ If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]). [b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. </member> + <member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false"> + If [code]true[/code], child nodes with the lowest Y position are drawn before those with a higher Y position. If [code]false[/code], Y-sorting is disabled. Y-sorting only affects children that inherit from [CanvasItem]. + You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the same space as the parent Y-sort. This feature allows you to organize a scene better or divide it into multiple ones without changing your scene tree. + </member> + <member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true"> + If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5. + </member> + <member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0"> + Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between [constant RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive). + [b]Note:[/b] Changing the Z index of a [Control] only affects the drawing order, not the order in which input events are handled. This can be useful to implement certain UI animations, e.g. a menu where hovered items are scaled and should overlap others. + </member> </members> <signals> <signal name="draw"> diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index c98b194a4d..a6f707383f 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -46,6 +46,9 @@ <member name="range" type="Vector2i" setter="set_range" getter="get_range" default="Vector2i(0, 0)"> Absolute character range in the string, corresponding to the glyph. Setting this property won't affect drawing. </member> + <member name="relative_index" type="int" setter="set_relative_index" getter="get_relative_index" default="0"> + The character offset of the glyph, relative to the current [RichTextEffect] custom block. Setting this property won't affect drawing. + </member> <member name="visible" type="bool" setter="set_visibility" getter="is_visible" default="true"> If [code]true[/code], the character will be drawn. If [code]false[/code], the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their [member color] to [code]Color(1, 1, 1, 0)[/code] instead. </member> diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml index 67e4e45e52..851996131f 100644 --- a/doc/classes/Curve3D.xml +++ b/doc/classes/Curve3D.xml @@ -64,7 +64,7 @@ <return type="Vector3" /> <param index="0" name="to_point" type="Vector3" /> <description> - Returns the closest baked point (in curve's local space) to [param to_point]. + Returns the closest point on baked segments (in curve's local space) to [param to_point]. [param to_point] must be in this curve's local space. </description> </method> diff --git a/doc/classes/EditorSceneFormatImporter.xml b/doc/classes/EditorSceneFormatImporter.xml index 6de9c2c5dc..db93cab14c 100644 --- a/doc/classes/EditorSceneFormatImporter.xml +++ b/doc/classes/EditorSceneFormatImporter.xml @@ -39,7 +39,6 @@ <param index="0" name="path" type="String" /> <param index="1" name="flags" type="int" /> <param index="2" name="options" type="Dictionary" /> - <param index="3" name="bake_fps" type="int" /> <description> </description> </method> diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index 5050ce7715..ea4e4b53ba 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -291,7 +291,7 @@ </description> </signal> <signal name="connection_drag_started"> - <param index="0" name="from_node" type="String" /> + <param index="0" name="from_node" type="StringName" /> <param index="1" name="from_port" type="int" /> <param index="2" name="is_output" type="bool" /> <description> diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index 054ab532af..26efe37dce 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -125,15 +125,5 @@ <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform"> Local [Transform2D]. </member> - <member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false"> - If [code]true[/code], child nodes with the lowest Y position are drawn before those with a higher Y position. If [code]false[/code], Y-sorting is disabled. Y-sorting only affects children that inherit from [CanvasItem]. - You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the same space as the parent Y-sort. This feature allows you to organize a scene better or divide it into multiple ones without changing your scene tree. - </member> - <member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true"> - If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5. - </member> - <member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0"> - Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between [constant RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive). - </member> </members> </class> |