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-rw-r--r--doc/classes/Area3D.xml2
-rw-r--r--doc/classes/CodeEdit.xml1
-rw-r--r--doc/classes/EditorResourcePicker.xml3
-rw-r--r--doc/classes/NavigationObstacle2D.xml8
-rw-r--r--doc/classes/NavigationObstacle3D.xml8
-rw-r--r--doc/classes/PhysicalBone3D.xml22
-rw-r--r--doc/classes/PhysicsServer2D.xml24
-rw-r--r--doc/classes/PhysicsServer3D.xml24
-rw-r--r--doc/classes/ProjectSettings.xml5
-rw-r--r--doc/classes/RigidDynamicBody2D.xml20
-rw-r--r--doc/classes/RigidDynamicBody3D.xml20
-rw-r--r--doc/classes/String.xml14
-rw-r--r--doc/classes/Tween.xml12
13 files changed, 126 insertions, 37 deletions
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index 14225c52a4..571fd8cad3 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -138,7 +138,7 @@
<argument index="2" name="area_shape_index" type="int" />
<argument index="3" name="local_shape_index" type="int" />
<description>
- Emitted when one of another Area3D's [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code].
+ Emitted when one of another Area3D's [Shape3D]s exits one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code].
[code]area_rid[/code] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D].
[code]area[/code] the other Area3D.
[code]area_shape_index[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area_shape_index)[/code].
diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml
index bd1f3af436..bb1a4a79f0 100644
--- a/doc/classes/CodeEdit.xml
+++ b/doc/classes/CodeEdit.xml
@@ -494,7 +494,6 @@
<member name="line_length_guidelines" type="int[]" setter="set_line_length_guidelines" getter="get_line_length_guidelines" default="[]">
Draws vertical lines at the provided columns. The first entry is considered a main hard guideline and is draw more prominently
</member>
- <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" override="true" default="[]" />
<member name="symbol_lookup_on_click" type="bool" setter="set_symbol_lookup_on_click_enabled" getter="is_symbol_lookup_on_click_enabled" default="false">
Set when a validated word from [signal symbol_validate] is clicked, the [signal symbol_lookup] should be emitted.
</member>
diff --git a/doc/classes/EditorResourcePicker.xml b/doc/classes/EditorResourcePicker.xml
index 9c490cbb3e..b26b6f9527 100644
--- a/doc/classes/EditorResourcePicker.xml
+++ b/doc/classes/EditorResourcePicker.xml
@@ -62,8 +62,9 @@
</signal>
<signal name="resource_selected">
<argument index="0" name="resource" type="Resource" />
+ <argument index="1" name="edit" type="bool" />
<description>
- Emitted when the resource value was set and user clicked to edit it.
+ Emitted when the resource value was set and user clicked to edit it. When [code]edit[/code] is [code]true[/code], the signal was caused by the context menu "Edit" option.
</description>
</signal>
</signals>
diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml
index 462532d49a..b73d7f2bec 100644
--- a/doc/classes/NavigationObstacle2D.xml
+++ b/doc/classes/NavigationObstacle2D.xml
@@ -8,4 +8,12 @@
</description>
<tutorials>
</tutorials>
+ <members>
+ <member name="estimate_radius" type="bool" setter="set_estimate_radius" getter="is_radius_estimated" default="true">
+ Enables radius estimation algorithm which uses parent's collision shapes to determine the obstacle radius.
+ </member>
+ <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
+ The radius of the agent. Used only if [member estimate_radius] is set to false.
+ </member>
+ </members>
</class>
diff --git a/doc/classes/NavigationObstacle3D.xml b/doc/classes/NavigationObstacle3D.xml
index c0cb7befef..c126c0430f 100644
--- a/doc/classes/NavigationObstacle3D.xml
+++ b/doc/classes/NavigationObstacle3D.xml
@@ -8,4 +8,12 @@
</description>
<tutorials>
</tutorials>
+ <members>
+ <member name="estimate_radius" type="bool" setter="set_estimate_radius" getter="is_radius_estimated" default="true">
+ Enables radius estimation algorithm which uses parent's collision shapes to determine the obstacle radius.
+ </member>
+ <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
+ The radius of the agent. Used only if [member estimate_radius] is set to false.
+ </member>
+ </members>
</class>
diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml
index 710e96239b..a9963d59e8 100644
--- a/doc/classes/PhysicalBone3D.xml
+++ b/doc/classes/PhysicalBone3D.xml
@@ -37,8 +37,12 @@
</method>
</methods>
<members>
- <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
- Damps the body's rotation if greater than [code]0[/code].
+ <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.0">
+ Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
+ See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
+ </member>
+ <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
+ Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
</member>
<member name="body_offset" type="Transform3D" setter="set_body_offset" getter="get_body_offset" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
Sets the body's transform.
@@ -64,14 +68,24 @@
<member name="joint_type" type="int" setter="set_joint_type" getter="get_joint_type" enum="PhysicalBone3D.JointType" default="0">
Sets the joint type. See [enum JointType] for possible values.
</member>
- <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
- Damps the body's movement if greater than [code]0[/code].
+ <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.0">
+ Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
+ See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
+ </member>
+ <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
+ Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
The body's mass.
</member>
</members>
<constants>
+ <constant name="DAMP_MODE_COMBINE" value="0" enum="DampMode">
+ In this mode, the body's damping value is added to any value set in areas or the default value.
+ </constant>
+ <constant name="DAMP_MODE_REPLACE" value="1" enum="DampMode">
+ In this mode, the body's damping value replaces any value set in areas or the default value.
+ </constant>
<constant name="JOINT_TYPE_NONE" value="0" enum="JointType">
</constant>
<constant name="JOINT_TYPE_PIN" value="1" enum="JointType">
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index d55feff829..e44bf71e8d 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -123,8 +123,7 @@
<method name="area_set_area_monitor_callback">
<return type="void" />
<argument index="0" name="area" type="RID" />
- <argument index="1" name="receiver" type="Object" />
- <argument index="2" name="method" type="StringName" />
+ <argument index="1" name="callback" type="Callable" />
<description>
</description>
</method>
@@ -147,8 +146,7 @@
<method name="area_set_monitor_callback">
<return type="void" />
<argument index="0" name="area" type="RID" />
- <argument index="1" name="receiver" type="Object" />
- <argument index="2" name="method" type="StringName" />
+ <argument index="1" name="callback" type="Callable" />
<description>
Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters:
1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on whether the object entered or exited the area.
@@ -926,15 +924,27 @@
<constant name="BODY_PARAM_GRAVITY_SCALE" value="5" enum="BodyParameter">
Constant to set/get a body's gravity multiplier.
</constant>
- <constant name="BODY_PARAM_LINEAR_DAMP" value="6" enum="BodyParameter">
+ <constant name="BODY_PARAM_LINEAR_DAMP_MODE" value="6" enum="BodyParameter">
+ Constant to set/get a body's linear dampening mode. See [enum BodyDampMode] for possible values.
+ </constant>
+ <constant name="BODY_PARAM_ANGULAR_DAMP_MODE" value="7" enum="BodyParameter">
+ Constant to set/get a body's angular dampening mode. See [enum BodyDampMode] for possible values.
+ </constant>
+ <constant name="BODY_PARAM_LINEAR_DAMP" value="8" enum="BodyParameter">
Constant to set/get a body's linear dampening factor.
</constant>
- <constant name="BODY_PARAM_ANGULAR_DAMP" value="7" enum="BodyParameter">
+ <constant name="BODY_PARAM_ANGULAR_DAMP" value="9" enum="BodyParameter">
Constant to set/get a body's angular dampening factor.
</constant>
- <constant name="BODY_PARAM_MAX" value="8" enum="BodyParameter">
+ <constant name="BODY_PARAM_MAX" value="10" enum="BodyParameter">
Represents the size of the [enum BodyParameter] enum.
</constant>
+ <constant name="BODY_DAMP_MODE_COMBINE" value="0" enum="BodyDampMode">
+ The body's damping value is added to any value set in areas or the default value.
+ </constant>
+ <constant name="BODY_DAMP_MODE_REPLACE" value="1" enum="BodyDampMode">
+ The body's damping value replaces any value set in areas or the default value.
+ </constant>
<constant name="BODY_STATE_TRANSFORM" value="0" enum="BodyState">
Constant to set/get the current transform matrix of the body.
</constant>
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index 0e32d1defa..0c34cf8092 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -110,8 +110,7 @@
<method name="area_set_area_monitor_callback">
<return type="void" />
<argument index="0" name="area" type="RID" />
- <argument index="1" name="receiver" type="Object" />
- <argument index="2" name="method" type="StringName" />
+ <argument index="1" name="callback" type="Callable" />
<description>
</description>
</method>
@@ -134,8 +133,7 @@
<method name="area_set_monitor_callback">
<return type="void" />
<argument index="0" name="area" type="RID" />
- <argument index="1" name="receiver" type="Object" />
- <argument index="2" name="method" type="StringName" />
+ <argument index="1" name="callback" type="Callable" />
<description>
Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters:
1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on whether the object entered or exited the area.
@@ -1294,15 +1292,27 @@
<constant name="BODY_PARAM_GRAVITY_SCALE" value="5" enum="BodyParameter">
Constant to set/get a body's gravity multiplier.
</constant>
- <constant name="BODY_PARAM_LINEAR_DAMP" value="6" enum="BodyParameter">
+ <constant name="BODY_PARAM_LINEAR_DAMP_MODE" value="6" enum="BodyParameter">
+ Constant to set/get a body's linear dampening mode. See [enum BodyDampMode] for possible values.
+ </constant>
+ <constant name="BODY_PARAM_ANGULAR_DAMP_MODE" value="7" enum="BodyParameter">
+ Constant to set/get a body's angular dampening mode. See [enum BodyDampMode] for possible values.
+ </constant>
+ <constant name="BODY_PARAM_LINEAR_DAMP" value="8" enum="BodyParameter">
Constant to set/get a body's linear dampening factor.
</constant>
- <constant name="BODY_PARAM_ANGULAR_DAMP" value="7" enum="BodyParameter">
+ <constant name="BODY_PARAM_ANGULAR_DAMP" value="9" enum="BodyParameter">
Constant to set/get a body's angular dampening factor.
</constant>
- <constant name="BODY_PARAM_MAX" value="8" enum="BodyParameter">
+ <constant name="BODY_PARAM_MAX" value="10" enum="BodyParameter">
Represents the size of the [enum BodyParameter] enum.
</constant>
+ <constant name="BODY_DAMP_MODE_COMBINE" value="0" enum="BodyDampMode">
+ The body's damping value is added to any value set in areas or the default value.
+ </constant>
+ <constant name="BODY_DAMP_MODE_REPLACE" value="1" enum="BodyDampMode">
+ The body's damping value replaces any value set in areas or the default value.
+ </constant>
<constant name="BODY_STATE_TRANSFORM" value="0" enum="BodyState">
Constant to set/get the current transform matrix of the body.
</constant>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 5563695811..30409814d2 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1557,8 +1557,9 @@
<member name="rendering/driver/depth_prepass/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
</member>
- <member name="rendering/driver/driver_name" type="String" setter="" getter="" default="&quot;Vulkan&quot;">
- The video driver to use (currently only "Vulkan" is implemented).
+ <member name="rendering/driver/driver_name" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ The video driver to use.
+ [b]Note:[/b] OpenGL support is currently incomplete. Only basic 2D rendering is supported, and single-window mode is required for correct operation.
[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--rendering-driver[/code] command line argument.
[b]FIXME:[/b] No longer valid after DisplayServer split:
In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time.
diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidDynamicBody2D.xml
index f503884192..b8680b99b3 100644
--- a/doc/classes/RigidDynamicBody2D.xml
+++ b/doc/classes/RigidDynamicBody2D.xml
@@ -82,10 +82,13 @@
</method>
</methods>
<members>
- <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
- Damps the body's [member angular_velocity]. If [code]-1[/code], the body will use the [b]Default Angular Damp[/b] defined in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b].
+ <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.0">
+ Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
</member>
+ <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidDynamicBody2D.DampMode" default="0">
+ Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
+ </member>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
The body's rotational velocity.
</member>
@@ -135,10 +138,13 @@
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
If set to [code]0[/code], inertia is automatically computed (default value).
</member>
- <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
- Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b].
+ <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.0">
+ Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
</member>
+ <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidDynamicBody2D.DampMode" default="0">
+ Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
+ </member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
The body's linear velocity.
</member>
@@ -217,6 +223,12 @@
<constant name="CENTER_OF_MASS_MODE_CUSTOM" value="1" enum="CenterOfMassMode">
In this mode, the body's center of mass is set through [member center_of_mass]. Defaults to the body's origin position.
</constant>
+ <constant name="DAMP_MODE_COMBINE" value="0" enum="DampMode">
+ In this mode, the body's damping value is added to any value set in areas or the default value.
+ </constant>
+ <constant name="DAMP_MODE_REPLACE" value="1" enum="DampMode">
+ In this mode, the body's damping value replaces any value set in areas or the default value.
+ </constant>
<constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode">
Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
</constant>
diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml
index 6c8d190704..ba9acdf4bf 100644
--- a/doc/classes/RigidDynamicBody3D.xml
+++ b/doc/classes/RigidDynamicBody3D.xml
@@ -91,10 +91,13 @@
</method>
</methods>
<members>
- <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
- Damps RigidDynamicBody3D's rotational forces.
+ <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.0">
+ Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
</member>
+ <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidDynamicBody3D.DampMode" default="0">
+ Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
+ </member>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
RigidDynamicBody3D's rotational velocity.
</member>
@@ -138,10 +141,13 @@
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
If set to [code]Vector3.ZERO[/code], inertia is automatically computed (default value).
</member>
- <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
- The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden.
+ <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.0">
+ Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
</member>
+ <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidDynamicBody3D.DampMode" default="0">
+ Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
+ </member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
</member>
@@ -222,5 +228,11 @@
<constant name="CENTER_OF_MASS_MODE_CUSTOM" value="1" enum="CenterOfMassMode">
In this mode, the body's center of mass is set through [member center_of_mass]. Defaults to the body's origin position.
</constant>
+ <constant name="DAMP_MODE_COMBINE" value="0" enum="DampMode">
+ In this mode, the body's damping value is added to any value set in areas or the default value.
+ </constant>
+ <constant name="DAMP_MODE_REPLACE" value="1" enum="DampMode">
+ In this mode, the body's damping value replaces any value set in areas or the default value.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index 1190d90190..a58bfd5c15 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -202,6 +202,19 @@
If the string is a valid file path, returns the filename.
</description>
</method>
+ <method name="get_slice" qualifiers="const">
+ <return type="String" />
+ <argument index="0" name="delimiter" type="String" />
+ <argument index="1" name="slice" type="int" />
+ <description>
+ Splits a string using a [code]delimiter[/code] and returns a substring at index [code]slice[/code]. Returns an empty string if the index doesn't exist.
+ This is a more performant alternative to [method split] for cases when you need only one element from the array at a fixed index.
+ Example:
+ [codeblock]
+ print("i/am/example/string".get_slice("/", 2)) # Prints 'example'.
+ [/codeblock]
+ </description>
+ </method>
<method name="hash" qualifiers="const">
<return type="int" />
<description>
@@ -602,6 +615,7 @@
<description>
Splits the string by a [code]delimiter[/code] string and returns an array of the substrings. The [code]delimiter[/code] can be of any length.
If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of [code]0[/code] means that all items are split.
+ If you need only one element from the array at a specific index, [method get_slice] is a more performant option.
Example:
[codeblocks]
[gdscript]
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index 488a5aa340..05c83f0423 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -74,17 +74,17 @@
</method>
<method name="interpolate_value">
<return type="Variant" />
- <argument index="0" name="trans_type" type="Variant" />
- <argument index="1" name="ease_type" type="Variant" />
+ <argument index="0" name="initial_value" type="Variant" />
+ <argument index="1" name="delta_value" type="Variant" />
<argument index="2" name="elapsed_time" type="float" />
- <argument index="3" name="initial_value" type="float" />
- <argument index="4" name="delta_value" type="int" enum="Tween.TransitionType" />
- <argument index="5" name="duration" type="int" enum="Tween.EaseType" />
+ <argument index="3" name="duration" type="float" />
+ <argument index="4" name="trans_type" type="int" enum="Tween.TransitionType" />
+ <argument index="5" name="ease_type" type="int" enum="Tween.EaseType" />
<description>
This method can be used for manual interpolation of a value, when you don't want [Tween] to do animating for you. It's similar to [method @GlobalScope.lerp], but with support for custom transition and easing.
- [code]elapsed_time[/code] is the time in seconds that passed after the interping started and it's used to control the position of the interpolation. E.g. when it's equal to half of the [code]duration[/code], the interpolated value will be halfway between initial and final values. This value can also be greater than [code]duration[/code] or lower than 0, which will extrapolate the value.
[code]initial_value[/code] is the starting value of the interpolation.
[code]delta_value[/code] is the change of the value in the interpolation, i.e. it's equal to [code]final_value - initial_value[/code].
+ [code]elapsed_time[/code] is the time in seconds that passed after the interpolation started and it's used to control the position of the interpolation. E.g. when it's equal to half of the [code]duration[/code], the interpolated value will be halfway between initial and final values. This value can also be greater than [code]duration[/code] or lower than 0, which will extrapolate the value.
[code]duration[/code] is the total time of the interpolation.
[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method will always return the final value, regardless of [code]elapsed_time[/code] provided.
</description>