diff options
Diffstat (limited to 'doc/classes')
181 files changed, 589 insertions, 250 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 21b5147386..9cfe494b7f 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -723,6 +723,14 @@ [/codeblock] </description> </method> + <method name="randfn"> + <return type="float" /> + <argument index="0" name="mean" type="float" /> + <argument index="1" name="deviation" type="float" /> + <description> + Returns a normally-distributed pseudo-random floating point value using Box-Muller transform with the specified [code]mean[/code] and a standard [code]deviation[/code]. This is also called Gaussian distribution. + </description> + </method> <method name="randi"> <return type="int" /> <description> diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 15d146fba1..170cfea6f9 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -9,9 +9,9 @@ [b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates. </description> <tutorials> - <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> - <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> + <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> + <link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link> + <link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link> </tutorials> <constructors> <constructor name="AABB"> @@ -233,12 +233,15 @@ <return type="bool" /> <argument index="0" name="right" type="AABB" /> <description> + Returns [code]true[/code] if the vectors are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="AABB" /> <argument index="0" name="right" type="Transform3D" /> <description> + Inversely transforms (multiplies) the [AABB] by the given [Transform3D] transformation matrix. </description> </operator> <operator name="operator =="> @@ -250,6 +253,8 @@ <return type="bool" /> <argument index="0" name="right" type="AABB" /> <description> + Returns [code]true[/code] if the AABBs are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> </operators> diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index b468e1d109..789c6bd960 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -8,7 +8,7 @@ [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> - <link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> + <link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> </tutorials> <methods> diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml index 59d7553ef4..38a87c1b2b 100644 --- a/doc/classes/AnimatedSprite3D.xml +++ b/doc/classes/AnimatedSprite3D.xml @@ -7,7 +7,7 @@ Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. </description> <tutorials> - <link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> + <link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link> </tutorials> <methods> <method name="is_playing" qualifiers="const"> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index dca943dec6..bb4089d67e 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -28,7 +28,7 @@ Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types. </description> <tutorials> - <link title="Animation documentation index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="Animation documentation index">$DOCS_URL/tutorials/animation/index.html</link> </tutorials> <methods> <method name="add_track"> @@ -130,6 +130,14 @@ Sets the stream of the key identified by [code]key_idx[/code] to value [code]stream[/code]. The [code]track_idx[/code] must be the index of an Audio Track. </description> </method> + <method name="bezier_track_get_key_handle_mode" qualifiers="const"> + <return type="int" /> + <argument index="0" name="track_idx" type="int" /> + <argument index="1" name="key_idx" type="int" /> + <description> + Returns the handle mode of the key identified by [code]index[/code]. See [enum HandleMode] for possible values. The [code]track_idx[/code] must be the index of a Bezier Track. + </description> + </method> <method name="bezier_track_get_key_in_handle" qualifiers="const"> <return type="Vector2" /> <argument index="0" name="track_idx" type="int" /> @@ -161,6 +169,7 @@ <argument index="2" name="value" type="float" /> <argument index="3" name="in_handle" type="Vector2" default="Vector2(0, 0)" /> <argument index="4" name="out_handle" type="Vector2" default="Vector2(0, 0)" /> + <argument index="5" name="handle_mode" type="int" enum="Animation.HandleMode" default="1" /> <description> Inserts a Bezier Track key at the given [code]time[/code] in seconds. The [code]track_idx[/code] must be the index of a Bezier Track. [code]in_handle[/code] is the left-side weight of the added Bezier curve point, [code]out_handle[/code] is the right-side one, while [code]value[/code] is the actual value at this point. @@ -174,11 +183,22 @@ Returns the interpolated value at the given [code]time[/code] (in seconds). The [code]track_idx[/code] must be the index of a Bezier Track. </description> </method> + <method name="bezier_track_set_key_handle_mode"> + <return type="void" /> + <argument index="0" name="track_idx" type="int" /> + <argument index="1" name="key_idx" type="int" /> + <argument index="2" name="key_handle_mode" type="int" enum="Animation.HandleMode" /> + <argument index="3" name="balanced_value_time_ratio" type="float" default="1.0" /> + <description> + Changes the handle mode of the keyframe at the given [code]index[/code]. See [enum HandleMode] for possible values. The [code]track_idx[/code] must be the index of a Bezier Track. + </description> + </method> <method name="bezier_track_set_key_in_handle"> <return type="void" /> <argument index="0" name="track_idx" type="int" /> <argument index="1" name="key_idx" type="int" /> <argument index="2" name="in_handle" type="Vector2" /> + <argument index="3" name="balanced_value_time_ratio" type="float" default="1.0" /> <description> Sets the in handle of the key identified by [code]key_idx[/code] to value [code]in_handle[/code]. The [code]track_idx[/code] must be the index of a Bezier Track. </description> @@ -188,6 +208,7 @@ <argument index="0" name="track_idx" type="int" /> <argument index="1" name="key_idx" type="int" /> <argument index="2" name="out_handle" type="Vector2" /> + <argument index="3" name="balanced_value_time_ratio" type="float" default="1.0" /> <description> Sets the out handle of the key identified by [code]key_idx[/code] to value [code]out_handle[/code]. The [code]track_idx[/code] must be the index of a Bezier Track. </description> @@ -619,5 +640,11 @@ <constant name="LOOP_PINGPONG" value="2" enum="LoopMode"> Repeats playback and reverse playback at both ends of the animation. </constant> + <constant name="HANDLE_MODE_FREE" value="0" enum="HandleMode"> + Assigning the free handle mode to a Bezier Track's keyframe allows you to edit the keyframe's left and right handles independently from one another. + </constant> + <constant name="HANDLE_MODE_BALANCED" value="1" enum="HandleMode"> + Assigning the balanced handle mode to a Bezier Track's keyframe makes it so the two handles of the keyframe always stay aligned when changing either the keyframe's left or right handle. + </constant> </constants> </class> diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index 6bc44ea0a0..c9d8ae9936 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -8,7 +8,7 @@ Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead. </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="_get_caption" qualifiers="virtual const"> diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml index 20ee33209b..472f98a5b3 100644 --- a/doc/classes/AnimationNodeAdd2.xml +++ b/doc/classes/AnimationNodeAdd2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range. </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> </tutorials> <members> <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false"> diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml index 26738499bb..9ba4023b79 100644 --- a/doc/classes/AnimationNodeAdd3.xml +++ b/doc/classes/AnimationNodeAdd3.xml @@ -11,7 +11,7 @@ - A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <members> diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml index 076e675007..3df92ad3d3 100644 --- a/doc/classes/AnimationNodeAnimation.xml +++ b/doc/classes/AnimationNodeAnimation.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together. </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml index 1f7a4c91c8..3b869bc299 100644 --- a/doc/classes/AnimationNodeBlend2.xml +++ b/doc/classes/AnimationNodeBlend2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range. </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml index ed827e2535..ae8fce51f2 100644 --- a/doc/classes/AnimationNodeBlend3.xml +++ b/doc/classes/AnimationNodeBlend3.xml @@ -11,7 +11,7 @@ - A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> </tutorials> <members> <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false"> diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml index 6e55a79fd2..831542b64c 100644 --- a/doc/classes/AnimationNodeBlendSpace1D.xml +++ b/doc/classes/AnimationNodeBlendSpace1D.xml @@ -10,7 +10,7 @@ You can set the extents of the axis using the [member min_space] and [member max_space]. </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_blend_point"> diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml index 8d51f9aecc..77d1d872e5 100644 --- a/doc/classes/AnimationNodeBlendSpace2D.xml +++ b/doc/classes/AnimationNodeBlendSpace2D.xml @@ -9,7 +9,7 @@ You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand. </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml index da532dc059..a9f1f7acaa 100644 --- a/doc/classes/AnimationNodeBlendTree.xml +++ b/doc/classes/AnimationNodeBlendTree.xml @@ -7,7 +7,7 @@ This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots. </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_node"> diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 2ecc0ae07b..116b54e39e 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters. </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> diff --git a/doc/classes/AnimationNodeOutput.xml b/doc/classes/AnimationNodeOutput.xml index 34c96d13ea..6241a0fa49 100644 --- a/doc/classes/AnimationNodeOutput.xml +++ b/doc/classes/AnimationNodeOutput.xml @@ -6,7 +6,7 @@ <description> </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml index 17ef565b3a..5adea7308d 100644 --- a/doc/classes/AnimationNodeStateMachine.xml +++ b/doc/classes/AnimationNodeStateMachine.xml @@ -18,7 +18,7 @@ [/codeblocks] </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_node"> diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index 15c6c96302..b299f8654a 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -18,7 +18,7 @@ [/codeblocks] </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="get_current_length" qualifiers="const"> diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index 763bba6e93..948e3506a9 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -5,11 +5,11 @@ <description> </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> </tutorials> <members> <member name="advance_condition" type="StringName" setter="set_advance_condition" getter="get_advance_condition" default="&"""> - Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: + Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: [codeblocks] [gdscript] $animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0)) diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml index 5b40b39bca..33e0127a52 100644 --- a/doc/classes/AnimationNodeTimeScale.xml +++ b/doc/classes/AnimationNodeTimeScale.xml @@ -7,7 +7,7 @@ Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation. </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> </tutorials> </class> diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml index d927c663c8..868319272e 100644 --- a/doc/classes/AnimationNodeTimeSeek.xml +++ b/doc/classes/AnimationNodeTimeSeek.xml @@ -27,6 +27,6 @@ [/codeblocks] </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> </tutorials> </class> diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index b297832ac0..48961f51a5 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -7,7 +7,7 @@ Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 2fd923df85..9f68edbc92 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -9,8 +9,8 @@ Updating the target properties of animations occurs at process time. </description> <tutorials> - <link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> - <link title="Animation documentation index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link> + <link title="Animation documentation index">$DOCS_URL/tutorials/animation/index.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 40dcd950d7..48c5398074 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -8,7 +8,7 @@ [b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. </description> <tutorials> - <link title="Using AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 8abdaac45f..0f7e6799be 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -7,7 +7,7 @@ 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus. </description> <tutorials> - <link title="Using Area2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link> + <link title="Using Area2D">$DOCS_URL/tutorials/physics/using_area_2d.html</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link> <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 7b77462322..c986947dfb 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -47,7 +47,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. </description> <tutorials> - <link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/3d/procedural_geometry/arraymesh.html</link> + <link title="Procedural geometry using the ArrayMesh">$DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html</link> </tutorials> <methods> <method name="add_blend_shape"> diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml index 600ca93028..ed1cb789e0 100644 --- a/doc/classes/AudioEffectDistortion.xml +++ b/doc/classes/AudioEffectDistortion.xml @@ -9,7 +9,7 @@ By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. </description> <tutorials> - <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> + <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link> </tutorials> <members> <member name="drive" type="float" setter="set_drive" getter="get_drive" default="0.0"> diff --git a/doc/classes/AudioEffectFilter.xml b/doc/classes/AudioEffectFilter.xml index 5b43646077..4fb1c0e7c9 100644 --- a/doc/classes/AudioEffectFilter.xml +++ b/doc/classes/AudioEffectFilter.xml @@ -7,7 +7,7 @@ Allows frequencies other than the [member cutoff_hz] to pass. </description> <tutorials> - <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> + <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link> </tutorials> <members> <member name="cutoff_hz" type="float" setter="set_cutoff" getter="get_cutoff" default="2000.0"> diff --git a/doc/classes/AudioEffectHighShelfFilter.xml b/doc/classes/AudioEffectHighShelfFilter.xml index c572824448..28498f6d8e 100644 --- a/doc/classes/AudioEffectHighShelfFilter.xml +++ b/doc/classes/AudioEffectHighShelfFilter.xml @@ -6,6 +6,6 @@ <description> </description> <tutorials> - <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> + <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link> </tutorials> </class> diff --git a/doc/classes/AudioEffectLowShelfFilter.xml b/doc/classes/AudioEffectLowShelfFilter.xml index e78dbf9732..4c839dc257 100644 --- a/doc/classes/AudioEffectLowShelfFilter.xml +++ b/doc/classes/AudioEffectLowShelfFilter.xml @@ -6,6 +6,6 @@ <description> </description> <tutorials> - <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> + <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link> </tutorials> </class> diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index b32206726d..0b6c5287cf 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -7,7 +7,7 @@ Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample. </description> <tutorials> - <link title="Recording with microphone">https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link> + <link title="Recording with microphone">$DOCS_URL/tutorials/audio/recording_with_microphone.html</link> <link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link> </tutorials> <methods> diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 66fa57cb52..b868cce077 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -7,7 +7,7 @@ [AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. </description> <tutorials> - <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> + <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link> <link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link> <link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link> <link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link> diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index cff7199c4a..722ff802e7 100644 --- a/doc/classes/AudioStream.xml +++ b/doc/classes/AudioStream.xml @@ -7,7 +7,7 @@ Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats. </description> <tutorials> - <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link> <link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link> <link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link> <link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link> diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index b692ae858e..d20aaff1e8 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -8,7 +8,7 @@ To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer]. </description> <tutorials> - <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link> <link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link> diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 9c76eefbf9..0ad161a6fe 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). </description> <tutorials> - <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_playback_position"> diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index e8a78d5a4c..ce8a6693db 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -10,7 +10,7 @@ [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). </description> <tutorials> - <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_playback_position"> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 818ab50030..f0f49f89d5 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -7,7 +7,7 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. </description> <tutorials> - <link title="Standard Material 3D">https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html</link> + <link title="Standard Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link> </tutorials> <methods> <method name="get_feature" qualifiers="const"> diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 8ef9cd2e7c..bf3d20c11c 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -10,9 +10,9 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> - <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> + <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> + <link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.html</link> + <link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html</link> <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> @@ -232,18 +232,22 @@ <return type="bool" /> <argument index="0" name="right" type="Basis" /> <description> + Returns [code]true[/code] if the [Basis] matrices are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Basis" /> <argument index="0" name="right" type="Basis" /> <description> + Composes these two basis matrices by multiplying them together. This has the effect of transforming the second basis (the child) by the first basis (the parent). </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Transforms (multiplies) the [Vector3] by the given [Basis] matrix. </description> </operator> <operator name="operator *"> @@ -269,12 +273,15 @@ <return type="bool" /> <argument index="0" name="right" type="Basis" /> <description> + Returns [code]true[/code] if the [Basis] matrices are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator []"> <return type="Vector3" /> <argument index="0" name="index" type="int" /> <description> + Access basis components using their index. [code]b[0][/code] is equivalent to [code]b.x[/code], [code]b[1][/code] is equivalent to [code]b.y[/code], and [code]b[2][/code] is equivalent to [code]b.z[/code]. </description> </operator> </operators> diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml index ba55fda59c..055d5091c7 100644 --- a/doc/classes/Button.xml +++ b/doc/classes/Button.xml @@ -78,6 +78,7 @@ </member> <member name="icon" type="Texture2D" setter="set_button_icon" getter="get_button_icon"> Button's icon, if text is present the icon will be placed before the text. + To edit margin and spacing of the icon, use [theme_item hseparation] theme property and [code]content_margin_*[/code] properties of the used [StyleBox]es. </member> <member name="icon_align" type="int" setter="set_icon_align" getter="get_icon_align" enum="Button.TextAlign" default="0"> Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum TextAlign] constants as the text alignment. If centered, text will draw on top of the icon. diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index 9226140c1a..0505d8ad36 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -8,7 +8,7 @@ See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. </description> <tutorials> - <link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> + <link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link> </tutorials> <methods> <method name="convert_from_particles"> diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 7be18c1d5c..98437ef296 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -12,8 +12,8 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. </description> <tutorials> - <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link> + <link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link> <link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link> </tutorials> <methods> diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index 2f99f94893..9ee5ce0dcb 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -7,8 +7,8 @@ Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). </description> <tutorials> - <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link title="Canvas layers">https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link> + <link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link> + <link title="Canvas layers">$DOCS_URL/tutorials/2d/canvas_layers.html</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> </tutorials> <methods> diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index b11d9c341a..d467c8a51d 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -7,7 +7,7 @@ By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. </description> <tutorials> - <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html</link> + <link title="BBCode in RichTextLabel">$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link> <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <members> diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index e14c2dc110..0f573dcd66 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -9,8 +9,8 @@ [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody2D]), which allows them to be moved by code and push other bodies on their path. </description> <tutorials> - <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> - <link title="Using KinematicBody2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link> + <link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link> + <link title="Using KinematicBody2D">$DOCS_URL/tutorials/physics/using_kinematic_body_2d.html</link> <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link> <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> </tutorials> diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 24b26fb16e..c70ce8acf9 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -9,7 +9,7 @@ [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody3D]), which allows them to be moved by code and push other bodies on their path. </description> <tutorials> - <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> + <link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link> <link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index ba1ee3909d..63492bf9a0 100644 --- a/doc/classes/CollisionObject2D.xml +++ b/doc/classes/CollisionObject2D.xml @@ -198,11 +198,11 @@ <members> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject2D.DisableMode" default="0"> Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index 19bcdcbb27..33305471b8 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -170,11 +170,11 @@ <members> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject3D.DisableMode" default="0"> Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index 5159b2b15b..c86bf18f24 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link> <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link> diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml index 84e362c38b..0f96d7c191 100644 --- a/doc/classes/CollisionShape3D.xml +++ b/doc/classes/CollisionShape3D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> <link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 650f10a97f..22fb853b40 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -881,54 +881,64 @@ <return type="bool" /> <argument index="0" name="right" type="Color" /> <description> + Returns [code]true[/code] if the colors are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Color" /> <argument index="0" name="right" type="Color" /> <description> + Multiplies each component of the [Color] by the components of the given [Color]. </description> </operator> <operator name="operator *"> <return type="Color" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Color] by the given [float]. </description> </operator> <operator name="operator *"> <return type="Color" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Color] by the given [int]. </description> </operator> <operator name="operator +"> <return type="Color" /> <argument index="0" name="right" type="Color" /> <description> + Adds each component of the [Color] with the components of the given [Color]. </description> </operator> <operator name="operator -"> <return type="Color" /> <argument index="0" name="right" type="Color" /> <description> + Subtracts each component of the [Color] by the components of the given [Color]. </description> </operator> <operator name="operator /"> <return type="Color" /> <argument index="0" name="right" type="Color" /> <description> + Divides each component of the [Color] by the components of the given [Color]. </description> </operator> <operator name="operator /"> <return type="Color" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Color] by the given [float]. </description> </operator> <operator name="operator /"> <return type="Color" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Color] by the given [int]. </description> </operator> <operator name="operator =="> @@ -940,22 +950,27 @@ <return type="bool" /> <argument index="0" name="right" type="Color" /> <description> + Returns [code]true[/code] if the colors are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator []"> <return type="float" /> <argument index="0" name="index" type="int" /> <description> + Access color components using their index. [code]c[0][/code] is equivalent to [code]c.r[/code], [code]c[1][/code] is equivalent to [code]c.g[/code], [code]c[2][/code] is equivalent to [code]c.b[/code], and [code]c[3][/code] is equivalent to [code]c.a[/code]. </description> </operator> <operator name="operator unary+"> <return type="Color" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Color" /> <description> + Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. </description> </operator> </operators> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 63e3eb7a5f..f6bb812070 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -16,9 +16,9 @@ [b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class. </description> <tutorials> - <link title="GUI documentation index">https://docs.godotengine.org/en/latest/tutorials/ui/index.html</link> - <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> - <link title="Control node gallery">https://docs.godotengine.org/en/latest/tutorials/ui/control_node_gallery.html</link> + <link title="GUI documentation index">$DOCS_URL/tutorials/ui/index.html</link> + <link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="Control node gallery">$DOCS_URL/tutorials/ui/control_node_gallery.html</link> <link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link> </tutorials> <methods> @@ -1043,7 +1043,7 @@ </member> <member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)"> The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. - [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member rect_scale] property. </member> <member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)"> diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index d661da5dd0..7218e3bcb0 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -177,7 +177,7 @@ [b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized. </description> <tutorials> - <link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_basics.html#dictionary</link> + <link title="GDScript basics: Dictionary">$DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#dictionary</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index 44d982cbcc..661dbef07c 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -7,7 +7,7 @@ A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction. </description> <tutorials> - <link title="Lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="Lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link> </tutorials> <members> <member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false"> diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index 93f04ff2a2..cd4b8fde1e 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -54,7 +54,7 @@ [/codeblocks] </description> <tutorials> - <link title="File system">https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html</link> + <link title="File system">$DOCS_URL/tutorials/scripting/filesystem.html</link> </tutorials> <methods> <method name="change_dir"> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 92d6a220d2..1ca69057b4 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -901,7 +901,7 @@ </constant> <constant name="WINDOW_MODE_FULLSCREEN" value="3" enum="WindowMode"> Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. </constant> <constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags"> </constant> diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index cb33f159ef..1f98781bbd 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -111,12 +111,13 @@ To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first. </description> <tutorials> - <link title="Import plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link> + <link title="Import plugins">$DOCS_URL/tutorials/plugins/editor/import_plugins.html</link> </tutorials> <methods> <method name="_get_import_options" qualifiers="virtual const"> <return type="Array" /> - <argument index="0" name="preset_index" type="int" /> + <argument index="0" name="path" type="String" /> + <argument index="1" name="preset_index" type="int" /> <description> Gets the options and default values for the preset at this index. Returns an Array of Dictionaries with the following keys: [code]name[/code], [code]default_value[/code], [code]property_hint[/code] (optional), [code]hint_string[/code] (optional), [code]usage[/code] (optional). </description> @@ -135,8 +136,9 @@ </method> <method name="_get_option_visibility" qualifiers="virtual const"> <return type="bool" /> - <argument index="0" name="option_name" type="StringName" /> - <argument index="1" name="options" type="Dictionary" /> + <argument index="0" name="path" type="String" /> + <argument index="1" name="option_name" type="StringName" /> + <argument index="2" name="options" type="Dictionary" /> <description> This method can be overridden to hide specific import options if conditions are met. This is mainly useful for hiding options that depend on others if one of them is disabled. For example: [codeblocks] diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml index bc5df47d57..08f17cc5b2 100644 --- a/doc/classes/EditorInspectorPlugin.xml +++ b/doc/classes/EditorInspectorPlugin.xml @@ -13,7 +13,7 @@ To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first. </description> <tutorials> - <link title="Inspector plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/inspector_plugins.html</link> + <link title="Inspector plugins">$DOCS_URL/tutorials/plugins/editor/inspector_plugins.html</link> </tutorials> <methods> <method name="_can_handle" qualifiers="virtual const"> diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index 08423c4577..3bcd9e7764 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -8,7 +8,7 @@ To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first. </description> <tutorials> - <link title="Spatial gizmo plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link> + <link title="Spatial gizmo plugins">$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html</link> </tutorials> <methods> <method name="_can_be_hidden" qualifiers="virtual const"> diff --git a/doc/classes/EditorPaths.xml b/doc/classes/EditorPaths.xml index 92a2cff27f..c4d4c92afe 100644 --- a/doc/classes/EditorPaths.xml +++ b/doc/classes/EditorPaths.xml @@ -1,35 +1,65 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorPaths" inherits="Object" version="4.0"> <brief_description> + Editor-only singleton that returns paths to various OS-specific data folders and files. </brief_description> <description> + This editor-only singleton returns OS-specific paths to various data folders and files. It can be used in editor plugins to ensure files are saved in the correct location on each operating system. + [b]Note:[/b] This singleton is not accessible in exported projects. Attempting to access it in an exported project will result in a script error as the singleton won't be declared. To prevent script errors in exported projects, use [method Engine.has_singleton] to check whether the singleton is available before using it. + [b]Note:[/b] Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url] on [i]all[/i] platforms. You can override environment variables following the specification to change the editor and project data paths. </description> <tutorials> + <link title="File paths in Godot projects">https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html</link> </tutorials> <methods> <method name="get_cache_dir" qualifiers="const"> <return type="String" /> <description> + Returns the absolute path to the user's cache folder. This folder should be used for temporary data that can be removed safely whenever the editor is closed (such as generated resource thumbnails). + [b]Default paths per platform:[/b] + [codeblock] + - Windows: %LOCALAPPDATA%\Godot\ + - macOS: ~/Library/Caches/Godot/ + - Linux: ~/.cache/godot/ + [/codeblock] </description> </method> <method name="get_config_dir" qualifiers="const"> <return type="String" /> <description> + Returns the absolute path to the user's configuration folder. This folder should be used for [i]persistent[/i] user configuration files. + [b]Default paths per platform:[/b] + [codeblock] + - Windows: %APPDATA%\Godot\ (same as `get_data_dir()`) + - macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`) + - Linux: ~/.config/godot/ + [/codeblock] </description> </method> <method name="get_data_dir" qualifiers="const"> <return type="String" /> <description> + Returns the absolute path to the user's data folder. This folder should be used for [i]persistent[/i] user data files such as installed export templates. + [b]Default paths per platform:[/b] + [codeblock] + - Windows: %APPDATA%\Godot\ (same as `get_config_dir()`) + - macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`) + - Linux: ~/.local/share/godot/ + [/codeblock] </description> </method> <method name="get_self_contained_file" qualifiers="const"> <return type="String" /> <description> + Returns the absolute path to the self-contained file that makes the current Godot editor instance be considered as self-contained. Returns an empty string if the current Godot editor instance isn't self-contained. See also [method is_self_contained]. </description> </method> <method name="is_self_contained" qualifiers="const"> <return type="bool" /> <description> + Returns [code]true[/code] if the editor is marked as self-contained, [code]false[/code] otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an [code]editor_data/[/code] folder next to the editor binary. This makes portable usage easier and ensures the Godot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects. + Self-contained mode can be enabled by creating a file named [code]._sc_[/code] or [code]_sc_[/code] in the same folder as the editor binary while the editor is not running. See also [method get_self_contained_file]. + [b]Note:[/b] The Steam release of Godot uses self-contained mode by default. </description> </method> </methods> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 8df6d721d4..7b0a300782 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -7,7 +7,7 @@ Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor. </description> <tutorials> - <link title="Editor plugins documentation index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link> + <link title="Editor plugins documentation index">$DOCS_URL/tutorials/plugins/editor/index.html</link> </tutorials> <methods> <method name="_apply_changes" qualifiers="virtual"> diff --git a/doc/classes/EditorSceneFormatImporter.xml b/doc/classes/EditorSceneFormatImporter.xml index 6dbd80604e..5b5d6c4598 100644 --- a/doc/classes/EditorSceneFormatImporter.xml +++ b/doc/classes/EditorSceneFormatImporter.xml @@ -20,6 +20,19 @@ <description> </description> </method> + <method name="_get_import_options" qualifiers="virtual"> + <return type="void" /> + <argument index="0" name="path" type="String" /> + <description> + </description> + </method> + <method name="_get_option_visibility" qualifiers="virtual const"> + <return type="Variant" /> + <argument index="0" name="path" type="String" /> + <argument index="1" name="option" type="String" /> + <description> + </description> + </method> <method name="_import_animation" qualifiers="virtual"> <return type="Animation" /> <argument index="0" name="path" type="String" /> diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 8a731a6d1d..d90af6ed9e 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -52,7 +52,7 @@ [/codeblocks] </description> <tutorials> - <link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_scenes.html#custom-script</link> + <link title="Importing 3D scenes: Custom script">$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script</link> </tutorials> <methods> <method name="_post_import" qualifiers="virtual"> diff --git a/doc/classes/EditorScenePostImportPlugin.xml b/doc/classes/EditorScenePostImportPlugin.xml index 07d8fa28b9..904b22d9d3 100644 --- a/doc/classes/EditorScenePostImportPlugin.xml +++ b/doc/classes/EditorScenePostImportPlugin.xml @@ -11,6 +11,7 @@ <methods> <method name="_get_import_options" qualifiers="virtual"> <return type="void" /> + <argument index="0" name="path" type="String" /> <description> Override to add general import options. These will appear in the main import dock on the editor. Add options via [method add_import_option] and [method add_import_option_advanced]. </description> @@ -40,7 +41,8 @@ </method> <method name="_get_option_visibility" qualifiers="virtual const"> <return type="Variant" /> - <argument index="0" name="option" type="String" /> + <argument index="0" name="path" type="String" /> + <argument index="1" name="option" type="String" /> <description> Return true or false whether a given option should be visible. Return null to ignore. </description> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index f05a216301..9756b26dee 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -157,7 +157,7 @@ else: simulate_physics() [/codeblock] - See [url=https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information. + See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information. [b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project. </description> </method> diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 4ea7f67eed..c3d1dc4ab6 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -11,8 +11,8 @@ - Adjustments </description> <tutorials> - <link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> - <link title="Light transport in game engines">https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link> + <link title="Environment and post-processing">$DOCS_URL/tutorials/3d/environment_and_post_processing.html</link> + <link title="Light transport in game engines">$DOCS_URL/tutorials/3d/high_dynamic_range.html</link> <link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link> <link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> @@ -171,7 +171,8 @@ <member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" enum="Environment.SDFGICascades" default="1"> </member> <member name="sdfgi_enabled" type="bool" setter="set_sdfgi_enabled" getter="is_sdfgi_enabled" default="false"> - If [code]true[/code], enables signed distance field global illumination. + If [code]true[/code], enables signed distance field global illumination for meshes that have their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_BAKED]. SDFGI is a real-time global illumination technique that works well with procedurally generated and user-built levels, including in situations where geometry is created during gameplay. The signed distance field is automatically generated around the camera as it moves. Dynamic lights are supported, but dynamic occluders and emissive surfaces are not. + [b]Performance:[/b] SDFGI is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [LightmapGI] instead). To improve SDFGI performance, enable [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the Project Settings. [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. </member> <member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0"> diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 811aeb8aab..276c1f0223 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -40,12 +40,12 @@ } [/csharp] [/codeblocks] - In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation. + In the example above, the file will be saved in the user data folder as specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] documentation. [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. [b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals. </description> <tutorials> - <link title="File system">https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html</link> + <link title="File system">$DOCS_URL/tutorials/scripting/filesystem.html</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index 72bd6a6411..72adc49742 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -8,7 +8,7 @@ Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> - <link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> + <link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> </tutorials> <methods> diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index 0bed561de3..771056cb93 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -8,7 +8,7 @@ Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> - <link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link> + <link title="Controlling thousands of fish with Particles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index 0a2c0fbe81..b8514c67b8 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -38,8 +38,10 @@ The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box. </member> <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale" default="0"> + The texel density to use for lightmapping in [LightmapGI]. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes. </member> <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="0"> + The global illumination mode to use for the whole geometry. Use a mode that matches the purpose </member> <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false"> </member> @@ -70,7 +72,7 @@ </members> <constants> <constant name="SHADOW_CASTING_SETTING_OFF" value="0" enum="ShadowCastingSetting"> - Will not cast any shadows. + Will not cast any shadows. Use this to improve performance for small geometry that is unlikely to cast noticeable shadows (such as debris). </constant> <constant name="SHADOW_CASTING_SETTING_ON" value="1" enum="ShadowCastingSetting"> Will cast shadows from all visible faces in the GeometryInstance3D. @@ -85,20 +87,28 @@ In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be. </constant> <constant name="GI_MODE_DISABLED" value="0" enum="GIMode"> + Disabled global illumination mode. Use for dynamic objects that do not contribute to global illumination (such as characters). When using [VoxelGI] and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections but will not be considered in GI baking. When using [LightmapGI], the object will receive indirect lighting using lightmap probes instead of using the lightmap texture. </constant> <constant name="GI_MODE_BAKED" value="1" enum="GIMode"> + Baked global illumination mode. Use for static objects that contribute to global illumination (such as level geometry). This GI mode is effective when using [VoxelGI], SDFGI and [LightmapGI]. </constant> <constant name="GI_MODE_DYNAMIC" value="2" enum="GIMode"> + Dynamic global illumination mode. Use for dynamic objects that contribute to global illumination. This GI mode is only effective when using [VoxelGI], but it has a higher performance impact than [constant GI_MODE_BAKED]. </constant> <constant name="LIGHTMAP_SCALE_1X" value="0" enum="LightmapScale"> + The standard texel density for lightmapping with [LightmapGI]. </constant> <constant name="LIGHTMAP_SCALE_2X" value="1" enum="LightmapScale"> + Multiplies texel density by 2× for lightmapping with [LightmapGI]. To ensure consistency in texel density, use this when scaling a mesh by a factor between 1.5 and 3.0. </constant> <constant name="LIGHTMAP_SCALE_4X" value="2" enum="LightmapScale"> + Multiplies texel density by 4× for lightmapping with [LightmapGI]. To ensure consistency in texel density, use this when scaling a mesh by a factor between 3.0 and 6.0. </constant> <constant name="LIGHTMAP_SCALE_8X" value="3" enum="LightmapScale"> + Multiplies texel density by 8× for lightmapping with [LightmapGI]. To ensure consistency in texel density, use this when scaling a mesh by a factor greater than 6.0. </constant> <constant name="LIGHTMAP_SCALE_MAX" value="4" enum="LightmapScale"> + Represents the size of the [enum LightmapScale] enum. </constant> <constant name="VISIBILITY_RANGE_FADE_DISABLED" value="0" enum="VisibilityRangeFadeMode"> Will not fade itself nor its visibility dependencies, hysteresis will be used instead. See [member visibility_range_begin] and [member Node3D.visibility_parent] for more information. diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index 673bf19122..e962992491 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -141,7 +141,7 @@ <argument index="3" name="to_port" type="int" /> <argument index="4" name="amount" type="float" /> <description> - Sets the coloration of the connection between [code]from[/code]'s [code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the color provided in the [code]activity[/code] theme property. + Sets the coloration of the connection between [code]from[/code]'s [code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the color provided in the [theme_item activity] theme property. </description> </method> <method name="set_selected"> diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml index ff6271d2aa..e9226f7c1d 100644 --- a/doc/classes/GraphNode.xml +++ b/doc/classes/GraphNode.xml @@ -285,10 +285,10 @@ No overlay is shown. </constant> <constant name="OVERLAY_BREAKPOINT" value="1" enum="Overlay"> - Show overlay set in the [code]breakpoint[/code] theme property. + Show overlay set in the [theme_item breakpoint] theme property. </constant> <constant name="OVERLAY_POSITION" value="2" enum="Overlay"> - Show overlay set in the [code]position[/code] theme property. + Show overlay set in the [theme_item position] theme property. </constant> </constants> <theme_items> diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 9f33c400f4..a50983853d 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -15,8 +15,8 @@ [b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period. </description> <tutorials> - <link title="HTTP client class">https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link> - <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="HTTP client class">$DOCS_URL/tutorials/networking/http_client_class.html</link> + <link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="close"> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 558e51aefe..aaaf863c69 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -153,8 +153,8 @@ [b]Gzipped response bodies[/b]: HTTPRequest will automatically handle decompression of response bodies. A [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes. </description> <tutorials> - <link title="Making HTTP requests">https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link> - <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="Making HTTP requests">$DOCS_URL/tutorials/networking/http_request_class.html</link> + <link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="cancel_request"> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 492bddca1f..d2b1b5c004 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -9,7 +9,7 @@ [b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import. </description> <tutorials> - <link title="Importing images">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html</link> + <link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.html</link> </tutorials> <methods> <method name="adjust_bcs"> @@ -278,7 +278,7 @@ <return type="int" enum="Error" /> <argument index="0" name="path" type="String" /> <description> - Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. + Loads an image from file [code]path[/code]. See [url=$DOCS_URL/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. [b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects. See also [ImageTexture] description for usage examples. </description> diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml index af7178db95..3f96d357b6 100644 --- a/doc/classes/ImageTexture.xml +++ b/doc/classes/ImageTexture.xml @@ -28,7 +28,7 @@ [b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. </description> <tutorials> - <link title="Importing images">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html</link> + <link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.html</link> </tutorials> <methods> <method name="create_from_image"> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 684207e9bd..4ee319f554 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -7,7 +7,7 @@ A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or with the [InputMap] class. </description> <tutorials> - <link title="Inputs documentation index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link> + <link title="Inputs documentation index">$DOCS_URL/tutorials/inputs/index.html</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml index 9dc8fbeffa..09fbe776bf 100644 --- a/doc/classes/InputEvent.xml +++ b/doc/classes/InputEvent.xml @@ -7,8 +7,8 @@ Base class of all sort of input event. See [method Node._input]. </description> <tutorials> - <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> - <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> + <link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml index f09af1a34d..e9c280732a 100644 --- a/doc/classes/InputEventAction.xml +++ b/doc/classes/InputEventAction.xml @@ -7,7 +7,7 @@ Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input]. </description> <tutorials> - <link title="InputEvent: Actions">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link> + <link title="InputEvent: Actions">$DOCS_URL/tutorials/inputs/inputevent.html#actions</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml index ff82913385..3e625c1003 100644 --- a/doc/classes/InputEventJoypadButton.xml +++ b/doc/classes/InputEventJoypadButton.xml @@ -7,7 +7,7 @@ Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion]. </description> <tutorials> - <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <members> <member name="button_index" type="int" setter="set_button_index" getter="get_button_index" enum="JoyButton" default="0"> diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index 92161974ba..b3f9013553 100644 --- a/doc/classes/InputEventJoypadMotion.xml +++ b/doc/classes/InputEventJoypadMotion.xml @@ -7,7 +7,7 @@ Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time. </description> <tutorials> - <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <members> <member name="axis" type="int" setter="set_axis" getter="get_axis" enum="JoyAxis" default="0"> diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 0353c5f0e0..8044bf5b99 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -7,7 +7,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. </description> <tutorials> - <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <methods> <method name="get_keycode_with_modifiers" qualifiers="const"> diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index a248f1abd9..4878090996 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. </description> <tutorials> - <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <members> <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton" default="0"> diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index dcfe0d6c71..699217525e 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. </description> <tutorials> - <link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> + <link title="Mouse and input coordinates">$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html</link> </tutorials> <members> <member name="button_index" type="int" setter="set_button_index" getter="get_button_index" enum="MouseButton" default="0"> diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 9a0156510e..bd1ae367c2 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -8,7 +8,7 @@ [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. </description> <tutorials> - <link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> + <link title="Mouse and input coordinates">$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <members> diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index f86b5f3b4d..19c26e3a98 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -7,7 +7,7 @@ Contains screen drag information. See [method Node._input]. </description> <tutorials> - <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <members> <member name="index" type="int" setter="set_index" getter="get_index" default="0"> diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index c731044c98..0694b2eabc 100644 --- a/doc/classes/InputEventScreenTouch.xml +++ b/doc/classes/InputEventScreenTouch.xml @@ -8,7 +8,7 @@ Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order. </description> <tutorials> - <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <members> <member name="index" type="int" setter="set_index" getter="get_index" default="0"> diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index 1b9212bf65..cd4a8aecd0 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]. </description> <tutorials> - <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <members> <member name="alt_pressed" type="bool" setter="set_alt_pressed" getter="is_alt_pressed" default="false"> diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 855d5b5d71..24f220e892 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -7,7 +7,7 @@ Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. </description> <tutorials> - <link title="InputEvent: InputMap">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link> + <link title="InputEvent: InputMap">$DOCS_URL/tutorials/inputs/inputevent.html#inputmap</link> </tutorials> <methods> <method name="action_add_event"> diff --git a/doc/classes/JNISingleton.xml b/doc/classes/JNISingleton.xml index ce39e1f567..c887f72767 100644 --- a/doc/classes/JNISingleton.xml +++ b/doc/classes/JNISingleton.xml @@ -7,6 +7,6 @@ The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information. </description> <tutorials> - <link title="Creating Android plugins">https://docs.godotengine.org/en/latest/tutorials/platform/android/android_plugin.html#doc-android-plugin</link> + <link title="Creating Android plugins">$DOCS_URL/tutorials/platform/android/android_plugin.html#doc-android-plugin</link> </tutorials> </class> diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 2bb2666df4..aeaf8ac1f5 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -5,10 +5,10 @@ </brief_description> <description> The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. - [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. + [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. </description> <tutorials> - <link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link> + <link title="Exporting for the Web: Calling JavaScript from script">$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link> </tutorials> <methods> <method name="create_callback"> diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 918e8a5c8a..039425b15f 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -8,7 +8,7 @@ [b]Note:[/b] Light2D can also be used as a mask. </description> <tutorials> - <link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> + <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <methods> <method name="get_height" qualifiers="const"> diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index dbda22d618..009ad1f609 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -7,7 +7,7 @@ Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. </description> <tutorials> - <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml index ba795a29a1..d883128ac3 100644 --- a/doc/classes/LightOccluder2D.xml +++ b/doc/classes/LightOccluder2D.xml @@ -7,7 +7,7 @@ Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed. </description> <tutorials> - <link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> + <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <members> <member name="occluder" type="OccluderPolygon2D" setter="set_occluder_polygon" getter="get_occluder_polygon"> diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index 0cdf9f820f..b7d4c93fd5 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="LightmapGI" inherits="VisualInstance3D" version="4.0"> <brief_description> + Computes and stores baked lightmaps for fast global illumination. </brief_description> <description> + The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. [LightmapGI] can also provide rough reflections using spherical harmonics if [member directional] is enabled. Dynamic objects can receive indirect lighting thanks to [i]light probes[/i], which can be automatically placed by setting [member generate_probes_subdiv]. Additional lightmap probes can also be added by creating [LightmapProbe] nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a [LightmapGI] node is also slower compared to [VoxelGI]. + [b]Procedural generation:[/b] Lightmap baking functionality is only available in the editor. This means [LightmapGI] is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use [VoxelGI] or SDFGI instead (see [member Environment.sdfgi_enabled]). + [b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices. </description> <tutorials> </tutorials> diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index c7b66c8ea3..6873edb3ae 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -7,7 +7,7 @@ Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". </description> <tutorials> - <link title="2D meshes">https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link> + <link title="2D meshes">$DOCS_URL/tutorials/2d/2d_meshes.html</link> </tutorials> <members> <member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh"> diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 7890bbcc33..cf3b395b7b 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -10,8 +10,8 @@ Since instances may have any behavior, the AABB used for visibility must be provided by the user. </description> <tutorials> - <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link> - <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html</link> + <link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link> + <link title="Optimization using MultiMeshes">$DOCS_URL/tutorials/performance/using_multimesh.html</link> </tutorials> <methods> <method name="get_aabb" qualifiers="const"> diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml index 158579e952..d78a045aca 100644 --- a/doc/classes/MultiMeshInstance3D.xml +++ b/doc/classes/MultiMeshInstance3D.xml @@ -8,9 +8,9 @@ This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands). </description> <tutorials> - <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link> - <link title="Using MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link> - <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html</link> + <link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link> + <link title="Using MultiMeshInstance">$DOCS_URL/tutorials/3d/using_multi_mesh_instance.html</link> + <link title="Optimization using MultiMeshes">$DOCS_URL/tutorials/performance/using_multimesh.html</link> </tutorials> <members> <member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh"> diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml index 67d3161aba..b7bd7bef36 100644 --- a/doc/classes/MultiplayerPeer.xml +++ b/doc/classes/MultiplayerPeer.xml @@ -9,7 +9,7 @@ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. </description> <tutorials> - <link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> + <link title="High-level multiplayer">$DOCS_URL/tutorials/networking/high_level_multiplayer.html</link> <link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link> </tutorials> <methods> diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index a840cb2ec7..90c81686b1 100644 --- a/doc/classes/Mutex.xml +++ b/doc/classes/Mutex.xml @@ -7,7 +7,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks. </description> <tutorials> - <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html</link> + <link title="Using multiple threads">$DOCS_URL/tutorials/performance/using_multiple_threads.html</link> </tutorials> <methods> <method name="lock"> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 3745b394e0..423002d058 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -17,7 +17,7 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. </description> <tutorials> - <link title="Nodes and scenes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/nodes_and_scenes.htmltml</link> + <link title="Nodes and scenes">$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html</link> <link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link> </tutorials> <methods> diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index ef5f9ee5c9..b8bf342680 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -7,7 +7,7 @@ A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order. </description> <tutorials> - <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link> <link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link> </tutorials> <methods> diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 2ca664e2b5..1036c1fbcf 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. </description> <tutorials> - <link title="Introduction to 3D">https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link> + <link title="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.html</link> <link title="All 3D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/3d</link> </tutorials> <methods> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 7fb80abbf9..7088844547 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -142,7 +142,7 @@ <method name="get_cache_dir" qualifiers="const"> <return type="String" /> <description> - Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. + Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> @@ -179,7 +179,7 @@ <method name="get_config_dir" qualifiers="const"> <return type="String" /> <description> - Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. + Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> @@ -194,7 +194,7 @@ <method name="get_data_dir" qualifiers="const"> <return type="String" /> <description> - Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. + Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> @@ -339,7 +339,7 @@ <return type="bool" /> <argument index="0" name="tag_name" type="String" /> <description> - Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. + Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. [b]Note:[/b] Tag names are case-sensitive. </description> </method> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 5a84364b92..df9da7561e 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -29,7 +29,7 @@ [b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object]. </description> <tutorials> - <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html</link> + <link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="_get" qualifiers="virtual"> @@ -567,7 +567,7 @@ <description> Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context. Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation]. - See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method. + See [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method. </description> </method> <method name="tr_n" qualifiers="const"> @@ -581,7 +581,7 @@ Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] or [code]plural_message[/code] unchanged. See [method set_message_translation]. The number [code]n[/code] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language. [b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr]. - See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. + See [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. </description> </method> </methods> diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index e8d5977199..013ad0cc42 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -7,7 +7,7 @@ An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. </description> <tutorials> - <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link> </tutorials> <members> <member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0"> diff --git a/doc/classes/PCKPacker.xml b/doc/classes/PCKPacker.xml index 28508c85e0..b5e7b32225 100644 --- a/doc/classes/PCKPacker.xml +++ b/doc/classes/PCKPacker.xml @@ -43,8 +43,8 @@ <method name="pck_start"> <return type="int" enum="Error" /> <argument index="0" name="pck_name" type="String" /> - <argument index="1" name="alignment" type="int" default="0" /> - <argument index="2" name="key" type="String" default="""" /> + <argument index="1" name="alignment" type="int" default="32" /> + <argument index="2" name="key" type="String" default=""0000000000000000000000000000000000000000000000000000000000000000"" /> <argument index="3" name="encrypt_directory" type="bool" default="false" /> <description> Creates a new PCK file with the name [code]pck_name[/code]. The [code].pck[/code] file extension isn't added automatically, so it should be part of [code]pck_name[/code] (even though it's not required). diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 7775cfb2f9..08f9de53ca 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 9cf587f2e0..3c52850eec 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -7,7 +7,7 @@ PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 3fe9cd776c..c33bd930be 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -7,8 +7,8 @@ Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces]. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> - <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> + <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_central_force"> diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index efa9eb9cd6..7aa46dec2f 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -7,8 +7,8 @@ Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._integrate_forces]. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> - <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> + <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_central_force"> diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml index 107d276df2..fb82aaf36a 100644 --- a/doc/classes/PhysicsDirectSpaceState2D.xml +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -7,8 +7,8 @@ Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> - <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> + <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="cast_motion"> diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index 349ce31ab4..177fca9ce3 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -7,8 +7,8 @@ Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> - <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> + <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="cast_motion"> diff --git a/doc/classes/PhysicsPointQueryParameters2D.xml b/doc/classes/PhysicsPointQueryParameters2D.xml index 6acd83b101..b4cb2145cf 100644 --- a/doc/classes/PhysicsPointQueryParameters2D.xml +++ b/doc/classes/PhysicsPointQueryParameters2D.xml @@ -19,7 +19,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsPointQueryParameters3D.xml b/doc/classes/PhysicsPointQueryParameters3D.xml index 488f56872d..51e8f8c5b4 100644 --- a/doc/classes/PhysicsPointQueryParameters3D.xml +++ b/doc/classes/PhysicsPointQueryParameters3D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsRayQueryParameters2D.xml b/doc/classes/PhysicsRayQueryParameters2D.xml index b71b48f223..7e317c18bf 100644 --- a/doc/classes/PhysicsRayQueryParameters2D.xml +++ b/doc/classes/PhysicsRayQueryParameters2D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsRayQueryParameters3D.xml b/doc/classes/PhysicsRayQueryParameters3D.xml index 3085ff3b35..c378325a3c 100644 --- a/doc/classes/PhysicsRayQueryParameters3D.xml +++ b/doc/classes/PhysicsRayQueryParameters3D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml index abd19f1326..455f0b67dc 100644 --- a/doc/classes/PhysicsShapeQueryParameters2D.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml index 2dffd5347a..789ce0a6c3 100644 --- a/doc/classes/PhysicsShapeQueryParameters3D.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index a20607d0a7..37a8e00b49 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -7,7 +7,7 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. </description> <tutorials> - <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> </tutorials> <constructors> <constructor name="Plane"> @@ -180,6 +180,8 @@ <return type="bool" /> <argument index="0" name="right" type="Plane" /> <description> + Returns [code]true[/code] if the planes are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator =="> @@ -191,16 +193,20 @@ <return type="bool" /> <argument index="0" name="right" type="Plane" /> <description> + Returns [code]true[/code] if the planes are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator unary+"> <return type="Plane" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Plane" /> <description> + Returns the negative value of the [Plane]. This is the same as writing [code]Plane(-p.normal, -p.d)[/code]. This operation flips the direction of the normal vector and also flips the distance value, resulting in a Plane that is in the same place, but facing the opposite direction. </description> </operator> </operators> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index abdd8138ad..cb26d8d445 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -6,8 +6,8 @@ <description> Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options. When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog. - [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url]. - [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. + [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url]. + [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> @@ -87,7 +87,7 @@ <return type="String" /> <argument index="0" name="path" type="String" /> <description> - Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. + Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. [b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project: [codeblock] var path = "" @@ -219,7 +219,7 @@ </member> <member name="application/config/name" type="String" setter="" getter="" default=""""> The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup. - [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. + [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. </member> <member name="application/config/project_settings_override" type="String" setter="" getter="" default=""""> Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information. @@ -495,7 +495,7 @@ </member> <member name="display/window/size/fullscreen" type="bool" setter="" getter="" default="false"> Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. </member> <member name="display/window/size/height" type="int" setter="" getter="" default="600"> diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index 95b2316bf3..9fa2d9b60b 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -9,7 +9,7 @@ Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. </description> <tutorials> - <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> + <link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <constructors> @@ -195,54 +195,64 @@ <return type="bool" /> <argument index="0" name="right" type="Quaternion" /> <description> + Returns [code]true[/code] if the quaternions are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Quaternion" /> <argument index="0" name="right" type="Quaternion" /> <description> + Composes these two quaternions by multiplying them together. This has the effect of rotating the second quaternion (the child) by the first quaternion (the parent). </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Rotates (multiplies) the [Vector3] by the given [Quaternion]. </description> </operator> <operator name="operator *"> <return type="Quaternion" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator *"> <return type="Quaternion" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator +"> <return type="Quaternion" /> <argument index="0" name="right" type="Quaternion" /> <description> + Adds each component of the left [Quaternion] to the right [Quaternion]. This operation is not meaningful on its own, but it can be used as a part of a larger expression, such as approximating an intermediate rotation between two nearby rotations. </description> </operator> <operator name="operator -"> <return type="Quaternion" /> <argument index="0" name="right" type="Quaternion" /> <description> + Subtracts each component of the left [Quaternion] by the right [Quaternion]. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator /"> <return type="Quaternion" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator /"> <return type="Quaternion" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator =="> @@ -254,22 +264,27 @@ <return type="bool" /> <argument index="0" name="right" type="Quaternion" /> <description> + Returns [code]true[/code] if the quaternions are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator []"> <return type="float" /> <argument index="0" name="index" type="int" /> <description> + Access quaternion components using their index. [code]q[0][/code] is equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q.y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3][/code] is equivalent to [code]q.w[/code]. </description> </operator> <operator name="operator unary+"> <return type="Quaternion" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Quaternion" /> <description> + Returns the negative value of the [Quaternion]. This is the same as writing [code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a quaternion that represents the same rotation. </description> </operator> </operators> diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml index c011755df1..53d1554272 100644 --- a/doc/classes/RandomNumberGenerator.xml +++ b/doc/classes/RandomNumberGenerator.xml @@ -16,7 +16,7 @@ [b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed. </description> <tutorials> - <link title="Random number generation">https://docs.godotengine.org/en/latest/tutorials/math/random_number_generation.html</link> + <link title="Random number generation">$DOCS_URL/tutorials/math/random_number_generation.html</link> </tutorials> <methods> <method name="randf"> diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index d7540ef206..fe2885378a 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -11,7 +11,7 @@ RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast. </description> <tutorials> - <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_exception"> @@ -110,7 +110,7 @@ If [code]true[/code], collision with [PhysicsBody2D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index f15643c93f..8abd3f84b1 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -11,7 +11,7 @@ RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast. </description> <tutorials> - <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> @@ -112,7 +112,7 @@ If [code]true[/code], collision with [PhysicsBody3D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color(0, 0, 0, 1)"> The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something. diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index ad88551d9d..4dc3859ca5 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -9,9 +9,9 @@ The 3D counterpart to [Rect2] is [AABB]. </description> <tutorials> - <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> - <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> + <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> + <link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link> + <link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link> </tutorials> <constructors> <constructor name="Rect2"> @@ -194,12 +194,15 @@ <return type="bool" /> <argument index="0" name="right" type="Rect2" /> <description> + Returns [code]true[/code] if the rectangles are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Rect2" /> <argument index="0" name="right" type="Transform2D" /> <description> + Inversely transforms (multiplies) the [Rect2] by the given [Transform2D] transformation matrix. </description> </operator> <operator name="operator =="> @@ -211,6 +214,8 @@ <return type="bool" /> <argument index="0" name="right" type="Rect2" /> <description> + Returns [code]true[/code] if the rectangles are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> </operators> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index f5ea6a6c87..d66b589ec1 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -8,8 +8,8 @@ It uses integer coordinates. If you need floating-point coordinates, use [Rect2] instead. </description> <tutorials> - <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> + <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> + <link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link> </tutorials> <constructors> <constructor name="Rect2i"> @@ -184,6 +184,7 @@ <return type="bool" /> <argument index="0" name="right" type="Rect2i" /> <description> + Returns [code]true[/code] if the rectangles are not equal. </description> </operator> <operator name="operator =="> @@ -195,6 +196,7 @@ <return type="bool" /> <argument index="0" name="right" type="Rect2i" /> <description> + Returns [code]true[/code] if the rectangles are equal. </description> </operator> </operators> diff --git a/doc/classes/RefCounted.xml b/doc/classes/RefCounted.xml index de314fbcb7..378df6f155 100644 --- a/doc/classes/RefCounted.xml +++ b/doc/classes/RefCounted.xml @@ -10,7 +10,7 @@ [b]Note:[/b] In C#, reference-counted objects will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free reference-counted objects that are no longer in use. This means that unused ones will linger on for a while before being removed. </description> <tutorials> - <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html</link> + <link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="init_ref"> diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 7f2bd118d6..8bf8534334 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -8,7 +8,7 @@ The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [VoxelGI]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them. </description> <tutorials> - <link title="Reflection probes">https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link> + <link title="Reflection probes">$DOCS_URL/tutorials/3d/reflection_probes.html</link> </tutorials> <members> <member name="ambient_color" type="Color" setter="set_ambient_color" getter="get_ambient_color" default="Color(0, 0, 0, 1)"> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index ddb25788c8..7f4d5cf1cd 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -15,7 +15,7 @@ In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. </description> <tutorials> - <link title="Optimization using Servers">https://docs.godotengine.org/en/latest/tutorials/performance/using_servers.html</link> + <link title="Optimization using Servers">$DOCS_URL/tutorials/performance/using_servers.html</link> </tutorials> <methods> <method name="bake_render_uv2"> diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 327183893b..02d1c7e97d 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -8,8 +8,8 @@ [b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed. </description> <tutorials> - <link title="Resources">https://docs.godotengine.org/en/latest/tutorials/scripting/resources.html</link> - <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html</link> + <link title="Resources">$DOCS_URL/tutorials/scripting/resources.html</link> + <link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="duplicate" qualifiers="const"> diff --git a/doc/classes/ResourceImporter.xml b/doc/classes/ResourceImporter.xml index 9f551ad1d2..f20b55fbc8 100644 --- a/doc/classes/ResourceImporter.xml +++ b/doc/classes/ResourceImporter.xml @@ -7,7 +7,7 @@ This is the base class for the resource importers implemented in core. To implement your own resource importers using editor plugins, see [EditorImportPlugin]. </description> <tutorials> - <link title="Import plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link> + <link title="Import plugins">$DOCS_URL/tutorials/plugins/editor/import_plugins.html</link> </tutorials> <constants> <constant name="IMPORT_ORDER_DEFAULT" value="0" enum="ImportOrder"> diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index 62323722f7..4329ccfdf5 100644 --- a/doc/classes/RichTextEffect.xml +++ b/doc/classes/RichTextEffect.xml @@ -19,7 +19,7 @@ [b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively. </description> <tutorials> - <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html</link> + <link title="BBCode in RichTextLabel">$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link> <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <methods> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 3255c748b7..6bfaca8928 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -11,7 +11,7 @@ [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property. </description> <tutorials> - <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html</link> + <link title="BBCode in RichTextLabel">$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link> <link title="GUI Rich Text/BBcode Demo">https://godotengine.org/asset-library/asset/132</link> <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml index ba9acdf4bf..c75055e0df 100644 --- a/doc/classes/RigidDynamicBody3D.xml +++ b/doc/classes/RigidDynamicBody3D.xml @@ -10,7 +10,7 @@ If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> </tutorials> diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml index 5db13de44f..203a48996f 100644 --- a/doc/classes/RootMotionView.xml +++ b/doc/classes/RootMotionView.xml @@ -8,7 +8,7 @@ [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script. </description> <tutorials> - <link title="Using AnimationTree - Root motion">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#root-motion</link> + <link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link> </tutorials> <members> <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path"> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 6d0ec44b69..c1dca44896 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -9,8 +9,8 @@ [SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop. </description> <tutorials> - <link title="SceneTree">https://docs.godotengine.org/en/latest/tutorials/scripting/scene_tree.html</link> - <link title="Multiple resolutions">https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html</link> + <link title="SceneTree">$DOCS_URL/tutorials/scripting/scene_tree.html</link> + <link title="Multiple resolutions">$DOCS_URL/tutorials/rendering/multiple_resolutions.html</link> </tutorials> <methods> <method name="call_group" qualifiers="vararg"> diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 7c59e87848..ab88bdaa73 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -8,7 +8,7 @@ The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. </description> <tutorials> - <link title="Scripting documentation index">https://docs.godotengine.org/en/latest/tutorials/scripting/index.html</link> + <link title="Scripting documentation index">$DOCS_URL/tutorials/scripting/index.html</link> </tutorials> <methods> <method name="can_instantiate" qualifiers="const"> diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index 9ff9cc0c87..9e1d8012b7 100644 --- a/doc/classes/Semaphore.xml +++ b/doc/classes/Semaphore.xml @@ -7,7 +7,7 @@ A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex]. </description> <tutorials> - <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html</link> + <link title="Using multiple threads">$DOCS_URL/tutorials/performance/using_multiple_threads.html</link> </tutorials> <methods> <method name="post"> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 751afb9b65..d81b4bc372 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,7 +7,7 @@ This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. </description> <tutorials> - <link title="Shaders documentation index">https://docs.godotengine.org/en/latest/tutorials/shaders/index.html</link> + <link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link> </tutorials> <methods> <method name="get_default_texture_param" qualifiers="const"> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index d5fc3fd210..04f0fac104 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -7,7 +7,7 @@ A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader. </description> <tutorials> - <link title="Shaders documentation index">https://docs.godotengine.org/en/latest/tutorials/shaders/index.html</link> + <link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link> </tutorials> <methods> <method name="get_shader_param" qualifiers="const"> diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 04f91d19da..9746519173 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -7,7 +7,7 @@ Base class for all 2D shapes. All 2D shape types inherit from this. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="collide"> diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml index 96f8833486..67af52768f 100644 --- a/doc/classes/Shape3D.xml +++ b/doc/classes/Shape3D.xml @@ -7,7 +7,7 @@ Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="get_debug_mesh"> diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 7aa06985bf..20bec14795 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -8,7 +8,7 @@ To setup different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. They can be applied by creating the desired number of modifications, which can be done by increasing [member SkeletonModificationStack2D.modification_count]. </description> <tutorials> - <link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> + <link title="2D skeletons">$DOCS_URL/tutorials/animation/2d_skeletons.html</link> </tutorials> <methods> <method name="execute_modifications"> diff --git a/doc/classes/SoftDynamicBody3D.xml b/doc/classes/SoftDynamicBody3D.xml index f999f77e78..fceebddf35 100644 --- a/doc/classes/SoftDynamicBody3D.xml +++ b/doc/classes/SoftDynamicBody3D.xml @@ -7,7 +7,7 @@ A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. </description> <tutorials> - <link title="SoftBody">https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link> + <link title="SoftBody">$DOCS_URL/tutorials/physics/soft_body.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> @@ -92,11 +92,11 @@ <members> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this SoftDynamicBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The physics layers this SoftDynamicBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01"> </member> diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 8c10ec36a8..f9f9a62baa 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -7,7 +7,7 @@ A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D]. </description> <tutorials> - <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <members> diff --git a/doc/classes/SpringArm3D.xml b/doc/classes/SpringArm3D.xml index 2cd8fa71cf..a54578cff4 100644 --- a/doc/classes/SpringArm3D.xml +++ b/doc/classes/SpringArm3D.xml @@ -41,7 +41,7 @@ </methods> <members> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The layers against which the collision check shall be done. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.01"> When the collision check is made, a candidate length for the SpringArm3D is given. diff --git a/doc/classes/StandardMaterial3D.xml b/doc/classes/StandardMaterial3D.xml index 43ba95e345..1a8bf0e202 100644 --- a/doc/classes/StandardMaterial3D.xml +++ b/doc/classes/StandardMaterial3D.xml @@ -5,6 +5,6 @@ <description> </description> <tutorials> - <link title="Standard Material 3D">https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html</link> + <link title="Standard Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link> </tutorials> </class> diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index 50389f912d..5e6e07fe36 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerSSL.xml @@ -8,7 +8,7 @@ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. </description> <tutorials> - <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="accept_stream"> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index a58bfd5c15..ce902c1216 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -7,7 +7,7 @@ This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources. </description> <tutorials> - <link title="GDScript format strings">https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_format_string.html</link> + <link title="GDScript format strings">$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html</link> </tutorials> <constructors> <constructor name="String"> diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml index c2a76b587f..f0b85cdad5 100644 --- a/doc/classes/SubViewport.xml +++ b/doc/classes/SubViewport.xml @@ -6,8 +6,8 @@ <description> </description> <tutorials> - <link title="Using Viewports">https://docs.godotengine.org/en/latest/tutorials/rendering/viewports.html</link> - <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Using Viewports">$DOCS_URL/tutorials/rendering/viewports.html</link> + <link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link> <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> <link title="3D in 2D Demo">https://godotengine.org/asset-library/asset/128</link> <link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index b8e2f7f03c..400fae4aad 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -233,8 +233,9 @@ <method name="get_line_column_at_pos" qualifiers="const"> <return type="Vector2i" /> <argument index="0" name="position" type="Vector2i" /> + <argument index="1" name="allow_out_of_bounds" type="bool" default="true" /> <description> - Returns the line and column at the given position. In the returned vector, [code]x[/code] is the column, [code]y[/code] is the line. + Returns the line and column at the given position. In the returned vector, [code]x[/code] is the column, [code]y[/code] is the line. If [code]allow_out_of_bounds[/code] is [code]false[/code] and the position is not over the text, both vector values will be set to [code]-1[/code]. </description> </method> <method name="get_line_count" qualifiers="const"> @@ -453,6 +454,14 @@ Returns the number of visible lines, including wrapped text. </description> </method> + <method name="get_visible_line_count_in_range" qualifiers="const"> + <return type="int" /> + <argument index="0" name="from_line" type="int" /> + <argument index="1" name="to_line" type="int" /> + <description> + Returns the total number of visible + wrapped lines between the two lines. + </description> + </method> <method name="get_word_at_pos" qualifiers="const"> <return type="String" /> <argument index="0" name="position" type="Vector2" /> diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index 52a419ce0f..d1a48fda55 100644 --- a/doc/classes/Theme.xml +++ b/doc/classes/Theme.xml @@ -8,7 +8,7 @@ Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information. </description> <tutorials> - <link title="GUI skinning">https://docs.godotengine.org/en/latest/tutorials/ui/gui_skinning.html</link> + <link title="GUI skinning">$DOCS_URL/tutorials/ui/gui_skinning.html</link> </tutorials> <methods> <method name="clear"> diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index eb2df8a4f9..bd9a6c865a 100644 --- a/doc/classes/Thread.xml +++ b/doc/classes/Thread.xml @@ -8,8 +8,8 @@ [b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger. </description> <tutorials> - <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html</link> - <link title="Thread-safe APIs">https://docs.godotengine.org/en/latest/tutorials/performance/thread_safe_apis.html</link> + <link title="Using multiple threads">$DOCS_URL/tutorials/performance/using_multiple_threads.html</link> + <link title="Thread-safe APIs">$DOCS_URL/tutorials/performance/thread_safe_apis.html</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 22d61c7285..6e552e3649 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -7,7 +7,7 @@ Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles which are used to create grid-based maps. A TileMap may have several layers, layouting tiles on top of each other. </description> <tutorials> - <link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link> + <link title="Using Tilemaps">$DOCS_URL/tutorials/2d/using_tilemaps.html</link> <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> <link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link> <link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link> diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 45d6f9ca6c..5d9065f823 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -13,7 +13,7 @@ See the functions to add new layers for more information. </description> <tutorials> - <link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link> + <link title="Using Tilemaps">$DOCS_URL/tutorials/2d/using_tilemaps.html</link> <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> <link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link> <link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index ab7632e08e..be41cdde99 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -8,8 +8,8 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> + <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> + <link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.html</link> <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> <link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link> </tutorials> @@ -213,30 +213,36 @@ <return type="bool" /> <argument index="0" name="right" type="Transform2D" /> <description> + Returns [code]true[/code] if the transforms are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="PackedVector2Array" /> <argument index="0" name="right" type="PackedVector2Array" /> <description> + Transforms (multiplies) each element of the [Vector2] array by the given [Transform2D] matrix. </description> </operator> <operator name="operator *"> <return type="Transform2D" /> <argument index="0" name="right" type="Transform2D" /> <description> + Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent). </description> </operator> <operator name="operator *"> <return type="Rect2" /> <argument index="0" name="right" type="Rect2" /> <description> + Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix. </description> </operator> <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> + Transforms (multiplies) the [Vector2] by the given [Transform2D] matrix. </description> </operator> <operator name="operator *"> @@ -262,12 +268,15 @@ <return type="bool" /> <argument index="0" name="right" type="Transform2D" /> <description> + Returns [code]true[/code] if the transforms are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator []"> <return type="Vector2" /> <argument index="0" name="index" type="int" /> <description> + Access transform components using their index. [code]t[0][/code] is equivalent to [code]t.x[/code], [code]t[1][/code] is equivalent to [code]t.y[/code], and [code]t[2][/code] is equivalent to [code]t.origin[/code]. </description> </operator> </operators> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 8c4965abb4..511574f6aa 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -8,9 +8,9 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> - <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> + <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> + <link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.html</link> + <link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html</link> <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link> @@ -147,30 +147,36 @@ <return type="bool" /> <argument index="0" name="right" type="Transform3D" /> <description> + Returns [code]true[/code] if the transforms are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="PackedVector3Array" /> <argument index="0" name="right" type="PackedVector3Array" /> <description> + Transforms (multiplies) each element of the [Vector3] array by the given [Transform3D] matrix. </description> </operator> <operator name="operator *"> <return type="Transform3D" /> <argument index="0" name="right" type="Transform3D" /> <description> + Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent). </description> </operator> <operator name="operator *"> <return type="AABB" /> <argument index="0" name="right" type="AABB" /> <description> + Transforms (multiplies) the [AABB] by the given [Transform3D] matrix. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix. </description> </operator> <operator name="operator *"> @@ -196,6 +202,8 @@ <return type="bool" /> <argument index="0" name="right" type="Transform3D" /> <description> + Returns [code]true[/code] if the transforms are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> </operators> diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml index 2a0695d42e..defebf7ab4 100644 --- a/doc/classes/Translation.xml +++ b/doc/classes/Translation.xml @@ -7,8 +7,8 @@ Translations are resources that can be loaded and unloaded on demand. They map a string to another string. </description> <tutorials> - <link title="Internationalizing games">https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> - <link title="Locales">https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> + <link title="Internationalizing games">$DOCS_URL/tutorials/i18n/internationalizing_games.html</link> + <link title="Locales">$DOCS_URL/tutorials/i18n/locales.html</link> </tutorials> <methods> <method name="_get_message" qualifiers="virtual const"> diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 8a6fa3571a..519e1cb041 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -7,8 +7,8 @@ Server that manages all translations. Translations can be set to it and removed from it. </description> <tutorials> - <link title="Internationalizing games">https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> - <link title="Locales">https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> + <link title="Internationalizing games">$DOCS_URL/tutorials/i18n/internationalizing_games.html</link> + <link title="Locales">$DOCS_URL/tutorials/i18n/locales.html</link> </tutorials> <methods> <method name="add_translation"> diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 88644e2f8a..b8649a2836 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -72,6 +72,6 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. </description> <tutorials> - <link title="Variant class">https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link> + <link title="Variant class">$DOCS_URL/development/cpp/variant_class.html</link> </tutorials> </class> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index eaaf41561a..595af6222c 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -9,9 +9,9 @@ [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. </description> <tutorials> - <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> - <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> + <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> + <link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link> + <link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link> <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> <link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link> @@ -75,6 +75,7 @@ <argument index="0" name="to" type="Vector2" /> <description> Returns the angle between the line connecting the two points and the X axis, in radians. + [code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()[/code]. [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle_to_point.png]Illustration of the returned angle.[/url] </description> </method> @@ -351,72 +352,97 @@ <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Returns [code]true[/code] if the vectors are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> + Multiplies each component of the [Vector2] by the components of the given [Vector2]. + [codeblock] + print(Vector2(10, 20) * Vector2(3, 4)) # Prints "(30, 80)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="Transform2D" /> <description> + Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] transformation matrix. </description> </operator> <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Vector2] by the given [float]. </description> </operator> <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Vector2] by the given [int]. </description> </operator> <operator name="operator +"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> + Adds each component of the [Vector2] by the components of the given [Vector2]. + [codeblock] + print(Vector2(10, 20) + Vector2(3, 4)) # Prints "(13, 24)" + [/codeblock] </description> </operator> <operator name="operator -"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> + Subtracts each component of the [Vector2] by the components of the given [Vector2]. + [codeblock] + print(Vector2(10, 20) - Vector2(3, 4)) # Prints "(7, 16)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> + Divides each component of the [Vector2] by the components of the given [Vector2]. + [codeblock] + print(Vector2(10, 20) / Vector2(2, 5)) # Prints "(5, 4)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector2" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Vector2] by the given [float]. </description> </operator> <operator name="operator /"> <return type="Vector2" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Vector2] by the given [int]. </description> </operator> <operator name="operator <"> <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Compares two [Vector2] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator <="> <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Compares two [Vector2] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator =="> @@ -428,34 +454,41 @@ <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Returns [code]true[/code] if the vectors are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator >"> <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Compares two [Vector2] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator >="> <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Compares two [Vector2] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator []"> <return type="float" /> <argument index="0" name="index" type="int" /> <description> + Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], and [code]v[1][/code] is equivalent to [code]v.y[/code]. </description> </operator> <operator name="operator unary+"> <return type="Vector2" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Vector2" /> <description> + Returns the negative value of the [Vector2]. This is the same as writing [code]Vector2(-v.x, -v.y)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative. </description> </operator> </operators> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index 71882e5b0c..62362409a5 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -9,8 +9,8 @@ [b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code]. </description> <tutorials> - <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> + <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> + <link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link> <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> </tutorials> <constructors> @@ -115,78 +115,115 @@ <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Returns [code]true[/code] if the vectors are not equal. </description> </operator> <operator name="operator %"> <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> + Gets the remainder of each component of the [Vector2i] with the components of the given [Vector2i]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. + [codeblock] + print(Vector2i(10, -20) % Vector2i(7, 8)) # Prints "(3, -4)" + [/codeblock] </description> </operator> <operator name="operator %"> <return type="Vector2i" /> <argument index="0" name="right" type="int" /> <description> + Gets the remainder of each component of the [Vector2i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. + [codeblock] + print(Vector2i(10, -20) % 7) # Prints "(3, -6)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> + Multiplies each component of the [Vector2i] by the components of the given [Vector2i]. + [codeblock] + print(Vector2i(10, 20) * Vector2i(3, 4)) # Prints "(30, 80)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector2i" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Vector2i] by the given [float] truncated to an integer. + [codeblock] + print(Vector2i(10, 20) * 0.9) # Prints "(0, 0)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector2i" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Vector2i] by the given [int]. </description> </operator> <operator name="operator +"> <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> + Adds each component of the [Vector2i] by the components of the given [Vector2i]. + [codeblock] + print(Vector2i(10, 20) + Vector2i(3, 4)) # Prints "(13, 24)" + [/codeblock] </description> </operator> <operator name="operator -"> <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> + Subtracts each component of the [Vector2i] by the components of the given [Vector2i]. + [codeblock] + print(Vector2i(10, 20) - Vector2i(3, 4)) # Prints "(7, 16)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> + Divides each component of the [Vector2i] by the components of the given [Vector2i]. + [codeblock] + print(Vector2i(10, 20) / Vector2i(2, 5)) # Prints "(5, 4)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector2i" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Vector2i] by the given [float] truncated to an integer. + [codeblock] + print(Vector2i(10, 20) / 2.9) # Prints "(5, 10)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector2i" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Vector2i] by the given [int]. </description> </operator> <operator name="operator <"> <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Compares two [Vector2i] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator <="> <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Compares two [Vector2i] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator =="> @@ -198,34 +235,40 @@ <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Returns [code]true[/code] if the vectors are equal. </description> </operator> <operator name="operator >"> <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Compares two [Vector2i] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator >="> <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Compares two [Vector2i] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator []"> <return type="int" /> <argument index="0" name="index" type="int" /> <description> + Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], and [code]v[1][/code] is equivalent to [code]v.y[/code]. </description> </operator> <operator name="operator unary+"> <return type="Vector2i" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Vector2i" /> <description> + Returns the negative value of the [Vector2i]. This is the same as writing [code]Vector2i(-v.x, -v.y)[/code]. This operation flips the direction of the vector while keeping the same magnitude. </description> </operator> </operators> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index a94cc0086f..62d467c505 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -9,9 +9,9 @@ [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. </description> <tutorials> - <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> - <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> + <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> + <link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link> + <link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link> <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> <link title="All 3D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/3d</link> @@ -367,84 +367,111 @@ <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Returns [code]true[/code] if the vectors are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Multiplies each component of the [Vector3] by the components of the given [Vector3]. + [codeblock] + print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Basis" /> <description> + Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Quaternion" /> <description> + Inversely transforms (multiplies) the [Vector3] by the given [Quaternion]. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Transform3D" /> <description> + Inversely transforms (multiplies) the [Vector3] by the given [Transform3D] transformation matrix. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Vector3] by the given [float]. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Vector3] by the given [int]. </description> </operator> <operator name="operator +"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Adds each component of the [Vector3] by the components of the given [Vector3]. + [codeblock] + print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Prints "(13, 24, 35)" + [/codeblock] </description> </operator> <operator name="operator -"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Subtracts each component of the [Vector3] by the components of the given [Vector3]. + [codeblock] + print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Prints "(7, 16, 25)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Divides each component of the [Vector3] by the components of the given [Vector3]. + [codeblock] + print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Prints "(5, 4, 10)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector3" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Vector3] by the given [float]. </description> </operator> <operator name="operator /"> <return type="Vector3" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Vector3] by the given [int]. </description> </operator> <operator name="operator <"> <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Compares two [Vector3] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator <="> <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Compares two [Vector3] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator =="> @@ -456,34 +483,41 @@ <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Returns [code]true[/code] if the vectors are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator >"> <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Compares two [Vector3] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator >="> <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Compares two [Vector3] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator []"> <return type="float" /> <argument index="0" name="index" type="int" /> <description> + Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code]. </description> </operator> <operator name="operator unary+"> <return type="Vector3" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Vector3" /> <description> + Returns the negative value of the [Vector3]. This is the same as writing [code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative. </description> </operator> </operators> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 5cd458a2be..17febdea83 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -9,8 +9,8 @@ [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. </description> <tutorials> - <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> + <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> + <link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link> <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> </tutorials> <constructors> @@ -133,78 +133,115 @@ <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Returns [code]true[/code] if the vectors are not equal. </description> </operator> <operator name="operator %"> <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> + Gets the remainder of each component of the [Vector3i] with the components of the given [Vector3i]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. + [codeblock] + print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # Prints "(3, -4, 3)" + [/codeblock] </description> </operator> <operator name="operator %"> <return type="Vector3i" /> <argument index="0" name="right" type="int" /> <description> + Gets the remainder of each component of the [Vector3i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. + [codeblock] + print(Vector2i(10, -20, 30) % 7) # Prints "(3, -6, 2)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> + Multiplies each component of the [Vector3i] by the components of the given [Vector3i]. + [codeblock] + print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # Prints "(30, 80, 150)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector3i" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Vector3i] by the given [float] truncated to an integer. + [codeblock] + print(Vector3i(10, 20, 30) * 0.9) # Prints "(0, 0, 0)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector3i" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Vector3i] by the given [int]. </description> </operator> <operator name="operator +"> <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> + Adds each component of the [Vector3i] by the components of the given [Vector3i]. + [codeblock] + print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # Prints "(13, 24, 35)" + [/codeblock] </description> </operator> <operator name="operator -"> <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> + Subtracts each component of the [Vector3i] by the components of the given [Vector3i]. + [codeblock] + print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # Prints "(7, 16, 25)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> + Divides each component of the [Vector3i] by the components of the given [Vector3i]. + [codeblock] + print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # Prints "(5, 4, 10)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector3i" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Vector3i] by the given [float] truncated to an integer. + [codeblock] + print(Vector3i(10, 20, 30) / 2.9) # Prints "(5, 10, 15)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector3i" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Vector3i] by the given [int]. </description> </operator> <operator name="operator <"> <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Compares two [Vector3i] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator <="> <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Compares two [Vector3i] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator =="> @@ -216,34 +253,40 @@ <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Returns [code]true[/code] if the vectors are equal. </description> </operator> <operator name="operator >"> <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Compares two [Vector3i] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator >="> <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Compares two [Vector3i] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator []"> <return type="int" /> <argument index="0" name="index" type="int" /> <description> + Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code]. </description> </operator> <operator name="operator unary+"> <return type="Vector3i" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Vector3i" /> <description> + Returns the negative value of the [Vector3i]. This is the same as writing [code]Vector3i(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of the vector while keeping the same magnitude. </description> </operator> </operators> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index e79cf0d233..8e75b474ed 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -12,8 +12,8 @@ Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. </description> <tutorials> - <link title="Using Viewports">https://docs.godotengine.org/en/latest/tutorials/rendering/viewports.html</link> - <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Using Viewports">$DOCS_URL/tutorials/rendering/viewports.html</link> + <link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link> <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> <link title="3D in 2D Demo">https://godotengine.org/asset-library/asset/128</link> <link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link> diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index b752e94490..cebe7f215f 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -7,7 +7,7 @@ Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader. </description> <tutorials> - <link title="VisualShaders">https://docs.godotengine.org/en/latest/tutorials/shaders/visual_shaders.html</link> + <link title="VisualShaders">$DOCS_URL/tutorials/shaders/visual_shaders.html</link> </tutorials> <methods> <method name="clear_default_input_values"> diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index 58f345b8f9..995f2796dd 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -13,7 +13,7 @@ [/codeblock] </description> <tutorials> - <link title="Visual Shader plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link> + <link title="Visual Shader plugins">$DOCS_URL/tutorials/plugins/editor/visual_shader_plugins.html</link> </tutorials> <methods> <method name="_get_category" qualifiers="virtual const"> diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index 46d7dd6322..a7b501c6a0 100644 --- a/doc/classes/VisualShaderNodeInput.xml +++ b/doc/classes/VisualShaderNodeInput.xml @@ -7,7 +7,7 @@ Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link). </description> <tutorials> - <link title="Shading reference index">https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/index.html</link> + <link title="Shading reference index">$DOCS_URL/tutorials/shaders/shader_reference/index.html</link> </tutorials> <methods> <method name="get_input_real_name" qualifiers="const"> diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index f6470782ee..2c3605aa1c 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -4,12 +4,13 @@ Real-time global illumination (GI) probe. </brief_description> <description> - [VoxelGI]s are used to provide high-quality real-time indirect light to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [VoxelGI]s need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked. - Having [VoxelGI]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/global_illumination/voxel_gi/quality]. - [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. + [VoxelGI]s are used to provide high-quality real-time indirect light and reflections to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [VoxelGI]s need to be baked before having a visible effect. However, once baked, dynamic objects will receive light from them. Furthermore, lights can be fully dynamic or baked. + [b]Procedural generation:[/b] [VoxelGI] can be baked in an exported project, which makes it suitable for procedurally generated or user-built levels as long as all the geometry is generated in advance. For games where geometry is generated at any time during gameplay, SDFGI is more suitable (see [member Environment.sdfgi_enabled]). + [b]Performance:[/b] [VoxelGI] is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [LightmapGI] instead). To improve performance, adjust [member ProjectSettings.rendering/global_illumination/voxel_gi/quality] and enable [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the Project Settings. To provide a fallback for low-end hardware, consider adding an option to disable [VoxelGI] in your project's options menus. A [VoxelGI] node can be disabled by hiding it. + [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_BAKED]. These temporary nodes can then be hidden after baking the [VoxelGI] node. </description> <tutorials> - <link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link> + <link title="GI probes">$DOCS_URL/tutorials/3d/gi_probes.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> @@ -19,6 +20,7 @@ <argument index="1" name="create_visual_debug" type="bool" default="false" /> <description> Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_BAKED] and [Light3D]s marked with either [constant Light3D.BAKE_DYNAMIC] or [constant Light3D.BAKE_STATIC]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [VoxelGI]'s data and debug any issues that may be occurring. + [b]Note:[/b] [method bake] works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a [VoxelGI] node generally takes from 5 to 20 seconds in most scenes. Reducing [member subdiv] can speed up baking. </description> </method> <method name="debug_bake"> @@ -50,7 +52,7 @@ Use 256 subdivisions. </constant> <constant name="SUBDIV_512" value="3" enum="Subdiv"> - Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware this could cause the GPU to stall. + Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware, this could cause the GPU to stall. </constant> <constant name="SUBDIV_MAX" value="4" enum="Subdiv"> Represents the size of the [enum Subdiv] enum. diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index 0653c8b453..f36b926bef 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -384,7 +384,7 @@ </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. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + 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. diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index a6a4701dd4..47ab4b3612 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. </description> <tutorials> - <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <members> <member name="canvas" type="RID" setter="" getter="get_canvas"> diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml index 136ca2c598..fd2f96985c 100644 --- a/doc/classes/World3D.xml +++ b/doc/classes/World3D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Node3D nodes register their resources into the current world. </description> <tutorials> - <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <members> <member name="camera_effects" type="CameraEffects" setter="set_camera_effects" getter="get_camera_effects"> diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index bd25a74c5b..793479e074 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -9,7 +9,7 @@ The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. </description> <tutorials> - <link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> + <link title="Environment and post-processing">$DOCS_URL/tutorials/3d/environment_and_post_processing.html</link> <link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link> <link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> diff --git a/doc/classes/XRCamera3D.xml b/doc/classes/XRCamera3D.xml index 31f05ca06c..ca81f5b169 100644 --- a/doc/classes/XRCamera3D.xml +++ b/doc/classes/XRCamera3D.xml @@ -8,6 +8,6 @@ The position and orientation of this node is automatically updated by the XR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result. </description> <tutorials> - <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link> </tutorials> </class> diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml index eb91196e00..0e2785f246 100644 --- a/doc/classes/XRController3D.xml +++ b/doc/classes/XRController3D.xml @@ -10,7 +10,7 @@ As many XR runtimes now use a configurable action map all inputs are named. </description> <tutorials> - <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_axis" qualifiers="const"> diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index 7ae70f97a2..3b03447ed1 100644 --- a/doc/classes/XRInterface.xml +++ b/doc/classes/XRInterface.xml @@ -8,7 +8,7 @@ Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer]. </description> <tutorials> - <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_camera_feed_id"> diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml index 0d8acfeb1b..fc15102976 100644 --- a/doc/classes/XROrigin3D.xml +++ b/doc/classes/XROrigin3D.xml @@ -10,7 +10,7 @@ For example, if your character is driving a car, the XROrigin3D node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node. </description> <tutorials> - <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link> </tutorials> <members> <member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" default="1.0"> diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml index bd6a518835..439bcfc382 100644 --- a/doc/classes/XRPositionalTracker.xml +++ b/doc/classes/XRPositionalTracker.xml @@ -9,7 +9,7 @@ The [XRController3D] and [XRAnchor3D] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDExtension-based interfaces can interact with them. </description> <tutorials> - <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_input" qualifiers="const"> diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml index 87164ebb52..3a7fdea8d0 100644 --- a/doc/classes/XRServer.xml +++ b/doc/classes/XRServer.xml @@ -7,7 +7,7 @@ The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing. </description> <tutorials> - <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link> </tutorials> <methods> <method name="add_interface"> diff --git a/doc/classes/float.xml b/doc/classes/float.xml index 8231173bac..c96360e6ba 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -72,7 +72,7 @@ <return type="Quaternion" /> <argument index="0" name="right" type="Quaternion" /> <description> - Multiplies each component of the [Quaternion] by the given [float]. + Multiplies each component of the [Quaternion] by the given [float]. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator *"> @@ -81,7 +81,7 @@ <description> Multiplies each component of the [Vector2] by the given [float]. [codeblock] - print(2.5 * Vector2(1, 1)) # Vector2(2.5, 2.5) + print(2.5 * Vector2(1, 3)) # Prints "(2.5, 7.5)" [/codeblock] </description> </operator> @@ -89,9 +89,9 @@ <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> - Multiplies each component of the [Vector2i] by the given [float]. + Multiplies each component of the [Vector2i] by the given [float] truncated to an integer. [codeblock] - print(2.0 * Vector2i(1, 1)) # Vector2i(2.0, 2.0) + print(0.9 * Vector2i(10, 20)) # Prints "(0, 0)" [/codeblock] </description> </operator> @@ -106,7 +106,10 @@ <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> - Multiplies each component of the [Vector3i] by the given [float]. + Multiplies each component of the [Vector3i] by the given [float] truncated to an integer. + [codeblock] + print(0.9 * Vector3i(10, 20, 30)) # Prints "(0, 0, 0)" + [/codeblock] </description> </operator> <operator name="operator *"> diff --git a/doc/classes/int.xml b/doc/classes/int.xml index 94c2601e4a..bb36d83741 100644 --- a/doc/classes/int.xml +++ b/doc/classes/int.xml @@ -91,11 +91,11 @@ <return type="int" /> <argument index="0" name="right" type="int" /> <description> - Returns the result of the modulo operator for two integers, i.e. the remainder after dividing both numbers. + Returns the remainder after dividing two integers. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. [codeblock] print(5 % 2) # 1 print(12 % 4) # 0 - print(12 % 2) # 2 + print(-5 % 3) # -2 [/codeblock] </description> </operator> @@ -121,12 +121,14 @@ <return type="Color" /> <argument index="0" name="right" type="Color" /> <description> + Multiplies each component of the [Color] by the given [int]. </description> </operator> <operator name="operator *"> <return type="Quaternion" /> <argument index="0" name="right" type="Quaternion" /> <description> + Multiplies each component of the [Quaternion] by the given [int]. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator *"> |