diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Animation.xml | 11 | ||||
-rw-r--r-- | doc/classes/ArrayMesh.xml | 2 | ||||
-rw-r--r-- | doc/classes/AudioEffectBandLimitFilter.xml | 2 | ||||
-rw-r--r-- | doc/classes/AudioEffectBandPassFilter.xml | 2 | ||||
-rw-r--r-- | doc/classes/AudioEffectHighPassFilter.xml | 2 | ||||
-rw-r--r-- | doc/classes/AudioEffectLowPassFilter.xml | 2 | ||||
-rw-r--r-- | doc/classes/AudioEffectNotchFilter.xml | 2 | ||||
-rw-r--r-- | doc/classes/CollisionShape.xml | 2 | ||||
-rw-r--r-- | doc/classes/CollisionShape2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/Color.xml | 58 | ||||
-rw-r--r-- | doc/classes/Control.xml | 2 | ||||
-rw-r--r-- | doc/classes/Input.xml | 1 | ||||
-rw-r--r-- | doc/classes/ItemList.xml | 2 | ||||
-rw-r--r-- | doc/classes/KinematicBody.xml | 2 | ||||
-rw-r--r-- | doc/classes/Node.xml | 3 | ||||
-rw-r--r-- | doc/classes/OS.xml | 1 | ||||
-rw-r--r-- | doc/classes/PackedScene.xml | 2 | ||||
-rw-r--r-- | doc/classes/ParallaxLayer.xml | 1 | ||||
-rw-r--r-- | doc/classes/RigidBody.xml | 38 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 4 | ||||
-rw-r--r-- | doc/classes/SpatialMaterial.xml | 70 | ||||
-rw-r--r-- | doc/classes/TextureProgress.xml | 10 | ||||
-rw-r--r-- | doc/classes/Tree.xml | 2 | ||||
-rw-r--r-- | doc/classes/TreeItem.xml | 1 |
24 files changed, 163 insertions, 61 deletions
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 74c6796b06..bb161cd87c 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -5,7 +5,16 @@ </brief_description> <description> An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track. - Animations are just data containers, and must be added to odes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. + [codeblock] + # This creates an animation that makes the node "Enemy" move to the right by + # 100 pixels in 1 second. + var animation = Animation.new() + var track_index = animation.add_track(Animation.TYPE_VALUE) + animation.track_set_path(track_index, "Enemy:position.x") + animation.track_insert_key(track_index, 0.0, 0) + animation.track_insert_key(track_index, 0.5, 100) + [/codeblock] + Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. </description> <tutorials> <link>http://docs.godotengine.org/en/3.0/tutorials/animation/index.html</link> diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index ed3d2d2205..7806cf4ce4 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -47,7 +47,7 @@ </argument> <description> Creates a new surface. - Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See [Mesh] for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). [method get_surface_count] will become the surf_idx for this new surface. + Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See [Mesh] for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [code]ARRAY_INDEX[/code] if it is used. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices. Godot uses clockwise winding order for front faces of triangle primitive modes. diff --git a/doc/classes/AudioEffectBandLimitFilter.xml b/doc/classes/AudioEffectBandLimitFilter.xml index 9eba806ad5..c9ddbd5b9a 100644 --- a/doc/classes/AudioEffectBandLimitFilter.xml +++ b/doc/classes/AudioEffectBandLimitFilter.xml @@ -4,7 +4,7 @@ Adds a band limit filter to the Audio Bus. </brief_description> <description> - Limits the frequencies in a range around the [member cutoff_hz] and allows frequencies outside of this range to pass. + Limits the frequencies in a range around the [member AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to pass. </description> <tutorials> </tutorials> diff --git a/doc/classes/AudioEffectBandPassFilter.xml b/doc/classes/AudioEffectBandPassFilter.xml index 11aab3e86d..7f4c9f4632 100644 --- a/doc/classes/AudioEffectBandPassFilter.xml +++ b/doc/classes/AudioEffectBandPassFilter.xml @@ -4,7 +4,7 @@ Adds a band pass filter to the Audio Bus. </brief_description> <description> - Attenuates the frequencies inside of a range around the [member cutoff_hz] and cuts frequencies outside of this band. + Attenuates the frequencies inside of a range around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band. </description> <tutorials> </tutorials> diff --git a/doc/classes/AudioEffectHighPassFilter.xml b/doc/classes/AudioEffectHighPassFilter.xml index 3d487fc783..6c97199cb9 100644 --- a/doc/classes/AudioEffectHighPassFilter.xml +++ b/doc/classes/AudioEffectHighPassFilter.xml @@ -4,7 +4,7 @@ Adds a high pass filter to the Audio Bus. </brief_description> <description> - Cuts frequencies lower than the [member cutoff_hz] and allows higher frequencies to pass. + Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and allows higher frequencies to pass. </description> <tutorials> </tutorials> diff --git a/doc/classes/AudioEffectLowPassFilter.xml b/doc/classes/AudioEffectLowPassFilter.xml index 3facd8b665..7048a56e6c 100644 --- a/doc/classes/AudioEffectLowPassFilter.xml +++ b/doc/classes/AudioEffectLowPassFilter.xml @@ -4,7 +4,7 @@ Adds a low pass filter to the Audio Bus. </brief_description> <description> - Cuts frequencies higher than the [member cutoff_hz] and allows lower frequencies to pass. + Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and allows lower frequencies to pass. </description> <tutorials> </tutorials> diff --git a/doc/classes/AudioEffectNotchFilter.xml b/doc/classes/AudioEffectNotchFilter.xml index 741931f262..0378934890 100644 --- a/doc/classes/AudioEffectNotchFilter.xml +++ b/doc/classes/AudioEffectNotchFilter.xml @@ -4,7 +4,7 @@ Adds a notch filter to the Audio Bus. </brief_description> <description> - Attenuates frequencies in a narrow band around the [member cutoff_hz] and cuts frequencies outside of this range. + Attenuates frequencies in a narrow band around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range. </description> <tutorials> </tutorials> diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml index 682c9340df..5639c14192 100644 --- a/doc/classes/CollisionShape.xml +++ b/doc/classes/CollisionShape.xml @@ -4,7 +4,7 @@ Node that represents collision shape data in 3D space. </brief_description> <description> - 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 [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape. + 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 [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape. </description> <tutorials> <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link> diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index 3312fad99c..713cb8d098 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -4,7 +4,7 @@ Node that represents collision shape data in 2D space. </brief_description> <description> - 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 get_shape] to get the actual shape. + 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>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 2e3cc2e5d1..82a10fbaa4 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -4,8 +4,8 @@ Color in RGBA format with some support for ARGB format. </brief_description> <description> - A color is represented as red, green and blue (r,g,b) components. Additionally, "a" represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some methods (such as set_modulate(color)) may accept values > 1. - You can also create a color from standardised color names with Color.ColorN (e.g. Color.green) or [method @GDScript.ColorN]. + A color is represented by red, green, and blue [code](r, g, b)[/code] components. Additionally, [code]a[/code] represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may accept values > 1. + You can also create a color from standardized color names by using [method @GDScript.ColorN]. </description> <tutorials> </tutorials> @@ -25,7 +25,7 @@ [code]"#ff00ff"[/code] - RGB format with '#' [code]"ff00ff"[/code] - RGB format [codeblock] - # The following code creates the same color of an RGBA(178, 217, 10, 255) + # Each of the following creates the same color RGBA(178, 217, 10, 255) var c1 = Color("#ffb2d90a") # ARGB format with '#' var c2 = Color("ffb2d90a") # ARGB format var c3 = Color("#b2d90a") # RGB format with '#' @@ -41,7 +41,7 @@ <description> Constructs a color from a 32-bit integer (each byte represents a component of the RGBA profile). [codeblock] - var c = Color(274) # a color of an RGBA(0, 0, 1, 18) + var c = Color(274) # Equivalent to RGBA(0, 0, 1, 18) [/codeblock] </description> </method> @@ -55,9 +55,9 @@ <argument index="2" name="b" type="float"> </argument> <description> - Constructs a color from an RGB profile using values between 0 and 1 (float). Alpha will always be 1. + Constructs a color from an RGB profile using values between 0 and 1. Alpha will always be 1. [codeblock] - var c = Color(0.2, 1.0, .7) # a color of an RGBA(51, 255, 178, 255) + var c = Color(0.2, 1.0, .7) # Equivalent to RGBA(51, 255, 178, 255) [/codeblock] </description> </method> @@ -73,9 +73,9 @@ <argument index="3" name="a" type="float"> </argument> <description> - Constructs a color from an RGBA profile using values between 0 and 1 (float). + Constructs a color from an RGBA profile using values between 0 and 1. [codeblock] - var c = Color(0.2, 1.0, .7, .8) # a color of an RGBA(51, 255, 178, 204) + var c = Color(0.2, 1.0, .7, .8) # Equivalent to RGBA(51, 255, 178, 204) [/codeblock] </description> </method> @@ -85,7 +85,7 @@ <argument index="0" name="over" type="Color"> </argument> <description> - Returns a new color resulting from blending this color over another color. If the color is opaque, the result would also be opaque. The other color could then take a range of values with different alpha values. + Returns a new color resulting from blending this color over another. If the color is opaque, the result is also opaque. The second color may have a range of alpha values. [codeblock] var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50% var fg = Color(1.0, 0.0, 0.0, .5) # Red with alpha of 50% @@ -100,7 +100,7 @@ Returns the most contrasting color. [codeblock] var c = Color(.3, .4, .9) - var contrastedColor = c.contrasted() # a color of an RGBA(204, 229, 102, 255) + var contrastedColor = c.contrasted() # Equivalent to RGBA(204, 229, 102, 255) [/codeblock] </description> </method> @@ -131,7 +131,7 @@ <description> Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and [code]v[/code] are values between 0 and 1. [codeblock] - var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8) + var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8) [/codeblock] </description> </method> @@ -139,8 +139,8 @@ <return type="float"> </return> <description> - Returns the color's grayscale. - The gray is calculated by (r + g + b) / 3. + Returns the color's grayscale representation. + The gray is calculated by [code](r + g + b) / 3[/code]. [codeblock] var c = Color(0.2, 0.45, 0.82) var gray = c.gray() # a value of 0.466667 @@ -151,7 +151,7 @@ <return type="Color"> </return> <description> - Returns the inverted color (1-r, 1-g, 1-b, 1-a). + Returns the inverted color [code](1 - r, 1 - g, 1 - b, 1 - a)[/code]. [codeblock] var c = Color(.3, .4, .9) var invertedColor = c.inverted() # a color of an RGBA(178, 153, 26, 255) @@ -179,7 +179,7 @@ <argument index="1" name="t" type="float"> </argument> <description> - Returns the color of the linear interpolation with another color. The value t is between 0 and 1 (float). + Returns the linear interpolation with another color. The value t is between 0 and 1. [codeblock] var c1 = Color(1.0, 0.0, 0.0) var c2 = Color(0.0, 1.0, 0.0) @@ -238,7 +238,7 @@ </argument> <description> Returns the color's HTML hexadecimal color string in ARGB format (ex: [code]ff34f822[/code]). - Optionally flag 'false' to not include alpha in hexadecimal string. + Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string. [codeblock] var c = Color(1, 1, 1, .5) var s1 = c.to_html() # Results "7fffffff" @@ -250,7 +250,7 @@ <return type="int"> </return> <description> - Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is the format that Godot uses by default. + Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is Godot's default format. [codeblock] var c = Color(1, .5, .2) print(c.to_rgba32()) # Prints 4286526463 @@ -261,7 +261,7 @@ <return type="int"> </return> <description> - Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is the format that Godot uses by default. + Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is Godot's default format. [codeblock] var c = Color(1, .5, .2) print(c.to_rgba64()) # Prints -140736629309441 @@ -271,37 +271,37 @@ </methods> <members> <member name="a" type="float" setter="" getter=""> - Alpha (0 to 1) + Alpha value (range 0 to 1). </member> <member name="a8" type="int" setter="" getter=""> - Alpha (0 to 255) + Alpha value (range 0 to 255). </member> <member name="b" type="float" setter="" getter=""> - Blue (0 to 1) + Blue value (range 0 to 1). </member> <member name="b8" type="int" setter="" getter=""> - Blue (0 to 255) + Blue value (range 0 to 255). </member> <member name="g" type="float" setter="" getter=""> - Green (0 to 1) + Green value (range 0 to 1). </member> <member name="g8" type="int" setter="" getter=""> - Green (0 to 255) + Green value (range 0 to 255). </member> <member name="h" type="float" setter="" getter=""> - Hue (0 to 1) + HSV hue value (range 0 to 1). </member> <member name="r" type="float" setter="" getter=""> - Red (0 to 1) + Red value (range 0 to 1). </member> <member name="r8" type="int" setter="" getter=""> - Red (0 to 255) + Red value (range 0 to 255). </member> <member name="s" type="float" setter="" getter=""> - Saturation (0 to 1) + HSV saturation value (range 0 to 1). </member> <member name="v" type="float" setter="" getter=""> - Value (0 to 1) + HSV value (range 0 to 1). </member> </members> <constants> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 1a27aea23f..ee82afd592 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -76,7 +76,7 @@ <argument index="1" name="constant" type="int"> </argument> <description> - Overrides an integer constant in the [member theme] resource the node uses. If the [code]constant[/code] is invalid, Godot clears the override. See [member Theme.INVALID_CONSTANT] for more information. + Overrides an integer constant in the [member theme] resource the node uses. If the [code]constant[/code] is invalid, Godot clears the override. </description> </method> <method name="add_font_override"> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 338d01ae5f..10ec15b99d 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -55,6 +55,7 @@ <argument index="0" name="action" type="String"> </argument> <description> + Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1. </description> </method> <method name="get_connected_joypads"> diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml index 38d32fe7c8..4e4947de6c 100644 --- a/doc/classes/ItemList.xml +++ b/doc/classes/ItemList.xml @@ -412,6 +412,7 @@ Fired when specified list item has been selected via right mouse clicking. The click position is also provided to allow appropriate popup of context menus at the correct location. + [member allow_rmb_select] must be enabled. </description> </signal> <signal name="item_selected"> @@ -419,6 +420,7 @@ </argument> <description> Fired when specified item has been selected. + [member allow_reselect] must be enabled to reselect an item. </description> </signal> <signal name="multi_selected"> diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index 17310ab4dc..82638fc57a 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -69,7 +69,7 @@ </argument> <description> Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision], which contains information about the collision. - If [code]test_only[/code] is [code]true[/true], the body does not move but the would-be collision information is given. + If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. </description> </method> <method name="move_and_slide"> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 90e9436307..a33ee5c363 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -12,7 +12,7 @@ [b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine. Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it. To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with [method set_owner]. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though. - Finally, when a node is freed with [method free] or [method queue_free], it will also free all its children. + Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children. [b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree]. [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) 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> @@ -176,6 +176,7 @@ </argument> <description> Finds a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case sensitive, but '*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names. + If [code]owned[/code] is [code]true[/code], this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through script, because those scenes don't have an owner. </description> </method> <method name="get_child" qualifiers="const"> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index dad4ce898d..26684836ea 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -583,6 +583,7 @@ </argument> <description> Plays native video from the specified path, at the given volume and with audio and subtitle tracks. + Note: This method is only implemented on Android and iOS, and the current Android implementation does not support the [code]volume[/code], [code]audio_track[/code] and [code]subtitle_track[/code] options. </description> </method> <method name="native_video_stop"> diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml index 0d58e61c3a..08df3f0ad6 100644 --- a/doc/classes/PackedScene.xml +++ b/doc/classes/PackedScene.xml @@ -39,7 +39,7 @@ <argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0"> </argument> <description> - Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers the [enum Object.NOTIFICATION_INSTANCED] notification on the root node. + Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers the [enum Node.NOTIFICATION_INSTANCED] notification on the root node. </description> </method> <method name="pack"> diff --git a/doc/classes/ParallaxLayer.xml b/doc/classes/ParallaxLayer.xml index 662a15e043..e6ea166282 100644 --- a/doc/classes/ParallaxLayer.xml +++ b/doc/classes/ParallaxLayer.xml @@ -6,6 +6,7 @@ <description> A ParallaxLayer must be the child of a [ParallaxBackground] node. Each ParallaxLayer can be set to move at different speeds relative to the camera movement or the [member ParallaxBackground.scroll_offset] value. This node's children will be affected by its scroll offset. + Note that any changes to this node's position and scale made after it enters the scene will be ignored. </description> <tutorials> </tutorials> diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index f9e0f821a9..0977b7ea01 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -60,8 +60,8 @@ <argument index="0" name="impulse" type="Vector3"> </argument> <description> - Applies a single directional impulse without affecting rotation. - This is equivalent to ``apply_impulse(Vector3(0,0,0), impulse)``. + Applies a directional impulse without affecting rotation. + This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]. </description> </method> <method name="apply_impulse"> @@ -72,7 +72,7 @@ <argument index="1" name="impulse" type="Vector3"> </argument> <description> - Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the object's origin. + Applies a positioned impulse which will be affected by the body mass and shape. This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the object's origin. </description> </method> <method name="apply_torque_impulse"> @@ -81,14 +81,14 @@ <argument index="0" name="impulse" type="Vector3"> </argument> <description> - Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the passed in vector. + Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the passed in vector. </description> </method> <method name="get_colliding_bodies" qualifiers="const"> <return type="Array"> </return> <description> - Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it. Note that the result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. + Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it. Note that the result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. </description> </method> <method name="set_axis_velocity"> @@ -97,7 +97,7 @@ <argument index="0" name="axis_velocity" type="Vector3"> </argument> <description> - Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. + Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. </description> </method> </methods> @@ -109,16 +109,22 @@ RigidBody's rotational velocity. </member> <member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + Lock the body's rotation in the x-axis. </member> <member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + Lock the body's rotation in the y-axis. </member> <member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + Lock the body's rotation in the z-axis. </member> <member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + Lock the body's movement in the x-axis. </member> <member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + Lock the body's movement in the x-axis. </member> <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + Lock the body's movement in the x-axis. </member> <member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> RigidBody's bounciness. @@ -127,7 +133,7 @@ If [code]true[/code] the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled"> - If true, the RigidBody will emit signals when it collides with another RigidBody. + If [code]true[/code] the RigidBody will emit signals when it collides with another RigidBody. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported"> The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. @@ -140,19 +146,19 @@ If [code]true[/code] internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. </member> <member name="friction" type="float" setter="set_friction" getter="get_friction"> - The body friction, from 0 (frictionless) to 1 (max friction). + The body's friction, from 0 (frictionless) to 1 (max friction). </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale"> This is multiplied by the global 3D gravity setting found in "Project > Project Settings > Physics > 3d" to produce RigidBody's gravity. E.g. a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. </member> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp"> - RigidBody's linear damp. Default value: -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden. + The body's linear damp. Default value: -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden. </member> <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity"> - RigidBody's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. + The body's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. </member> <member name="mass" type="float" setter="set_mass" getter="get_mass"> - RigidBody's mass. + The body's mass. </member> <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody.Mode"> The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER. @@ -160,10 +166,10 @@ <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> </member> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping"> - If [code]true[/code] RigidBody is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method. + If [code]true[/code] the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method. </member> <member name="weight" type="float" setter="set_weight" getter="get_weight"> - RigidBody's weight based on its mass and the global 3D gravity. Global values are set in "Project > Project Settings > Physics > 3d". + The body's weight based on its mass and the global 3D gravity. Global values are set in "Project > Project Settings > Physics > 3d". </member> </members> <signals> @@ -217,16 +223,16 @@ </signals> <constants> <constant name="MODE_RIGID" value="0" enum="Mode"> - Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. + Rigid body mode. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. </constant> <constant name="MODE_STATIC" value="1" enum="Mode"> Static mode. The body behaves like a [StaticBody], and can only move by user code. </constant> <constant name="MODE_CHARACTER" value="2" enum="Mode"> - Character body. This behaves like a rigid body, but can not rotate. + Character body mode. This behaves like a rigid body, but can not rotate. </constant> <constant name="MODE_KINEMATIC" value="3" enum="Mode"> - Kinematic body. The body behaves like a [KinematicBody], and can only move by user code. + Kinematic body mode. The body behaves like a [KinematicBody], and can only move by user code. </constant> </constants> </class> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 1f6b3934c2..079440ab8b 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -29,6 +29,7 @@ <argument index="0" name="force" type="Vector2"> </argument> <description> + Adds a constant directional force without affecting rotation. </description> </method> <method name="add_force"> @@ -48,6 +49,7 @@ <argument index="0" name="torque" type="float"> </argument> <description> + Adds a constant rotational force. </description> </method> <method name="apply_central_impulse"> @@ -56,6 +58,7 @@ <argument index="0" name="impulse" type="Vector2"> </argument> <description> + Applies a directional impulse without affecting rotation. </description> </method> <method name="apply_impulse"> @@ -75,6 +78,7 @@ <argument index="0" name="torque" type="float"> </argument> <description> + Applies a rotational impulse to the body. </description> </method> <method name="get_colliding_bodies" qualifiers="const"> diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index 354c6686bb..57fb267e91 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SpatialMaterial" inherits="Material" category="Core" version="3.1"> <brief_description> + Default 3D rendering material. </brief_description> <description> + 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>http://docs.godotengine.org/en/3.0/tutorials/3d/spatial_material.html</link> @@ -13,16 +15,20 @@ </methods> <members> <member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo"> + The material's base color. </member> <member name="albedo_texture" type="Texture" setter="set_texture" getter="get_texture"> </member> <member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy"> + The strength of the anisotropy effect. </member> <member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature"> + If [code]true[/code] anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Default value: [code]false[/code]. </member> <member name="anisotropy_flowmap" type="Texture" setter="set_texture" getter="get_texture"> </member> <member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature"> + If [code]true[/code] ambient occlusion is enabled. </member> <member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect"> </member> @@ -35,6 +41,7 @@ <member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat"> </member> <member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature"> + If [code]true[/code] clearcoat rendering is enabled. Adds a secondary transparent pass to the material. Default value: [code]false[/code]. </member> <member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss"> </member> @@ -43,6 +50,7 @@ <member name="depth_deep_parallax" type="bool" setter="set_depth_deep_parallax" getter="is_depth_deep_parallax_enabled"> </member> <member name="depth_enabled" type="bool" setter="set_feature" getter="get_feature"> + If [code]true[/code] Depth mapping is enabled. See also [member normal_enabled]. </member> <member name="depth_max_layers" type="int" setter="set_depth_deep_parallax_max_layers" getter="get_depth_deep_parallax_max_layers"> </member> @@ -71,10 +79,13 @@ <member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="SpatialMaterial.DistanceFadeMode"> </member> <member name="emission" type="Color" setter="set_emission" getter="get_emission"> + The emitted light's color. See [member emission_enabled]. </member> <member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature"> + If [code]true[/code] the body emits light. </member> <member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy"> + The emitted light's strength. See [member emission_enabled]. </member> <member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag"> </member> @@ -85,36 +96,49 @@ <member name="flags_albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag"> </member> <member name="flags_disable_ambient_light" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code] the object receives no ambient light. Default value: [code]false[/code]. </member> <member name="flags_do_not_receive_shadows" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code] the object receives no shadow that would otherwise be cast onto it. Default value: [code]false[/code]. </member> <member name="flags_ensure_correct_normals" type="bool" setter="set_flag" getter="get_flag"> </member> <member name="flags_fixed_size" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code] the object is rendered at the same size regardless of distance. Default value: [code]false[/code]. </member> <member name="flags_no_depth_test" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code] depth testing is disabled and the object will be drawn in render order. </member> <member name="flags_transparent" type="bool" setter="set_feature" getter="get_feature"> + If [code]true[/code] transparency is enabled on the body. Default value: [code]false[/code]. See also [member params_blend_mode]. </member> <member name="flags_unshaded" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code] the object is unaffected by lighting. Default value: [code]false[/code]. </member> <member name="flags_use_point_size" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code] render point size can be changed. Note: this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member params_point_size]. </member> <member name="flags_vertex_lighting" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code] lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices. Default value: [code]false[/code]. </member> <member name="flags_world_triplanar" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code] triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar]. Default value: [code]false[/code]. </member> <member name="metallic" type="float" setter="set_metallic" getter="get_metallic"> + The reflectivity of the object's surface. The higher the value the more light is reflected. </member> <member name="metallic_specular" type="float" setter="set_specular" getter="get_specular"> + General reflectivity amount. Note: unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness]. </member> <member name="metallic_texture" type="Texture" setter="set_texture" getter="get_texture"> </member> <member name="metallic_texture_channel" type="int" setter="set_metallic_texture_channel" getter="get_metallic_texture_channel" enum="SpatialMaterial.TextureChannel"> </member> <member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature"> + If [code]true[/code] normal mapping is enabled. </member> <member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale"> + The strength of the normal map's effect. </member> <member name="normal_texture" type="Texture" setter="set_texture" getter="get_texture"> </member> @@ -123,40 +147,55 @@ <member name="params_billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag"> </member> <member name="params_billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="SpatialMaterial.BillboardMode"> + Controls how the object faces the camera. See [enum BillboardMode]. </member> <member name="params_blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="SpatialMaterial.BlendMode"> + The material's blend mode. Note that values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode]. </member> <member name="params_cull_mode" type="int" setter="set_cull_mode" getter="get_cull_mode" enum="SpatialMaterial.CullMode"> + Which side of the object is not drawn when backfaces are rendered. See [enum CullMode]. </member> <member name="params_depth_draw_mode" type="int" setter="set_depth_draw_mode" getter="get_depth_draw_mode" enum="SpatialMaterial.DepthDrawMode"> + Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member flags_transparent]. </member> <member name="params_diffuse_mode" type="int" setter="set_diffuse_mode" getter="get_diffuse_mode" enum="SpatialMaterial.DiffuseMode"> + The algorithm used for diffuse light scattering. See [enum DiffuseMode]. </member> <member name="params_grow" type="bool" setter="set_grow_enabled" getter="is_grow_enabled"> + If [code]true[/code] enables the vertex grow setting. See [member params_grow_amount]. </member> <member name="params_grow_amount" type="float" setter="set_grow" getter="get_grow"> + Grows object vertices in the direction of their normals. </member> <member name="params_line_width" type="float" setter="set_line_width" getter="get_line_width"> </member> <member name="params_point_size" type="float" setter="set_point_size" getter="get_point_size"> + The point size in pixels. See [member flags_use_point_size]. </member> <member name="params_specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="SpatialMaterial.SpecularMode"> + The method for rendering the specular blob. See [enum SpecularMode]. </member> <member name="params_use_alpha_scissor" type="bool" setter="set_flag" getter="get_flag"> </member> <member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames"> + The number of horizontal frames in the particle spritesheet. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode]. </member> <member name="particles_anim_loop" type="int" setter="set_particles_anim_loop" getter="get_particles_anim_loop"> + If [code]true[/code] particle animations are looped. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode]. </member> <member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames"> + The number of vertical frames in the particle spritesheet. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode]. </member> <member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance"> </member> <member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled"> + If [code]true[/code] the proximity and distance fade effect is enabled. Default value: [code]false[/code]. </member> <member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature"> + If [code]true[/code] the refraction effect is enabled. Distorts transparency based on light from behind the object. Default value: [code]false[/code]. </member> <member name="refraction_scale" type="float" setter="set_refraction" getter="get_refraction"> + The strength of the refraction effect. </member> <member name="refraction_texture" type="Texture" setter="set_texture" getter="get_texture"> </member> @@ -165,26 +204,33 @@ <member name="rim" type="float" setter="set_rim" getter="get_rim"> </member> <member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature"> + If [code]true[/code] rim effect is enabled. Default value: [code]false[/code]. </member> <member name="rim_texture" type="Texture" setter="set_texture" getter="get_texture"> </member> <member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint"> + The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best. </member> <member name="roughness" type="float" setter="set_roughness" getter="get_roughness"> + Surface reflection. A value of [code]0[/code] represents a perfect mirror while a value of [code]1[/code] completely blurs the reflection. See also [member metallic]. </member> <member name="roughness_texture" type="Texture" setter="set_texture" getter="get_texture"> </member> <member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="SpatialMaterial.TextureChannel"> </member> <member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature"> + If [code]true[/code] subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. </member> <member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength"> + The strength of the subsurface scattering effect. </member> <member name="subsurf_scatter_texture" type="Texture" setter="set_texture" getter="get_texture"> </member> <member name="transmission" type="Color" setter="set_transmission" getter="get_transmission"> + The color used by the transmission effect. Represents the light passing through an object. </member> <member name="transmission_enabled" type="bool" setter="set_feature" getter="get_feature"> + If [code]true[/code] the transmission effect is enabled. Default value: [code]false[/code]. </member> <member name="transmission_texture" type="Texture" setter="set_texture" getter="get_texture"> </member> @@ -205,8 +251,10 @@ <member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness"> </member> <member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code] the model's vertex colors are processed as sRGB mode. Default value: [code]false[/code]. </member> <member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code] the vertex color is used as albedo color. Default value: [code]false[/code]. </member> </members> <constants> @@ -275,6 +323,7 @@ <constant name="FEATURE_MAX" value="12" enum="Feature"> </constant> <constant name="BLEND_MODE_MIX" value="0" enum="BlendMode"> + Default blend mode. </constant> <constant name="BLEND_MODE_ADD" value="1" enum="BlendMode"> </constant> @@ -283,18 +332,25 @@ <constant name="BLEND_MODE_MUL" value="3" enum="BlendMode"> </constant> <constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode"> + Default depth draw mode. Depth is drawn only for opaque objects. </constant> <constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode"> + Depth draw is calculated for both opaque and transparent objects. </constant> <constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode"> + No depth draw. </constant> <constant name="DEPTH_DRAW_ALPHA_OPAQUE_PREPASS" value="3" enum="DepthDrawMode"> + For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn. </constant> <constant name="CULL_BACK" value="0" enum="CullMode"> + Default cull mode. The back of the object is culled when not visible. </constant> <constant name="CULL_FRONT" value="1" enum="CullMode"> + The front of the object is culled when not visible. </constant> <constant name="CULL_DISABLED" value="2" enum="CullMode"> + No culling is performed. </constant> <constant name="FLAG_UNSHADED" value="0" enum="Flags"> </constant> @@ -335,32 +391,46 @@ <constant name="FLAG_MAX" value="18" enum="Flags"> </constant> <constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode"> + Default diffuse scattering algorithm. </constant> <constant name="DIFFUSE_LAMBERT" value="1" enum="DiffuseMode"> + Diffuse scattering ignores roughness. </constant> <constant name="DIFFUSE_LAMBERT_WRAP" value="2" enum="DiffuseMode"> + Extends Lambert to cover more than 90 degrees when roughness increases. </constant> <constant name="DIFFUSE_OREN_NAYAR" value="3" enum="DiffuseMode"> + Attempts to use roughness to emulate microsurfacing. </constant> <constant name="DIFFUSE_TOON" value="4" enum="DiffuseMode"> + Uses a hard cut for lighting, with smoothing affected by roughness. </constant> <constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode"> + Default specular blob. </constant> <constant name="SPECULAR_BLINN" value="1" enum="SpecularMode"> + Older specular algorithm, included for compatibility. </constant> <constant name="SPECULAR_PHONG" value="2" enum="SpecularMode"> + Older specular algorithm, included for compatibility. </constant> <constant name="SPECULAR_TOON" value="3" enum="SpecularMode"> + Toon blob which changes size based on roughness. </constant> <constant name="SPECULAR_DISABLED" value="4" enum="SpecularMode"> + No specular blob. </constant> <constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode"> + Default value. </constant> <constant name="BILLBOARD_ENABLED" value="1" enum="BillboardMode"> + The object's z-axis will always face the camera. </constant> <constant name="BILLBOARD_FIXED_Y" value="2" enum="BillboardMode"> + The object's x-axis will always face the camera. </constant> <constant name="BILLBOARD_PARTICLES" value="3" enum="BillboardMode"> + Used for particle systems. Enables particle animation options. </constant> <constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel"> </constant> diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgress.xml index f74420e8b1..3cbaf0429c 100644 --- a/doc/classes/TextureProgress.xml +++ b/doc/classes/TextureProgress.xml @@ -52,10 +52,13 @@ [Texture] that draws under the progress bar. The bar's background. </member> <member name="tint_over" type="Color" setter="set_tint_over" getter="get_tint_over"> + Multiplies the color of the bar's [code]texture_over[/code] texture. The effect is similar to [member CanvasItem.modulate], except it only affects this specific texture instead of the entire node. </member> <member name="tint_progress" type="Color" setter="set_tint_progress" getter="get_tint_progress"> + Multiplies the color of the bar's [code]texture_progress[/code] texture. </member> <member name="tint_under" type="Color" setter="set_tint_under" getter="get_tint_under"> + Multiplies the color of the bar's [code]texture_under[/code] texture. </member> </members> <constants> @@ -72,16 +75,19 @@ The [member texture_progress] fills from bottom to top. </constant> <constant name="FILL_CLOCKWISE" value="4" enum="FillMode"> - Turns the node into a radial bar. The [member texture_progress] fills clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to refine its behavior. + Turns the node into a radial bar. The [member texture_progress] fills clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up. </constant> <constant name="FILL_COUNTER_CLOCKWISE" value="5" enum="FillMode"> - Turns the node into a radial bar. The [member texture_progress] fills counter-clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to refine its behavior. + Turns the node into a radial bar. The [member texture_progress] fills counter-clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up. </constant> <constant name="FILL_BILINEAR_LEFT_AND_RIGHT" value="6" enum="FillMode"> + The [member texture_progress] fills from the center, expanding both towards the left and the right. </constant> <constant name="FILL_BILINEAR_TOP_AND_BOTTOM" value="7" enum="FillMode"> + The [member texture_progress] fills from the center, expanding both towards the top and the bottom. </constant> <constant name="FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE" value="8" enum="FillMode"> + Turns the node into a radial bar. The [member texture_progress] fills radially from the center, expanding both clockwise and counter-clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up. </constant> </constants> </class> diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml index 0431718066..8051062fc4 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -230,7 +230,7 @@ The amount of columns. </member> <member name="drop_mode_flags" type="int" setter="set_drop_mode_flags" getter="get_drop_mode_flags"> - The drop mode as an OR combination of flags. See [code]DROP_MODE_*[/code] constants. Once dropping is done, reverts to [code]DROP_MODE_DISABLED[/code]. Setting this during [method can_drop_data] is recommended. + The drop mode as an OR combination of flags. See [code]DROP_MODE_*[/code] constants. Once dropping is done, reverts to [code]DROP_MODE_DISABLED[/code]. Setting this during [method Control.can_drop_data] is recommended. </member> <member name="hide_folding" type="bool" setter="set_hide_folding" getter="is_folding_hidden"> If [code]true[/code] the folding arrow is hidden. diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml index 57e0f2825a..c5a63b1acb 100644 --- a/doc/classes/TreeItem.xml +++ b/doc/classes/TreeItem.xml @@ -400,6 +400,7 @@ </argument> <description> Sets the given column's custom draw callback to [code]callback[/code] method on [code]object[/code]. + The [code]callback[/code] should accept two arguments: the [TreeItem] that is drawn and its position and size as a [Rect2]. </description> </method> <method name="set_editable"> |